https://modiki.civfanatics.com/api.php?action=feedcontributions&user=Topsecret&feedformat=atomCivilization Modding Wiki - User contributions [en]2024-03-28T17:18:06ZUser contributionsMediaWiki 1.38.2https://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=6790Civ4UnitInfos2011-01-17T20:44:18Z<p>Topsecret: </p>
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<div>The '''Civ4UnitInfos''' XML file controls data related to individual units: for example, a unit's strength value or production cost. There are also more detailed options, affecting things like transport capabilities, prerequisites, and other complex features.<br />
<br />
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.<br />
<br />
<font color=red>This page is missing information.<br />
Do not remove this notice until it is complete.</font><br />
<br />
<br />
==Tags==<br />
=== Headers ===<br />
<br />
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! Capture<br />
| Either NONE, or the unit which the unit turns into when captured.<br />
|-<br />
! Class<br />
| The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilization can only have one of each class.<br />
|-<br />
! Combat<br />
| The combat type, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat & defense.<br />
|-<br />
! Domain<br />
| DOMAIN_ - then AIR, SEA or LAND.<br />
|-<br />
! DefaultUnitAI<br />
| The default way in which the AI uses the unit.<br />
|-<br />
! Invisible<br />
| Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE.<br />
|-<br />
! SeeInvisible<br />
| Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility.<br />
|-<br />
! Special<br />
| Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.<br />
|-<br />
! Type<br />
| The name of the unit; which must be unique.<br />
|-<br />
! UnitInfo<br />
| Each different unit's data is enclosed in a seperate tag like this.<br />
|-<br />
! UnitInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! UniqueNames<br />
| Can be used to make the same unit have seperate names. kinda the same as cities. Can either contain text or a text tag<br />
|}<br />
<br />
<br />
=== Prerequisites ===<br />
<br />
These tags ''must'' be included when writing new entries, or the game will crash or otherwise malfunction.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! AdvancedStartCost<br />
| The cost in points of the unit on Advanced Start.<br />
|-<br />
! AdvancedStartCostIncrease<br />
| Affects the cost in points of the unit on Advanced Start.<br />
|-<br />
! BonusType<br />
| The resource needed to build this unit.<br />
|-<br />
! Flavors<br />
| The 'flavours' of the unit - these relate to leader behavior in the AI.<br />
|-<br />
! HolyCity<br />
| If not NONE, then it is the Holy City needed to build the unit.<br />
|-<br />
! HurryCostModifier<br />
| Impacts the Gold Hurry cost of the unit.<br />
|-<br />
! MinAreaSize<br />
| Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats).<br />
|-<br />
! Moves<br />
| The number of movement points that the unit has.<br />
|-<br />
! PrereqBonuses<br />
| Used as a list tag to enclose BonusType tags.<br />
|-<br />
! PrereqBuilding<br />
| Either NONE, or the building needed in a city to build this unit.<br />
|-<br />
! PrereqCorporation<br />
| Either NONE, or the corporation needed in a city to build this unit.<br />
|-<br />
! PrereqReligion<br />
| Either NONE, or the religion needed in a city to build this unit.<br />
|-<br />
! PrereqTech<br />
| Either NONE, or the technology that you need to build this unit.<br />
|-<br />
! ProductionTraits<br />
| The leader traits which affect production of this unit, along with the value.<br />
|-<br />
! ReligionType<br />
| For units, always NONE.<br />
|-<br />
! StateReligion<br />
| If not NONE, the State Religion needed to build this unit.<br />
|-<br />
! TechTypes<br />
| Used as a list tag to enclose PrereqTech tags.<br />
|}<br />
<br />
<br />
=== Text ===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! Advisor<br />
| Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.<br />
|-<br />
! Civilopedia<br />
| As above for the Civiliopedia entry.<br />
|-<br />
! Description<br />
| Either text or a key from the text files. The name displayed for the unit. <br />
|-<br />
! Help<br />
| Optional. A text that can include some more information to display. The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
! Strategy<br />
| As above for the Sid's Tips, also displayed above the Civilopedia entry.<br />
|}<br />
<br />
<br />
=== Integers ===<br />
<br />
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! iAirCombat<br />
| The unit's base strength for Air Units.<br />
|-<br />
! iAirCombatLimit<br />
| Max amount of damage (in percent) able to be inflicted on enemy units when air striking.<br />
|-<br />
! iAirRange<br />
| The range at which an air unit it can operate or the range at which a ground unit can attack.<br />
|-<br />
! iAirUnitCap<br />
| The number of air unit capacity slots the unit takes up -- should be 1 for most, if not all, air units.<br />
|-<br />
! iAIWeight <br />
| The preference given by the AI to this unit, generally for Unique Units.<br />
|-<br />
! iAnimalCombat<br />
| The percent bonus that the unit gets against Animals, in attack and defense.<br />
|-<br />
! iAsset<br />
| Affects the AI's behaviour towards it in some way.<br />
|-<br />
! iBaseDiscover<br />
| The basic rate at which the unit researches technologies.<br />
|-<br />
! iBaseHurry<br />
| Amount of production in a city the unit can hurry.<br />
|-<br />
! iBaseTrade<br />
| The basic amount of money that the unit makes from a Trade Mission.<br />
|-<br />
! iBombardRate<br />
| The rate at which a unit Bombards a city.<br />
|-<br />
! iBombRate<br />
| The damage that a unit does when carrying out an Air Bomb mission.<br />
|-<br />
! iCargo<br />
| The number of units that the unit can carry.<br />
|-<br />
! iChanceFirstStrikes<br />
| The number of First Strike Chances that the unit has.<br />
|-<br />
! iCityAttack<br />
| The percent bonus that the unit gets when attacking cities.<br />
|-<br />
! iCityDefense<br />
| The percent bonus that the unit gets when defending cities.<br />
|-<br />
! iCollateralDamage<br />
| The amount of collateral damage (in percent) that the unit deals.<br />
|-<br />
! iCollateralDamageLimit<br />
| The maximum amount of collateral damage that the unit can deal.<br />
|-<br />
! iCollateralDamageMaxUnits<br />
| The greatest number of enemy units that the unit can inflict collateral damage on.<br />
|-<br />
! iConscription<br />
| The number of this unit that can be drafted.<br />
|-<br />
! iCombat<br />
| The unit's base strength.<br />
|-<br />
! iCombatLimit<br />
| Percentage that tells how much damage a unit can give out before retreating.<br />
|-<br />
! iCost<br />
| The cost in hammers of the unit.<br />
|-<br />
! iCultureGarrison<br />
| The suppression value of a unit while garrisoned in a rebelling city.<br />
|-<br />
! iDiscoverMultiplier<br />
| Affects the rate at which the unit researches technologies.<br />
|-<br />
! iDropRange<br />
| The range at which the unit can 'jump'/paradrop from a friendly city.<br />
|-<br />
! iEspionagePoints<br />
| Used for Spy Units (ex. Great Spy) - the number of espionage points the unit can generate when infiltrating an enemy city.<br />
|-<br />
! iEvasionProbability<br />
| For air and parachute units; the odds of evading interception.<br />
|-<br />
! iExtraCost<br />
| Affects the upkeep (in gold per turn) of the unit; ex. a value of 1 equals +1 gold per turn cost.<br />
|-<br />
! iFirstStrikes<br />
| The number of automatic First Strikes that the unit has.<br />
|-<br />
! iGreatWorkCulture<br />
| The amount of culture that the unit generates with a Great Work.<br />
|-<br />
! iHillsAttack<br />
| The percent bonus that the unit gets when attacking hills.<br />
|-<br />
! iHillsDefense<br />
| The percent bonus that the unit gets when defending hills.<br />
|-<br />
! iHotKeyPriority<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! iHurryMultiplier<br />
| Multiplier of the above.<br />
|-<br />
! iInterceptionProbability <br />
| The percent odds a unit has of intercepting an enemy unit within range trying to carry out an air mission.<br />
|-<br />
! iLeaderExperience<br />
| The amount of experience this unit gives to units in the same stack when leading as a warlord; used for Great Generals.<br />
|-<br />
! iNukeRange<br />
| The range at which the 'nuke' can be launched - missiles only.<br />
|-<br />
! iOrderPriority<br />
| Optional. <font color=red>Not sure what this does.</font><br />
|-<br />
! iPower<br />
| Affects the amount that the AI factors it into the equation when determining your military power.<br />
|-<br />
! iTradeMultiplier<br />
| Affects the amount of money that the unit makes from a Trade Mission.<br />
|-<br />
! iWithdrawalProb<br />
| The percent withdrawal chance the unit has. Maximum Value is in GlobalDefines.xml<br />
|-<br />
! iWorkRate<br />
| The rate at which the unit improves tiles.<br />
|-<br />
! iXPValueAttack<br />
| The value, in Experience Points, that this unit is worth on the attack.<br />
|-<br />
! iXPValueDefense<br />
| The value, in Experience Points, that this unit is worth on the defense.<br />
|}<br />
<br />
=== Boolean ===<br />
<br />
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! bAltDown<br />
| If 1, the hotkey for this unit must be used with Alt.<br />
|-<br />
! bAlwaysHostile<br />
| Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.<br />
|-<br />
! bAnimal<br />
| The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.<br />
|-<br />
! bCanMoveImpassible<br />
| If set to 1, the unit can move through impassable terrain; ex. submarines moving through ice, helicopters moving through peaks.<br />
|-<br />
! bCanMoveAllTerrain<br />
| Can move across all terrain.<br />
|-<br />
! bCounterSpy<br />
| Should only be 1 in Vanilla or Warlords; can Perform Counterespionage.<br />
|-<br />
! bCtrlDown<br />
| If 1, the hotkey for this unit must be used with Ctrl.<br />
|-<br />
! bDestroy<br />
| Should only be 1 in Vanilla or Warlords; can Destroy Improvements.<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to First Strikes.<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain.<br />
|-<br />
! bFood<br />
| The unit is produced with food as well as hammers; a city does not generate food while building this unit.<br />
|-<br />
! bFound<br />
| Can found a city.<br />
|-<br />
! bGoldenAge<br />
| Counts as a Great Person to start a Golden Age.<br />
|-<br />
! bHiddenNationality<br />
| Bears no marking of nationality.<br />
|-<br />
! bIgnoreBuildingDefense<br />
| Ignores defensive bonuses from enemy buildings, like Walls and Castles.<br />
|-<br />
! bIgnoreTerrainCost<br />
| Ignores movement penalties from terrain.<br />
|-<br />
! bInvestigate<br />
| Should only be 1 in Vanilla or Warlords; can Investigate City.<br />
|-<br />
! bInvisible<br />
| Is invisible to all units.<br />
|-<br />
! bLineOfSight<br />
| Optional. Specifies if the unit can only reveal the content in the tiles in the direction he is facing.<br />
|-<br />
! bMechanized<br />
| Likely affects the sounds played when selecting the unit or issuing it orders (i.e. mechanical noises as opposed to human voices). <br />
Used for land units in a vehicle, air units, sea units, etc.<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble; contributes to the "+happy for each military unit in a city" civic modifier.<br />
|-<br />
! bMilitaryProduction<br />
| Counts as a military unit for production bonuses/penalties.<br />
|-<br />
! bMilitarySupport<br />
| Costs money to maintain as part of your military, affected by Pacifism and the like.<br />
|-<br />
! bNoBadGoodies<br />
| When this unit is entering a Tribal Village, the villagers will never be hostile.<br />
|-<br />
! bNoCapture<br />
| This unit cannot capture cities.<br />
|-<br />
! bNoDefensiveBonus<br />
| Does not receive defensive bonuses.<br />
|-<br />
! bNoRevealMap<br />
| If 1, the unit does not reveal any tiles except the one it is currently standing on.<br />
|-<br />
! bNukeInnume<br />
| Takes no damage from nukes.<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units.<br />
|-<br />
! bPillage<br />
| Can pillage improvements.<br />
|-<br />
! bQuickCombat<br />
| Always 0 in vanilla BtS; if set to 1, presumably the unit never triggers the camera-angle change and other battle effects when combating another unit.<br />
|-<br />
! bRenderAlways<br />
| Optional. Unknown usage.<br />
|-<br />
! bRenderBelowWater<br />
| Optional. Unknown usage.<br />
|-<br />
! bRivalTerritory<br />
| Can explore rival territory.<br />
|-<br />
! bPrereqBonuses<br />
| Needs the mentioned resources to be built (can be NONE).<br />
|-<br />
! bPrereqReligion<br />
| Needs the mentioned religion to be built (can be NONE).<br />
|-<br />
! bSabotage<br />
| Should only be 1 in Vanilla or Warlords; can Sabotage Production.<br />
|-<br />
! bShiftDown<br />
| If 1, the hotkey for this unit must be used with Shift.<br />
|-<br />
! bSpy<br />
| Is a spy.<br />
|-<br />
! bStealPlans<br />
| Should only be 1 in Vanilla or Warlords; can Steal Plans.<br />
|-<br />
! bSuicide<br />
| Kills itself upon attacking, like a Kamikaze in the Defense mod.<br />
|}<br />
<br />
<br />
===Lists (Multi-line)===<br />
<br />
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! Builds<br />
| For all the things that the unit can build on tiles; but not wonders that it can build in cities.<br />
|-<br />
! Buildings<br />
| The buildings which the unit can construct in a friendly city.<br />
|-<br />
! CorporationSpreads<br />
| The Corporations which the unit can spread.<br />
|-<br />
! FlankingStrikes<br />
| All unit classes against which the unit gets a Flank Attack.<br />
|-<br />
! ForceBuildings<br />
| The buildings the unit can construct in '''''any''''' city regardless of tech, building prerequisites, or other restrictions (ex: could construct a world wonder in multiple cities).<br />
|-<br />
! GreatPeoples<br />
| If the unit can settle in a city, put the type of specialist it becomes here.<br />
|-<br />
! NotUnitAIs<br />
| As UnitAIs, but for the tasks which the AI will never consider the unit for.<br />
|-<br />
! ReligionSpreads<br />
| The religions which the unit can spread.<br />
|-<br />
! UnitClassDefenders<br />
| Unit defends first against the specified unitclass(es).<br />
|- <br />
! UnitClassTargets<br />
| Unit attacks first against the specified unitclass(es).<br />
|-<br />
! UnitClassUpgrades<br />
| The UnitClass(es) to which this unit upgrades.<br />
|-<br />
! UnitCombatDefenders<br />
| Unit defends first against the specified unitcombat type(s)<br />
|-<br />
! UnitCombatTargets<br />
| Unit attacks first against the specified unitcombat type(s)<br />
|-<br />
! UnitAIs<br />
| Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.<br />
|-<br />
|}<br />
<br />
=== Miscellaneous ===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! BonusProductionModifiers<br />
| Resources that make the unit produce faster.<br />
|-<br />
! DomainCargo<br />
| The Domain (AIR, SEA, or LAND) of units that the unit can carry.<br />
|-<br />
! DomainMods<br />
| The bonuses/penalties that the unit gets against Air, Sea or Land units.<br />
|-<br />
! FeatureAttacks<br />
| Attack bonus(es) that the unit gets when attacking into different features.<br />
|-<br />
! FeatureDefenses<br />
| Defense bonus(es) that the unit gets from within different features.<br />
|-<br />
! FeatureImpassables<br />
| Used to specify terrain features (Jungle, Forest, etc.) that the unit is unable to enter.<br />
|-<br />
! FeatureNatives<br />
| This affects the feature types animals spawn in.<br />
|-<br />
! FreePromotions<br />
| The promotions that this unit starts with.<br />
|-<br />
! HotKey<br />
| Never used in the original game - it can be used to define a hotkey for the unit.<br />
|-<br />
! LeaderPromotion<br />
| Promotion that the unit gives to another unit when attached as a warlord; used in vanilla BtS for Great Generals.<br />
|-<br />
! SpecialCargo<br />
| The type of SpecialUnit that the unit can carry.<br />
|-<br />
! TerrainAttacks<br />
| Attack bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainDefenses<br />
| Defense bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainImpassables<br />
| Used to specify terrain types (Ocean, Desert, etc.) that the unit is unable to enter.<br />
|-<br />
! TerrainNatives<br />
| This affects the terrain types animals spawn in.<br />
|-<br />
! TerrainPassableTechs<br />
| With these technologies, the unit can enter the terrain defined in TerrainImpassables.<br />
|-<br />
! UnitClassAttackMods<br />
| The percent bonuses/penalties that the unit gets against specific UnitClasses in attack.<br />
|-<br />
! UnitClassDefenseMods<br />
| The percent bonuses/penalties that the unit gets against specific UnitClasses in defense.<br />
|-<br />
! UnitCombatCollateralImmunes<br />
| The UnitCombat(s) that this unit does not receive collateral damage from.<br />
|-<br />
! UnitCombatMods<br />
| The percent bonuses/penalties that the unit gets against different UnitCombat groups.<br />
|}<br />
<br />
<br />
=== Art ===<br />
<br />
These tags are directly related to the rendering of art for the entry.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! EarlyArtDefineTag<br />
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the early era(s).<br />
|-<br />
! FormationType<br />
| The formation that the unit adopts.<br />
|-<br />
! fMaxSpeed<br />
| <font color=red>Not sure what this does.</font> Perhaps the maximum speed at which the unit's animations play?<br />
|-<br />
! fPadTime<br />
| <font color=red>Not sure what this does.</font> Perhaps the amount of time (in seconds) inserted between certain animations?<br />
|-<br />
! iGroupSize<br />
| The number of models in the unit; ex. 3 for a Warrior unit, 1 for a Jet Fighter unit.<br />
|-<br />
! iMeleeWaveSize<br />
| The number of models that engage in melee combat at once. Should never be greater than iGroupSize.<br />
|-<br />
! iRangedWaveSize<br />
| The number of models that engage in ranged combat at once. Should never be greater than iGroupSize.<br />
|-<br />
! LateArtDefineTag<br />
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the middle era(s).<br />
|-<br />
! MiddleArtDefineTag<br />
| From CIV4ArtDefinesUnit - what the unit looks like in-game during the late era(s).<br />
|-<br />
! UnitMeshGroups<br />
| The ART_DEF tag for the unit's model/animation/etc information.<br />
|-<br />
|}<br />
<br />
<br />
==Example==<br />
<UnitInfo><br />
<Class>UNITCLASS_LION</Class><br />
<Type>UNIT_LION</Type><br />
<UniqueNames/><br />
<Special>NONE</Special><br />
<Capture>NONE</Capture><br />
<Combat>NONE</Combat><br />
<Domain>DOMAIN_LAND</Domain><br />
<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI><br />
<Invisible>NONE</Invisible><br />
<SeeInvisible>NONE</SeeInvisible><br />
<Description>TXT_KEY_UNIT_LION</Description><br />
<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia><br />
<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy><br />
<Advisor>NONE</Advisor><br />
<bAnimal>1</bAnimal><br />
<bFood>0</bFood><br />
<bNoBadGoodies>0</bNoBadGoodies><br />
<bOnlyDefensive>0</bOnlyDefensive><br />
<bNoCapture>0</bNoCapture><br />
<bQuickCombat>0</bQuickCombat><br />
<bRivalTerritory>0</bRivalTerritory><br />
<bMilitaryHappiness>0</bMilitaryHappiness><br />
<bMilitarySupport>0</bMilitarySupport><br />
<bMilitaryProduction>0</bMilitaryProduction><br />
<bPillage>0</bPillage><br />
<bSpy>0</bSpy><br />
<bSabotage>0</bSabotage><br />
<bDestroy>0</bDestroy><br />
<bStealPlans>0</bStealPlans><br />
<bInvestigate>0</bInvestigate><br />
<bCounterSpy>0</bCounterSpy><br />
<bFound>0</bFound><br />
<bGoldenAge>0</bGoldenAge><br />
<bInvisible>0</bInvisible><br />
<bFirstStrikeImmune>0</bFirstStrikeImmune><br />
<bNoDefensiveBonus>1</bNoDefensiveBonus><br />
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense><br />
<bCanMoveImpassable>0</bCanMoveImpassable><br />
<bCanMoveAllTerrain>0</bCanMoveAllTerrain><br />
<bFlatMovementCost>0</bFlatMovementCost><br />
<bIgnoreTerrainCost>0</bIgnoreTerrainCost><br />
<bNukeImmune>0</bNukeImmune><br />
<bPrereqBonuses>0</bPrereqBonuses><br />
<bPrereqReligion>0</bPrereqReligion><br />
<bMechanized>0</bMechanized><br />
<bSuicide>0</bSuicide><br />
<bHiddenNationality>0</bHiddenNationality><br />
<bAlwaysHostile>0</bAlwaysHostile><br />
<UnitClassUpgrades/><br />
<UnitClassTargets/><br />
<UnitCombatTargets/><br />
<UnitClassDefenders/><br />
<UnitCombatDefenders/><br />
<FlankingStrikes/><br />
<UnitAIs><br />
<UnitAI><br />
<UnitAIType>UNITAI_ANIMAL</UnitAIType><br />
<bUnitAI>1</bUnitAI><br />
</UnitAI><br />
</UnitAIs><br />
<NotUnitAIs/><br />
<Builds/><br />
<ReligionSpreads/><br />
<CorporationSpreads/><br />
<GreatPeoples/><br />
<Buildings/><br />
<ForceBuildings/><br />
<HolyCity>NONE</HolyCity><br />
<ReligionType>NONE</ReligionType><br />
<StateReligion>NONE</StateReligion><br />
<PrereqReligion>NONE</PrereqReligion><br />
<PrereqCorporation>NONE</PrereqCorporation><br />
<PrereqBuilding>NONE</PrereqBuilding><br />
<PrereqTech>NONE</PrereqTech><br />
<TechTypes/><br />
<BonusType>NONE</BonusType><br />
<PrereqBonuses/><br />
<ProductionTraits/><br />
<Flavors/><br />
<iAIWeight>0</iAIWeight><br />
<iCost>-1</iCost><br />
<iHurryCostModifier>0</iHurryCostModifier><br />
<iAdvancedStartCost>-1</iAdvancedStartCost><br />
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease><br />
<iMinAreaSize>-1</iMinAreaSize><br />
<iMoves>1</iMoves><br />
<bNoRevealMap>0</bNoRevealMap><br />
<iAirRange>0</iAirRange><br />
<iAirUnitCap>0</iAirUnitCap><br />
<iDropRange>0</iDropRange><br />
<iNukeRange>-1</iNukeRange><br />
<iWorkRate>0</iWorkRate><br />
<iBaseDiscover>0</iBaseDiscover><br />
<iDiscoverMultiplier>0</iDiscoverMultiplier><br />
<iBaseHurry>0</iBaseHurry><br />
<iHurryMultiplier>0</iHurryMultiplier><br />
<iBaseTrade>0</iBaseTrade><br />
<iTradeMultiplier>0</iTradeMultiplier><br />
<iGreatWorkCulture>0</iGreatWorkCulture><br />
<iEspionagePoints>0</iEspionagePoints><br />
<TerrainImpassables/><br />
<FeatureImpassables/><br />
<TerrainPassableTechs/><br />
<FeaturePassableTechs/><br />
<iCombat>2</iCombat><br />
<iCombatLimit>100</iCombatLimit><br />
<iAirCombat>0</iAirCombat><br />
<iAirCombatLimit>0</iAirCombatLimit><br />
<iXPValueAttack>4</iXPValueAttack><br />
<iXPValueDefense>2</iXPValueDefense><br />
<iFirstStrikes>0</iFirstStrikes><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes><br />
<iInterceptionProbability>0</iInterceptionProbability><br />
<iEvasionProbability>0</iEvasionProbability><br />
<iWithdrawalProb>0</iWithdrawalProb><br />
<iCollateralDamage>0</iCollateralDamage><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iAnimalCombat>0</iAnimalCombat><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<TerrainNatives><br />
<TerrainNative><br />
<TerrainType>TERRAIN_GRASS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_PLAINS</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
<TerrainNative><br />
<TerrainType>TERRAIN_DESERT</TerrainType><br />
<bTerrainNative>1</bTerrainNative><br />
</TerrainNative><br />
</TerrainNatives><br />
<FeatureNatives/><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitClassAttackMods/><br />
<UnitClassDefenseMods/><br />
<UnitCombatMods/><br />
<UnitCombatCollateralImmunes/><br />
<DomainMods/><br />
<BonusProductionModifiers/><br />
<iBombRate>0</iBombRate><br />
<iBombardRate>0</iBombardRate><br />
<SpecialCargo>NONE</SpecialCargo><br />
<DomainCargo>NONE</DomainCargo><br />
<iCargo>0</iCargo><br />
<iConscription>0</iConscription><br />
<iCultureGarrison>0</iCultureGarrison><br />
<iExtraCost>0</iExtraCost><br />
<iAsset>1</iAsset><br />
<iPower>1</iPower><br />
<UnitMeshGroups><br />
<iGroupSize>3</iGroupSize><br />
<fMaxSpeed>1.75</fMaxSpeed><br />
<fPadTime>1</fPadTime><br />
<iMeleeWaveSize>3</iMeleeWaveSize><br />
<iRangedWaveSize>0</iRangedWaveSize><br />
<UnitMeshGroup><br />
<iRequired>3</iRequired><br />
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag><br />
</UnitMeshGroup><br />
</UnitMeshGroups><br />
<FormationType>FORMATION_TYPE_ANIMAL</FormationType><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<FreePromotions/><br />
<LeaderPromotion>NONE</LeaderPromotion><br />
<iLeaderExperience>0</iLeaderExperience><br />
</UnitInfo><br />
<br />
{{Civ4_XML_Files}}</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=Civ4CivicInfos&diff=6655Civ4CivicInfos2010-11-26T22:09:21Z<p>Topsecret: </p>
<hr />
<div>The '''Civ4CivicInfos''' file declares the effects each civic has in the game.<br />
<br />
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. <br />
<br />
<br />
==Tags==<br />
===Headers===<br />
<br />
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!CivicInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<br />
|}<br />
<br />
<br />
===Prerequisites===<br />
<br />
These tags ''must'' be included when writing new entries, or the game will crash or otherwise malfunction.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!TechPrereq<br />
|Either NONE, or the technology that you need to adopt this civic. <br />
|}<br />
<br />
<br />
===Text===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!Civilopedia<br />
|As above for the Civiliopedia entry.<br />
|-<br />
!Description<br />
|Either text or a key from the text files. The name of this civic.<br />
|-<br />
!Strategy<br />
|As above for the Sid's Tips, also displayed above the Civilopedia entry.<br />
|-<br />
!WeLoveTheKing<br />
|As above, for the text shown when a city is on "We Love The King day".<br />
|}<br />
<br />
<br />
===Integers===<br />
<br />
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!iAIWeight<br />
|Modifies the AI preference for this civic.<br />
|-<br />
!iAnarchyLength<br />
|A weight that affect the anarchy length when switching to this civic.<br />
|-<br />
!iBaseFreeMilitaryUnits<br />
|Specifies how many military units don't need maintainance.<br />
|-<br />
!iBaseFreeUnits<br />
|Specifies how many units don't need maintainance.<br />
|-<br />
!iCivicPercentAnger<br />
|A weight for unhappiness in every city of the empire, per every known civilization that is adopting this civic while you aren't.<br />
|-<br />
!iCorporationMaintenanceModifier<br />
|Modifies the corporations maintainance cost.<br />
|-<br />
!iDistanceMaintenanceModifier<br />
|Modifies the city maintainance cost by distance.<br />
|-<br />
!iDomesticGreatGeneralRateModifier<br />
|Sets the bonus to Great General points generation inside your borders.<br />
|-<br />
!iExpInBorderModifier<br />
|Modifies the experience a unit gains inside his borders.<br />
|-<br />
!iExtraHealth<br />
|Health bonus/malus for every city.<br />
|-<br />
!iFreeExperience<br />
|Bonus experience for new military units.<br />
|-<br />
!iFreeMilitaryUnitsPopulationPercent<br />
|Specifies how many extra military units (based on population) don't need maintainance.<br />
|-<br />
!iFreeSpecialist<br />
|The number of free specialists in every city of the empire.<br />
|-<br />
!iFreeUnitsPopulationPercent<br />
|Specifies how many extra units (based on population) don't need maintainance.<br />
|-<br />
!iGoldPerMilitaryUnit<br />
|Specifies the maintainance cost for military units.<br />
|-<br />
!iGoldPerUnit<br />
|Specifies the maintainance cost for units.<br />
|-<br />
!iGreatGeneralRateModifier<br />
|Sets the bonus to Great General points generation.<br />
|-<br />
!iGreatPeopleRateModifier<br />
|Sets the bonus to Great People points generation.<br />
|-<br />
!iHappyPerMilitaryUnit<br />
|Specifies if military units in cities generate happy faces, and how many of them.<br />
|-<br />
!iImprovementUpgradeRateModifier<br />
|Modifies the improvement upgrade speed (like when a cottage grows to an hamlet).<br />
|-<br />
!iLargestCityHappiness<br />
|The number of extra happy faces for the largest cities of the empire.<br />
|-<br />
!iMaxConscript<br />
|Specifies if a player can draft units, and how many of them each turn.<br />
|-<br />
!iMilitaryProductionModifier<br />
|Modifies the military units production.<br />
|-<br />
!iNonStateReligionHappiness<br />
|The number of extra happy faces for every religion in your cities.<br />
|-<br />
!iNumCitiesMaintenanceModifier<br />
|Modifies the city maintainance cost by number of cities.<br />
|-<br />
!iStateReligionBuildingProductionModifier<br />
|Modifies the production for buildings, in cities with the state religion.<br />
|-<br />
!iStateReligionFreeExperience<br />
|Bonus experience for new military units, in cities with the state religion.<br />
|-<br />
!iStateReligionGreatPeopleRateModifier<br />
|Sets the bonus to Great People points generation, in cities with the state religion.<br />
|-<br />
!iStateReligionHappiness<br />
|The number of extra happy faces in cities with the state religion.<br />
|-<br />
!iStateReligionUnitProductionModifier<br />
|Modifies the production for units, in cities with the state religion.<br />
|-<br />
!iTradeRoutes<br />
|The number of extra trade routes in every city of the empire.<br />
|-<br />
!iWarWearinessModifier<br />
|Modifies the war weariness in every city of the empire.<br />
|-<br />
!iWorkerSpeedModifier<br />
|Modifies the work rate for workers.<br />
|}<br />
<br />
<br />
===Boolean===<br />
<br />
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!bBuildingOnlyHealthy<br />
|Specifies if buildings don't contribute to unhealthy in the cities.<br />
|-<br />
!bMilitaryFoodProduction<br />
|Specifies if cities can convert food into production (like when building a settler).<br />
|-<br />
!bNoCorporations<br />
|Specifies if corporations are forbidden (cannot be found or spread, don't have any effect).<br />
|-<br />
!bNoForeignCorporations<br />
|Specifies if foreign corporations cannot have any effect.<br />
|-<br />
!bNoForeignTrade<br />
|Specifies if foreign trade routes are forbidden.<br />
|-<br />
!bNoNonStateReligionSpread<br />
|Specifies if non-state religions cannot spread in your cities.<br />
|-<br />
!bStateReligion<br />
|Allows to adopt a state religion. If you switch to a civic that doesn't allow a state religion, you will be automatically switched to "No state religion".<br />
|-<br />
!bNoUnhealthyPopulation<br />
|Specifies if population don't contribute to unhealthy in the cities.<br />
|}<br />
<br />
<br />
===Lists (Multi-line)===<br />
<br />
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!BuildingHappinessChanges<br />
|Specifies which buildings provide extra happy faces.<br />
|-<br />
!BuildingHealthChanges<br />
|Specifies which buildings provide extra health.<br />
|-<br />
!CapitalCommerceModifiers<br />
|Modifies the commerce output in the capital (+n%) (respectively, for gold, research, culture, espionage)<br />
|-<br />
!CapitalYieldModifiers<br />
|Modifies the yield in the capital (+n%) (respectively, for food, production, commerce)<br />
|-<br />
!CommerceModifiers<br />
|Modifies the commerce output in all your cities (+n%) (respectively, for gold, research, culture, espionage)<br />
|-<br />
!FeatureHappinessChanges<br />
|Specifies which land features provide extra happiness if they are in the Big Fat Cross of a city.<br />
|-<br />
!Hurrys<br />
|Specifies the methods that can be used to rush a production (rush with gold, rush with people)<br />
|-<br />
!ImprovementYieldChanges<br />
|Specifies which improvements provide extra yield (respectively, food, production, commerce)<br />
|-<br />
!SpecialBuildingNotRequireds<br />
|Specifies which special buildings are no longer a prerequisite (like when monasteries are no longer needed to train missionaries).<br />
|-<br />
!SpecialistExtraCommerces<br />
|Extra commerce for each specialist (respectively, gold, research, culture, espionage)<br />
|-<br />
!SpecialistValids<br />
|Specifies which specialists can be used with no limits (like when in Caste System).<br />
|-<br />
!TradeYieldModifiers<br />
|Modifies the yield of trade routes in all your cities (+n%) (respectively, for food, production, commerce)<br />
|-<br />
!YieldModifiers<br />
|Modifies the yield in all your cities (+n%) (respectively, for food, production, commerce)<br />
|}<br />
<br />
<br />
===Miscellaneous===<br />
<br />
These tags ''must'' be included when writing new entries, or the game will crash or otherwise malfunction.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!Upkeep<br />
|From the Civ4UpkeepInfo file. Sets the civic maintainance cost.<br />
|}<br />
<br />
<br />
===Art===<br />
<br />
These tags are directly related to the rendering of art for the entry.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!Button<br />
|The path of the dds file that contains the image for this civic.<br />
|}<br />
<br />
<br />
==Example==<br />
<br />
In the following example of code, please note that there is a specific order of all of the tags. You ''must'' list the tags in this order for the game to properly interpret your file.<br />
<br />
<CivicInfo><br />
<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType><br />
<Type>CIVIC_ENVIRONMENTALISM</Type><br />
<Description>TXT_KEY_CIVIC_ENVIRONMENTALISM</Description><br />
<Civilopedia>TXT_KEY_CIVIC_ENVIRONMENTALISM_PEDIA</Civilopedia><br />
<Strategy>TXT_KEY_CIVIC_ENVIRONMENTALISM_STRATEGY</Strategy><br />
<Button>,Art/Interface/Buttons/Civics/Environmentalism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,1</Button><br />
<TechPrereq>TECH_MEDICINE</TechPrereq><br />
<iAnarchyLength>1</iAnarchyLength><br />
<Upkeep>UPKEEP_MEDIUM</Upkeep><br />
<iAIWeight>0</iAIWeight><br />
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier><br />
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier><br />
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier><br />
<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier><br />
<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier><br />
<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier><br />
<iCorporationMaintenanceModifier>25</iCorporationMaintenanceModifier><br />
<iExtraHealth>6</iExtraHealth><br />
<iFreeExperience>0</iFreeExperience><br />
<iWorkerSpeedModifier>0</iWorkerSpeedModifier><br />
<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier><br />
<iMilitaryProductionModifier>0</iMilitaryProductionModifier><br />
<iBaseFreeUnits>0</iBaseFreeUnits><br />
<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits><br />
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent><br />
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent><br />
<iGoldPerUnit>0</iGoldPerUnit><br />
<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit><br />
<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit><br />
<bMilitaryFoodProduction>0</bMilitaryFoodProduction><br />
<iMaxConscript>0</iMaxConscript><br />
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation><br />
<iExpInBorderModifier>0</iExpInBorderModifier><br />
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy><br />
<iLargestCityHappiness>0</iLargestCityHappiness><br />
<iWarWearinessModifier>0</iWarWearinessModifier><br />
<iFreeSpecialist>0</iFreeSpecialist><br />
<iTradeRoutes>0</iTradeRoutes><br />
<bNoForeignTrade>0</bNoForeignTrade><br />
<bNoCorporations>0</bNoCorporations><br />
<bNoForeignCorporations>0</bNoForeignCorporations><br />
<iCivicPercentAnger>0</iCivicPercentAnger><br />
<bStateReligion>0</bStateReligion><br />
<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread><br />
<iStateReligionHappiness>0</iStateReligionHappiness><br />
<iNonStateReligionHappiness>0</iNonStateReligionHappiness><br />
<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier><br />
<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier><br />
<iStateReligionFreeExperience>0</iStateReligionFreeExperience><br />
<YieldModifiers/><br />
<CapitalYieldModifiers/><br />
<TradeYieldModifiers/><br />
<CommerceModifiers/><br />
<CapitalCommerceModifiers/><br />
<SpecialistExtraCommerces/><br />
<Hurrys/><br />
<SpecialBuildingNotRequireds/><br />
<SpecialistValids/><br />
<BuildingHappinessChanges/><br />
<BuildingHealthChanges><br />
<BuildingHealthChange><br />
<BuildingType>BUILDINGCLASS_PUBLIC_TRANSPORTATION</BuildingType><br />
<iHealthChange>2</iHealthChange><br />
</BuildingHealthChange><br />
</BuildingHealthChanges><br />
<FeatureHappinessChanges/><br />
<ImprovementYieldChanges><br />
<ImprovementYieldChange><br />
<ImprovementType>IMPROVEMENT_FOREST_PRESERVE</ImprovementType><br />
<ImprovementYields><br />
<iYield>0</iYield><br />
<iYield>0</iYield><br />
<iYield>2</iYield><br />
</ImprovementYields><br />
</ImprovementYieldChange><br />
<ImprovementYieldChange><br />
<ImprovementType>IMPROVEMENT_WINDMILL</ImprovementType><br />
<ImprovementYields><br />
<iYield>0</iYield><br />
<iYield>0</iYield><br />
<iYield>2</iYield><br />
</ImprovementYields><br />
</ImprovementYieldChange><br />
</ImprovementYieldChanges><br />
<WeLoveTheKing/><br />
</CivicInfo><br />
<br />
{{Civ4_XML_Files}}</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=CivFanatics_Wiki:Community_Portal&diff=2231CivFanatics Wiki:Community Portal2010-04-27T20:16:32Z<p>Topsecret: Created page with '[http://www.civfanatics.com Civfanatics]'</p>
<hr />
<div>[http://www.civfanatics.com Civfanatics]</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=Civ4ImprovementInfos&diff=1965Civ4ImprovementInfos2010-04-19T16:46:21Z<p>Topsecret: </p>
<hr />
<div>The '''Civ4ImprovementInfos''' file defines all of the Civilization's improvements as well as their effects, like providing extra food, production or commerce.<br />
<br />
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. <br />
<br />
<font color=red>This page is missing information.<br />
Do not remove this notice until it is complete.</font><br />
<br />
<br />
==Tags==<br />
===Text===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
! Type<br />
|The internal name of this Improvement. <br />
|-<br />
!Description<br />
|A reference to the text files, which contain an entry for this resource. <br />
|-<br />
!Civilopedia <br />
|Refers to a tag in the Civ4GameText file which stores the Civilopedia description for the Improvement.<br />
|-<br />
!ArtDefineTag<br />
|Refers to a tag in the Civ4ArtDefines Improvement files<br />
|-<br />
!WorldSoundscapeAudioScript<br />
|Refers to the Audiodefines file for the ambient background music that is played when the tile is on screen.<br />
|-<br />
|}<br />
<br />
<br />
===Integers===<br />
<br />
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!iTilesPerGoody<br />
|States how many tiles must exist per goody hut generated. (E.g If the value is 40, for every fourty tiles in game, one goody hut is placed.)<br />
|-<br />
!iGoodyRange<br />
|The minimum distance between goody huts<br />
|-<br />
!iFeatureGrowth<br />
|Chance for spreading local terrain feature (aka Forest) to adjacent plots. Mechanic unknown, but higher means faster.<br />
|-<br />
!iUpgradeTime<br />
|The time in turns that is needed on standard gamespeed until it upgrades to another improvement<br />
|-<br />
!iAirBombDefense<br />
|The defence of this improvement against attacks by air units. (it seems that if the strength of the air unit is equal to the airbombdefense, there is a 50-50 chance that it get´s destroyed on attack.)<br />
|-<br />
!iDefenseModifier<br />
|The defence percentage added to all units on the tile of the improvement<br />
|-<br />
!iHappiness<br />
|The Happiness modifier that the improvement provides to the nearest city.<br />
|-<br />
!iPillageGold<br />
|the base gold value that a unit get´s if this improvement is pillaged<br />
|-<br />
!iDiscoverRand<br />
|The chance that the resource will be discovered on the improvement plot. (A percentage?)<br />
|-<br />
|}<br />
<br />
===Boolean===<br />
<br />
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!bHillsMakesValid<br />
|If true, the improvement always can be built on a hill, regardless of anything else. (0 = false, 1 = true)<br />
|-<br />
!bFreshWaterMakesValid<br />
|If true, the improvement always can be built next to a river or a lake.<br />
|-<br />
!bRiverSideMakesValid<br />
|If true, the improvement always can be built next to a river.<br />
|-<br />
!bRequiresIrrigation<br />
|if true, the improvement needs an irrigated tile next to it before it can be built.<br />
|-<br />
!bCarriesIrrigation<br />
|If true, the improvement will count as irrigated so you can irrigate tiles next to it.<br />
|-<br />
!bRequiresFeature<br />
|If true, the improvement needs the specified feature existing or it will be removed.<br />
|-<br />
!bWater<br />
|If true, the improvement needs water to be built on.<br />
|-<br />
!bGoody<br />
|if true, the improvement acts as a goody hut.<br />
|-<br />
!bPermanent<br />
|If true, the improvement cannot be destroyed.<br />
|-<br />
!bGraphicalOnly<br />
|If true, the improvement is simply a graphic added to the map. Used for the land/water worked improvements.<br />
|-<br />
!bUseLSystem<br />
|Uses the L system,a art file,and is always 1.<br />
|}<br />
<br />
===Lists (Multi-line)===<br />
<br />
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!PrereqNatureYields<br />
|The amount of food, production, commerce that already has to be on the tile before the improvement can be built there. (note that a river adds one commerce and that a forest adds one production.)<br />
|-<br />
!YieldChanges<br />
|The food, production, commerce changes that occur if this improvement has been built on a tile<br />
|-<br />
!TerrainMakesValid<br />
|The specified terrain types on which this improvement can be built<br />
|-<br />
!FeatureMakesValid<br />
|The specified feature types on which this improvement can be built<br />
|-<br />
!BonusTypeStructs<br />
|The bonus resource(s) that allows the improvement to be built upon<br />
|-<br />
!ImprovementPillage<br />
|If the improvement is pillaged, this lists what it is downgraded to. (Ex. A pillaged Cottage downgrades to a Hamlet.)<br />
|-<br />
!ImprovementUpgrade<br />
|The improvement to which this one is upgraded after the iUpgradeTime is passed.<br />
|-<br />
!TechYieldChanges<br />
|Food, production, commerce changes for the improvement after the specified tech has been researched.<br />
|-<br />
!RouteYieldChanges<br />
|Food, production, commerce changes if a road or railroad was built on the improvement tile<br />
|-<br />
|}<br />
<br />
<br />
==Example==<br />
<br />
In the following example of code, please note that there is a specific order of all of the tags. You ''must'' list the tags in this order for the game to properly interpret your file.<br />
<br />
<ImprovementInfo><br />
<Type>IMPROVEMENT_FARM</Type><br />
<Description>TXT_KEY_IMPROVEMENT_FARM</Description><br />
<Civilopedia>TXT_KEY_IMPROVEMENT_FARM_PEDIA</Civilopedia><br />
<ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag><br />
<PrereqNatureYields><br />
<iYield>1</iYield><br />
<iYield>0</iYield><br />
<iYield>0</iYield><br />
</PrereqNatureYields><br />
<IrrigatedYieldChange><br />
<iYield>1</iYield><br />
<iYield>0</iYield><br />
<iYield>0</iYield><br />
</IrrigatedYieldChange><br />
<bHillsMakesValid>0</bHillsMakesValid><br />
<bFreshWaterMakesValid>1</bFreshWaterMakesValid><br />
<bRiverSideMakesValid>0</bRiverSideMakesValid><br />
<bNoFreshWater>0</bNoFreshWater><br />
<bRequiresFlatlands>1</bRequiresFlatlands><br />
<bRequiresRiverSide>0</bRequiresRiverSide><br />
<bRequiresIrrigation>1</bRequiresIrrigation><br />
<bCarriesIrrigation>1</bCarriesIrrigation><br />
<bRequiresFeature>0</bRequiresFeature><br />
<bWater>0</bWater><br />
<bGoody>0</bGoody><br />
<bPermanent>0</bPermanent><br />
<bUseLSystem>1</bUseLSystem><br />
<iTilesPerGoody>0</iTilesPerGoody><br />
<iGoodyRange>0</iGoodyRange><br />
<iUpgradeTime>0</iUpgradeTime><br />
<iAirBombDefense>5</iAirBombDefense><br />
<iDefenseModifier>0</iDefenseModifier><br />
<iHappiness>0</iHappiness><br />
<iPillageGold>5</iPillageGold><br />
<TerrainMakesValids><br />
<TerrainMakesValid><br />
<TerrainType>TERRAIN_GRASS</TerrainType><br />
<bMakesValid>1</bMakesValid><br />
</TerrainMakesValid><br />
<TerrainMakesValid><br />
<TerrainType>TERRAIN_PLAINS</TerrainType><br />
<bMakesValid>1</bMakesValid><br />
</TerrainMakesValid><br />
</TerrainMakesValids><br />
<FeatureMakesValids/><br />
<BonusTypeStructs><br />
<BonusTypeStruct><br />
<BonusType>BONUS_CORN</BonusType><br />
<bBonusMakesValid>1</bBonusMakesValid><br />
<bBonusTrade>1</bBonusTrade><br />
<iDiscoverRand>0</iDiscoverRand><br />
<YieldChanges><br />
<iYieldChange>2</iYieldChange><br />
<iYieldChange>0</iYieldChange><br />
<iYieldChange>0</iYieldChange><br />
</YieldChanges><br />
</BonusTypeStruct><br />
</BonusTypeStructs><br />
<ImprovementPillage/><br />
<ImprovementUpgrade/><br />
<TechYieldChanges><br />
<TechYieldChange><br />
<PrereqTech>TECH_BIOLOGY</PrereqTech><br />
<TechYields><br />
<iYield>1</iYield><br />
<iYield>0</iYield><br />
<iYield>0</iYield><br />
</TechYields><br />
</TechYieldChange><br />
</TechYieldChanges><br />
<RouteYieldChanges/><br />
<bGraphicalOnly>0</bGraphicalOnly><br />
</ImprovementInfo><br />
{{Civ4_XML_Files}}</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=Talk:Civ4FeatureInfos&diff=1603Talk:Civ4FeatureInfos2010-04-05T18:54:42Z<p>Topsecret: </p>
<hr />
<div><br />
What is onUnitChangeTo ?<br />
by topsecret</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=Talk:Civ4FeatureInfos&diff=1602Talk:Civ4FeatureInfos2010-04-05T18:53:57Z<p>Topsecret: Created page with 'What is onUnitChangeTo ?'</p>
<hr />
<div>What is onUnitChangeTo ?</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=User:Topsecret&diff=1601User:Topsecret2010-04-05T17:44:22Z<p>Topsecret: Created page with 'What is this?'</p>
<hr />
<div>What is this?</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=Civ4VictoryInfo&diff=1586Civ4VictoryInfo2010-03-19T20:44:49Z<p>Topsecret: </p>
<hr />
<div>The '''Civ4VictoryInfo''' file defines the settings and triggers of the various victory conditions (Domination, Conquest, Diplomatic, etc.).<br />
<br />
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. <br />
<br />
<font color=red>This page is missing information.<br />
Do not remove this notice until it is complete.</font><br />
<br />
<br />
==Tags==<br />
===Headers===<br />
<br />
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!VictoryInfos<br />
|This tag begins and ends the file. All other tags are contained within the opening and closing VictoryInfos tags.<br />
|-<br />
!VictoryInfo<br />
|This contains the information for each victory condition.<br />
|}<br />
<br />
<br />
===Text===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!Type<br />
|This tag declares the internal name of the victory condition. It is used to refer to this specific victory condition in other files. <br />
|-<br />
!Description<br />
|This text tag is a reference to an entry in the text files that controls the display name in various languages for the victory condition.<br />
|-<br />
!Civilopedia<br />
|Another text tag which refers to the multi-language Civilopedia entry for this victory condition.<br />
|-<br />
!CityCulture<br />
|If NONE, there is no prerequisite culture level for iNumCultureCities number of cities in order to achieve victory. The standard culture victory has the tag CULTURELEVEL_LEGENDARY, indicating that cities need to have Legendary culture to reach victory.<br />
|-<br />
!VictoryMovie<br />
|This declares a text tag in the Civ4ArtDefines_Movie file which references the movie played after this victory is reached. <br />
|}<br />
<br />
<br />
===Integers===<br />
<br />
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!iPopulationPercentLead<br />
|Presumably how much more population you must have over the next most populous civilization to win.<br />
|-<br />
!iLandPercent<br />
|Indicates the total percentage of land you and your vassals must control to achieve this victory.<br />
|-<br />
!iMinLandPercent<br />
|Indicates the minimum percentage of land that you personally must control to achieve victory.<br />
|-<br />
!iReligionPercent<br />
|Indicates the total percentage of cities that must be following your state religion (when you control the holy city) in order to win.<br />
|-<br />
!iNumCultureCities<br />
|This integer tag contains the number of cities that must meet the CityCulture tag's level of culture points.<br />
|-<br />
!iTotalCultureRatio<br />
|Unknown. All standard victory conditions have a value of 0.<br />
|-<br />
!iVictoryDelayTurns<br />
|Number of turns before the victory is registered officially by the game and a win is triggered. This is used for the Spaceship victory condition.<br />
|}<br />
<br />
===Boolean===<br />
<br />
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!bTargetScore<br />
|If set to 1, the victory will trigger if a team reaches a target score as defined in a wouldbuildersave file.<br />
|-<br />
!bEndScore<br />
|If set to 1, the victory is based on the player with the highest score at the end of the game (2050 by default).<br />
|-<br />
!bConquest<br />
|If 1, this victory requires the elimination of all enemies and qualifies as a Conquest win.<br />
|-<br />
!bDiploVote<br />
|If 1, this victory requires the player to be elected in a worldwide vote and qualifies as a Diplomatic win.<br />
|-<br />
!bPermanent<br />
|Unknown. The only standard condition with a value of 1 is VICTORY_SCORE.<br />
|}<br />
<br />
==Example==<br />
<br />
In the following example of code, please note that there is a specific order of all of the tags. You ''must'' list the tags in this order for the game to properly interpret your file.<br />
<br />
<VictoryInfos><br />
<VictoryInfo><br />
<Type>VICTORY_SCORE</Type><br />
<Description>TXT_KEY_VICTORY_SCORE</Description><br />
<Civilopedia>TXT_KEY_VICTORY_SCORE_PEDIA</Civilopedia><br />
<bTargetScore>1</bTargetScore><br />
<bEndScore>0</bEndScore><br />
<bConquest>0</bConquest><br />
<bDiploVote>0</bDiploVote><br />
<bPermanent>1</bPermanent><br />
<iPopulationPercentLead>0</iPopulationPercentLead><br />
<iLandPercent>0</iLandPercent><br />
<iMinLandPercent>0</iMinLandPercent><br />
<iReligionPercent>0</iReligionPercent><br />
<CityCulture>NONE</CityCulture><br />
<iNumCultureCities>0</iNumCultureCities><br />
<iTotalCultureRatio>0</iTotalCultureRatio><br />
<iVictoryDelayTurns>0</iVictoryDelayTurns><br />
<VictoryMovie/><br />
</VictoryInfo><br />
</VictoryInfos><br />
<br />
{{Civ4_XML_Files}}</div>Topsecrethttps://modiki.civfanatics.com/index.php?title=Civ4VictoryInfo&diff=1574Civ4VictoryInfo2010-03-10T22:13:49Z<p>Topsecret: </p>
<hr />
<div>The '''Civ4VictoryInfo''' file defines the settings and triggers of the various victory conditions (Domination, Conquest, Diplomatic, etc.).<br />
<br />
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. <br />
<br />
<font color=red>This page is missing information.<br />
Do not remove this notice until it is complete.</font><br />
<br />
<br />
==Tags==<br />
===Headers===<br />
<br />
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!VictoryInfos<br />
|This tag begins and ends the file. All other tags are contained within the opening and closing VictoryInfos tags.<br />
|-<br />
!VictoryInfo<br />
|This contains the information for each victory condition.<br />
|}<br />
<br />
<br />
===Text===<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!Type<br />
|This tag declares the internal name of the victory condition. It is used to refer to this specific victory condition in other files. <br />
|-<br />
!Description<br />
|This text tag is a reference to an entry in the text files that controls the display name in various languages for the victory condition.<br />
|-<br />
!Civilopedia<br />
|Another text tag which refers to the multi-language Civilopedia entry for this victory condition.<br />
|-<br />
!CityCulture<br />
|If NONE, there is no prerequisite culture level for iNumCultureCities number of cities in order to achieve victory. The standard culture victory has the tag CULTURELEVEL_LEGENDARY, indicating that cities need to have Legendary culture to reach victory.<br />
|-<br />
!VictoryMovie<br />
|This declares a text tag in the Civ4ArtDefines_Movie file which references the movie played after this victory is reached. <br />
|}<br />
<br />
<br />
===Integers===<br />
<br />
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!iPopulationPercentLead<br />
|Presumably how much more population you must have over the next most populous civilization to win.<br />
|-<br />
!iLandPercent<br />
|Indicates the total percentage of land you and your vassals must control to achieve this victory.<br />
|-<br />
!iMinLandPercent<br />
|Indicates the minimum percentage of land that you personally must control to achieve victory.<br />
|-<br />
!iReligionPercent<br />
|Indicates the total percentage of cities that must be following your state religion (when you control the holy city) in order to win.<br />
|-<br />
!iNumCultureCities<br />
|This integer tag contains the number of cities that must meet the CityCulture tag's level of culture points.<br />
|-<br />
!iTotalCultureRatio<br />
|Total percent of world culture needed to win. All standard victory conditions have a value of 0.<br />
|-<br />
!iVictoryDelayTurns<br />
|Number of turns before the victory is registered officially by the game and a win is triggered. This is used for the Spaceship victory condition.<br />
|}<br />
<br />
===Boolean===<br />
<br />
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".<br />
<br />
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"<br />
|-<br />
! style="background:#efefef;" | Tag Name<br />
! style="background:#efefef;" | Description<br />
|-<br />
!bTargetScore<br />
|If set to 1, the victory will trigger if a team reaches a target score as defined in a wouldbuildersave file.<br />
|-<br />
!bEndScore<br />
|If set to 1, the victory is based on the player with the highest score at the end of the game (2050 by default).<br />
|-<br />
!bConquest<br />
|If 1, this victory requires the elimination of all enemies and qualifies as a Conquest win.<br />
|-<br />
!bDiploVote<br />
|If 1, this victory requires the player to be elected in a worldwide vote and qualifies as a Diplomatic win.<br />
|-<br />
!bPermanent<br />
|Unknown. The only standard condition with a value of 1 is VICTORY_SCORE.<br />
|}<br />
<br />
==Example==<br />
<br />
In the following example of code, please note that there is a specific order of all of the tags. You ''must'' list the tags in this order for the game to properly interpret your file.<br />
<br />
<VictoryInfos><br />
<VictoryInfo><br />
<Type>VICTORY_SCORE</Type><br />
<Description>TXT_KEY_VICTORY_SCORE</Description><br />
<Civilopedia>TXT_KEY_VICTORY_SCORE_PEDIA</Civilopedia><br />
<bTargetScore>1</bTargetScore><br />
<bEndScore>0</bEndScore><br />
<bConquest>0</bConquest><br />
<bDiploVote>0</bDiploVote><br />
<bPermanent>1</bPermanent><br />
<iPopulationPercentLead>0</iPopulationPercentLead><br />
<iLandPercent>0</iLandPercent><br />
<iMinLandPercent>0</iMinLandPercent><br />
<iReligionPercent>0</iReligionPercent><br />
<CityCulture>NONE</CityCulture><br />
<iNumCultureCities>0</iNumCultureCities><br />
<iTotalCultureRatio>0</iTotalCultureRatio><br />
<iVictoryDelayTurns>0</iVictoryDelayTurns><br />
<VictoryMovie/><br />
</VictoryInfo><br />
</VictoryInfos><br />
<br />
{{Civ4_XML_Files}}</div>Topsecret