https://modiki.civfanatics.com/api.php?action=feedcontributions&user=ViterboKnight&feedformat=atomCivilization Modding Wiki - User contributions [en]2024-03-29T10:33:54ZUser contributionsMediaWiki 1.38.2https://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos&diff=1202Civ4LeaderHeadInfos2009-11-30T09:09:48Z<p>ViterboKnight: </p>
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<div>The '''Civ4LeaderHeadInfos''' file contains all the information related to each leader.<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 />
'''Note:''' Everything that affects attitude only applies to AI leaders, as humans don't have real attitudes. Rather, the human's attitude is ''not'' decided by the computer! You can find the personality values Firaxis gave each leader [http://www.asjotools.com/misc/CIV4LeaderHeadInfos.htm at this link].<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 />
!LeaderHeadInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the leader name. The text is specified in any of the Assets\XML\Text files. <br />
|-<br />
!Civilopedia<br />
|References the Text which contains the civilopedia entry for this leader. The text is specified in any of the Assets\XML\Text files. <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 />
!iWonderConstructRand<br />
|A factor that determines how likely the AI leader will build world wonders <br />
<br />
(0 less likely; 50 very likely)<br />
|-<br />
!iBaseAttitude<br />
|The base attitude value the leader has toward everyone else.<br />
<br />
(-1 unfriendly; 2 friendly)<br />
|-<br />
!iBasePeaceWeight<br />
|The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.<br />
<br />
(0 warmonger; 10 peace lover)<br />
|-<br />
!iWarmongerRespect<br />
|Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.<br />
(non warmonger 0; warmonger 2)<br />
|-<br />
!iEspionageWeight<br />
|Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).<br />
<br />
(50 doesn't like; 150 does like (most leaders are in the range of 90 - 120 but not all))<br />
|-<br />
!iRefuseToTalkWarThreshold<br />
|A factor that affects how long an AI leader refuses to talk when at war.<br />
<br />
(5 more likely to talk; 12 less likely to talk)<br />
|-<br />
!iNoTechTradeThreshold<br />
|An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.<br />
<br />
(5 stops trading soon; 20 stops trading late (all 5 except Mansa Musa))<br />
|-<br />
!iTechTradeKnownPercent<br />
|An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.<br />
(0 very likely to share techs; 100 very unlikely to share techs)<br />
|-<br />
!iMaxGoldTradePercent<br />
|Affects how much of this AI leader's gold will be available for trade.<br />
<br />
(5 less gold; 20 more gold (all 5 except Louis XIV and Mansa Musa))<br />
|-<br />
!iMaxGoldPerTurnTradePercent<br />
|Affects how much of this AI leader's gold per turn will be available for trade.<br />
<br />
(10 less gold; 15 more gold (most are 10))<br />
|-<br />
!iMaxWarRand<br />
|A factor that affects how likely an AI leader will start a "total" war.<br />
<br />
(50 very likely; 400 unlikely)<br />
|-<br />
!iMaxWarNearbyPowerRatio<br />
|Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a "total" war.<br />
<br />
(80 the enemy must be weaker; 130 the enemy may be stronger)<br />
|-<br />
!iAtPeaceAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to be in peace.<br />
<br />
(1 for all; the higher the value, the higher the limit)<br />
|-<br />
!iAtPeaceAttitudeDivisor<br />
|Determines how fast a peace builds up a good attitude toward another leader.<br />
<br />
(60 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iAttackOddsChangeRand<br />
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)<br />
<br />
(16 for barbarians; 8 for everyone else)<br />
|-<br />
!iAtWarAttitudeChangeLimit<br />
|Sets the maximum value for the bad attitude due to be at war.<br />
<br />
(5 for all)<br />
|-<br />
!iAtWarAttitudeDivisor<br />
|Determines how fast a war builds up a bad attitude toward an enemy.<br />
<br />
(-5 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iBaseAttackOddsChange<br />
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)<br />
<br />
(0 (most leaders); 6 (Ragnar, Napoleon))<br />
|-<br />
!iBetterRankDifferenceAttitudeChange<br />
|Affects how much relations between other leaders are affected by the others to be better in rank.<br />
<br />
(-1 indifferent; 4 friendly with the stronger)<br />
|-<br />
!iBonusTradeAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to trade bonus resources with another leader.<br />
<br />
(2 to all)<br />
|-<br />
!iBonusTradeAttitudeDivisor<br />
|Determines how fast trading bonus resources with another leader builds up a good attitude toward him.<br />
<br />
(50 to all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iBuildUnitProb<br />
|Affects how many units an AI will tend to build.<br />
<br />
(15 very few units; 40 a lot of units)<br />
|-<br />
!iCloseBordersAttitudeChange<br />
|Affects how much close borders cause tensions with other leaders<br />
<br />
(-4 hates close borders; 0 indifferent (the range used by Firaxis is -4 to -2))<br />
|-<br />
!iDeclareWarTradeRand<br />
|Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.<br />
<br />
(40 likely; 60 unlikely)<br />
|-<br />
!iDefensivePactAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to have a defensive pact with another leader.<br />
<br />
(2 for all)<br />
|-<br />
!iDefensivePactAttitudeDivisor<br />
|Determines how fast having a defensive pact builds up a good attitude toward another leader.<br />
<br />
(12 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iDemandRebukedSneakProb<br />
|The chance (in percent) an AI leader will start preparing a war against a weaker enemy who denied a request of tribute.<br />
<br />
(0 very unlikely; 100 very likely)<br />
|-<br />
!iDemandRebukedWarProb<br />
|The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute. (Note: this tage IS actually used by the game. It's not called by SDK, but by Python: CvDiplomacy).<br />
<br />
(0 very unlikely; 50 likely)<br />
|-<br />
!iDifferentReligionAttitudeChange<br />
|The base attitude to have a different state religions than another leader.<br />
<br />
(-2 zealot; 0 doesn't care of different religions)<br />
|-<br />
!iDifferentReligionAttitudeChangeLimit<br />
|Sets the maximum value for the bad attitude due to have different state religions.<br />
<br />
(-1 to all; the higher the absolute value, the higher the limit)<br />
|-<br />
!iDifferentReligionAttitudeDivisor<br />
|Determines how fast two different state religions builds up a bad attitude toward another leader.<br />
<br />
(-5 for all; the higher the absolute value, the slower the attitude changes)<br />
|-<br />
!iDogpileWarRand<br />
|A factor that affects how likely an AI leader will start a war to "dogpile" an enemy (join an existing war against a common victim).<br />
<br />
(20 very likely; 100 less likely)<br />
|-<br />
!iFavoriteCivicAttitudeChange<br />
|The base attitude for adopting the favorite civic of another leader.<br />
<br />
(1 for all)<br />
|-<br />
!iFavoriteCivicAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.<br />
<br />
(1 doesn't care of civics; 6 trusts who shares his way of thinking)<br />
|-<br />
!iFavoriteCivicAttitudeDivisor<br />
|Determines how fast adopting another leader's favorite civic builds up a good attitude toward him.<br />
<br />
(10 for all; the higher the absolute value, the slower the attitude changes)<br />
|-<br />
!iFreedomAppreciation<br />
|The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).<br />
<br />
(10 for all)<br />
|-<br />
!iLimitedWarPowerRatio<br />
|Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a "limited" war.<br />
<br />
(80 the enemy must be weaker; 130 the enemy may be stronger)<br />
|-<br />
!iLimitedWarRand<br />
|A factor that affects how likely an AI leader will start a "limited" war.<br />
<br />
(40 very likely; 200 unlikely)<br />
|-<br />
!iLostWarAttitudeChange<br />
|An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.<br />
<br />
(0 for barbarians; -1 for all the others)<br />
|-<br />
!iMakePeaceRand<br />
|Determines how likely an AI leader will try to stop a war he has started.<br />
<br />
(10 very likely; 120 unlikely)<br />
|-<br />
!iMaxWarDistantPowerRatio<br />
|Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a "total" war.<br />
<br />
(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)<br />
|-<br />
!iMaxWarMinAdjacentLandPercent<br />
|Affects how much an adjacent rival can be target for a "total" war (specifying how many "adjacent land" tiles must be between the two empires)<br />
<br />
(0 even non adjacent; 4 requires a lot of adjacent land)<br />
|-<br />
!iOpenBordersAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to have open borders with another leader.<br />
<br />
(2 for all)<br />
|-<br />
!iOpenBordersAttitudeDivisor<br />
|Determines how fast having open borders builds up a good attitude toward another leader.<br />
<br />
(25 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iPeaceWeightRand<br />
|The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.<br />
<br />
(3 to everyone)<br />
|-<br />
!iRazeCityProb<br />
|Affects how likely an AI will raze enemy cities.<br />
<br />
(0 unlikely to raze; 75 likely to raze)<br />
|-<br />
!iSameReligionAttitudeChange<br />
|The base attitude to have the same state religion as another leader.<br />
<br />
(1 for all)<br />
|-<br />
!iSameReligionAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to have the same state religion.<br />
<br />
(1 almost doesn't care of state religion; 7 zealot)<br />
|-<br />
!iSameReligionAttitudeDivisor<br />
|Determines how fast the same state religion builds up a good attitude toward another leader.<br />
<br />
(10 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iShareWarAttitudeChange<br />
|The base attitude for sharing a war with another leader against a common enemy.<br />
<br />
(1 for all)<br />
|-<br />
!iShareWarAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.<br />
<br />
(2 doesn't care of alliances; 6 trusts his allies)<br />
|-<br />
!iShareWarAttitudeDivisor<br />
|Determines how fast sharing a war builds up a good attitude toward another leader.<br />
<br />
(8 for all; the higher the absolute value, the slower the attitude changes)<br />
|-<br />
!iVassalPowerModifier<br />
|Affects how much a leader can resist before he accepts to be vassal of someone else.<br />
<br />
(-20 easy to capitulate; 50 extremely hard to capitulate)<br />
|-<br />
!iWorseRankDifferenceAttitudeChange<br />
|Affects how much relations between other leaders are affected by the others to be worse in rank.<br />
<br />
(-3 annoyed with the weaker; 1 very tolerant)<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 />
!ContactDelays<br />
|How many turns an AI leader must wait before contacting again another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.<br />
<br />
(10; 50)<br />
|-<br />
!ContactRands<br />
|How likely an AI leader may contact another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.<br />
<br />
(2 extremely likely; 10000 almost never)<br />
|-<br />
!DiplomacyIntroMusicPeace<br />
|Specifies the music to be played as intro in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!DiplomacyIntroMusicWar<br />
|Specifies the music to be played as intro in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!DiplomacyMusicPeace<br />
|Specifies the music to be played in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!DiplomacyMusicWar<br />
|Specifies the music to be played in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!Flavors<br />
|The list of flavors for this leader, and their weights. Flavors make the leader prefer some aspects (gold, culture, military,...) when choosing technologies, buildings, and so on. Possible values for flavors are defined in the GlobalTypes.xml, in the section FlavorTypes.<br />
|-<br />
!ImprovementWeightModifiers<br />
|Modifies the weight for an AI leader to prefer some land improvements. The possible values for ImprovementType are defined in the Terrain\CIV4ImprovementInfos.xml file.<br />
<br />
(20 for each type)<br />
|-<br />
!MemoryAttitudePercents<br />
|How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.<br />
<br />
(+/-5 almost not important; +/-300 extremely important)<br />
|-<br />
!MemoryDecays<br />
|How likely is an AI leader to forget past events. The XML value is the denominator of a fractional value. The numorator is randomly generated, between 0 and the XML value. This function is checked for each new turn. If the randomly generated value is 0 that turn, the AI will forget one point for that diplomacy type. This is a [http://en.wikipedia.org/wiki/Binomial_distribution binomial distribution].<br />
<br />
For example, setting the value to 20 for "MEMORY_MADE_DEMAND_RECENT" will cause the game to generate a value between 0 and 20, and divide it by 20. If it turns out to be 0/20, the AI will forget a one point of diplomacy for the "You made an arrogant demand!" <br />
|-<br />
!NoWarAttitudeProbs<br />
|Specifies the chance an AI leader will reconsider a war plan, based on his attitude toward the potential victim.<br />
<br />
(0 will never reconsider; 100 will always reconsider and never declare)<br />
|-<br />
!Traits<br />
|The list of traits of this leader. The possible values are defined in the Civilizations\CIV4TraitInfos.xml file.<br />
|-<br />
!UnitAIWeightModifiers<br />
|Modifies the weight for an AI leader to prefer some unit types. The possible values for UnitAIType are defined in the BasicInfos\CIV4BasicInfos.xml file, in the section UnitAIInfos.<br />
<br />
(100 for each type)<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 />
!AdoptCivicRefuseAttitudeThreshold<br />
|An AI will refuse to change his civics, unless the trading partner will exceed this attitude.<br />
|-<br />
!ConvertReligionRefuseAttitudeThreshold<br />
|An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.<br />
|-<br />
!DeclareWarRefuseAttitudeThreshold<br />
|An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!DeclareWarThemRefuseAttitudeThreshold<br />
|An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.<br />
|-<br />
!DefensivePactRefuseAttitudeThreshold<br />
|An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!DemandTributeAttitudeThreshold<br />
|An AI leader won't request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader's DemandTributeAttitudeThreshold attribute).<br />
|-<br />
!FavoriteCivic<br />
|The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.<br />
|-<br />
!FavoriteReligion<br />
|The religion this AI leader prefers.<br />
|-<br />
!HappinessBonusRefuseAttitudeThreshold<br />
|An AI will refuse to trade happiness bonus resources, unless the trading partner will exceed this attitude.<br />
|-<br />
!HealthBonusRefuseAttitudeThreshold<br />
|An AI will refuse to trade health bonus resources, unless the trading partner will exceed this attitude.<br />
|-<br />
!MapRefuseAttitudeThreshold<br />
|An AI will refuse to trade his map, unless the trading partner will exceed this attitude.<br />
|-<br />
!NoGiveHelpAttitudeThreshold<br />
|An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader's NoGiveHelpAttitudeThreshold attribute).<br />
|-<br />
!OpenBordersRefuseAttitudeThreshold<br />
|An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!PermanentAllianceRefuseAttitudeThreshold<br />
|An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!TechRefuseAttitudeThreshold<br />
|An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.<br />
|-<br />
!StopTradingRefuseAttitudeThreshold<br />
|An AI will refuse to stop trading with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!StopTradingThemRefuseAttitudeThreshold<br />
|An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.<br />
|-<br />
!StrategicBonusRefuseAttitudeThreshold<br />
|An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.<br />
|-<br />
!VassalRefuseAttitudeThreshold<br />
|An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.<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 />
!ArtDefineTag<br />
|Reference the graphic set to be used for this leader (his button image, and his animation). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml file.<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 />
<LeaderHeadInfo><br />
<Type>LEADER_BISMARCK</Type><br />
<Description>TXT_KEY_LEADER_BISMARCK</Description><br />
<Civilopedia>TXT_KEY_LEADER_BISMARCK_PEDIA</Civilopedia><br />
<ArtDefineTag>ART_DEF_LEADER_BISMARCK</ArtDefineTag><br />
<iWonderConstructRand>30</iWonderConstructRand><br />
<iBaseAttitude>1</iBaseAttitude><br />
<iBasePeaceWeight>6</iBasePeaceWeight><br />
<iPeaceWeightRand>3</iPeaceWeightRand><br />
<iWarmongerRespect>1</iWarmongerRespect><br />
<iEspionageWeight>120</iEspionageWeight><br />
<iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold><br />
<iNoTechTradeThreshold>5</iNoTechTradeThreshold><br />
<iTechTradeKnownPercent>70</iTechTradeKnownPercent><br />
<iMaxGoldTradePercent>5</iMaxGoldTradePercent><br />
<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent><br />
<iMaxWarRand>200</iMaxWarRand><br />
<iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio><br />
<iMaxWarDistantPowerRatio>50</iMaxWarDistantPowerRatio><br />
<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent><br />
<iLimitedWarRand>120</iLimitedWarRand><br />
<iLimitedWarPowerRatio>90</iLimitedWarPowerRatio><br />
<iDogpileWarRand>100</iDogpileWarRand><br />
<iMakePeaceRand>20</iMakePeaceRand><br />
<iDeclareWarTradeRand>40</iDeclareWarTradeRand><br />
<iDemandRebukedSneakProb>20</iDemandRebukedSneakProb><br />
<iDemandRebukedWarProb>25</iDemandRebukedWarProb><br />
<iRazeCityProb>0</iRazeCityProb><br />
<iBuildUnitProb>30</iBuildUnitProb><br />
<iBaseAttackOddsChange>0</iBaseAttackOddsChange><br />
<iAttackOddsChangeRand>8</iAttackOddsChangeRand><br />
<iWorseRankDifferenceAttitudeChange>-1</iWorseRankDifferenceAttitudeChange><br />
<iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange><br />
<iCloseBordersAttitudeChange>-4</iCloseBordersAttitudeChange><br />
<iLostWarAttitudeChange>-1</iLostWarAttitudeChange><br />
<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor><br />
<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit><br />
<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor><br />
<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit><br />
<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange><br />
<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor><br />
<iSameReligionAttitudeChangeLimit>3</iSameReligionAttitudeChangeLimit><br />
<iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange><br />
<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor><br />
<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit><br />
<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor><br />
<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit><br />
<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor><br />
<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit><br />
<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor><br />
<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit><br />
<iShareWarAttitudeChange>1</iShareWarAttitudeChange><br />
<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor><br />
<iShareWarAttitudeChangeLimit>3</iShareWarAttitudeChangeLimit><br />
<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange><br />
<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor><br />
<iFavoriteCivicAttitudeChangeLimit>2</iFavoriteCivicAttitudeChangeLimit><br />
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold><br />
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold><br />
<TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold><br />
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold><br />
<HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold><br />
<HealthBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HealthBonusRefuseAttitudeThreshold><br />
<MapRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</MapRefuseAttitudeThreshold><br />
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarRefuseAttitudeThreshold><br />
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold><br />
<StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold><br />
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StopTradingThemRefuseAttitudeThreshold><br />
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold><br />
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold><br />
<OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold><br />
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold><br />
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold><br />
<VassalRefuseAttitudeThreshold>ATTITUDE_PLEASED</VassalRefuseAttitudeThreshold><br />
<iVassalPowerModifier>0</iVassalPowerModifier><br />
<iFreedomAppreciation>10</iFreedomAppreciation><br />
<FavoriteCivic>CIVIC_NATIONHOOD</FavoriteCivic><br />
<FavoriteReligion>RELIGION_CHRISTIANITY</FavoriteReligion><br />
<Traits><br />
<Trait><br />
<TraitType>TRAIT_EXPANSIVE</TraitType><br />
<bTrait>1</bTrait><br />
</Trait><br />
<Trait><br />
<TraitType>TRAIT_INDUSTRIOUS</TraitType><br />
<bTrait>1</bTrait><br />
</Trait><br />
</Traits><br />
<Flavors><br />
<Flavor><br />
<FlavorType>FLAVOR_MILITARY</FlavorType><br />
<iFlavor>10</iFlavor><br />
</Flavor><br />
</Flavors><br />
<ContactRands><br />
<ContactRand><br />
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType><br />
<iContactRand>500</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType><br />
<iContactRand>1000</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_JOIN_WAR</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_STOP_TRADING</ContactType><br />
<iContactRand>50</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_GIVE_HELP</ContactType><br />
<iContactRand>500</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_ASK_FOR_HELP</ContactType><br />
<iContactRand>100</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType><br />
<iContactRand>250</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_OPEN_BORDERS</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType><br />
<iContactRand>80</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType><br />
<iContactRand>80</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_PEACE_TREATY</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_TRADE_TECH</ContactType><br />
<iContactRand>10</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_TRADE_BONUS</ContactType><br />
<iContactRand>10</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_TRADE_MAP</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
</ContactRands><br />
<ContactDelays><br />
<ContactDelay><br />
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_JOIN_WAR</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_STOP_TRADING</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_GIVE_HELP</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_ASK_FOR_HELP</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_OPEN_BORDERS</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_PEACE_TREATY</ContactType><br />
<iContactDelay>10</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_TRADE_TECH</ContactType><br />
<iContactDelay>30</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_TRADE_BONUS</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_TRADE_MAP</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
</ContactDelays><br />
<MemoryDecays><br />
<MemoryDecay><br />
<MemoryType>MEMORY_GIVE_HELP</MemoryType><br />
<iMemoryRand>200</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_REFUSED_HELP</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType><br />
<iMemoryRand>150</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_RELIGION</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_CIVIC</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType><br />
<iMemoryRand>150</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType><br />
<iMemoryRand>30</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType><br />
<iMemoryRand>20</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType><br />
<iMemoryRand>10</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType><br />
<iMemoryRand>20</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType><br />
<iMemoryRand>10</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_VOTED_FOR_US</MemoryType><br />
<iMemoryRand>10</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
</MemoryDecays><br />
<MemoryAttitudePercents><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DECLARED_WAR</MemoryType><br />
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_NUKED_US</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_NUKED_FRIEND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_RAZED_CITY</MemoryType><br />
<iMemoryAttitudePercent>-250</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_SPY_CAUGHT</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_GIVE_HELP</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_REFUSED_HELP</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_RELIGION</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_CIVIC</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType><br />
<iMemoryAttitudePercent>50</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_STOPPED_TRADING</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_MADE_DEMAND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType><br />
<iMemoryAttitudePercent>5</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_VOTED_FOR_US</MemoryType><br />
<iMemoryAttitudePercent>200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_LIBERATED_CITIES</MemoryType><br />
<iMemoryAttitudePercent>150</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
</MemoryAttitudePercents><br />
<NoWarAttitudeProbs><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType><br />
<iNoWarProb>10</iNoWarProb><br />
</NoWarAttitudeProb><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType><br />
<iNoWarProb>50</iNoWarProb><br />
</NoWarAttitudeProb><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_PLEASED</AttitudeType><br />
<iNoWarProb>90</iNoWarProb><br />
</NoWarAttitudeProb><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType><br />
<iNoWarProb>100</iNoWarProb><br />
</NoWarAttitudeProb><br />
</NoWarAttitudeProbs><br />
<UnitAIWeightModifiers><br />
<UnitAIWeightModifier><br />
<UnitAIType>UNITAI_COLLATERAL</UnitAIType><br />
<iWeightModifier>100</iWeightModifier><br />
</UnitAIWeightModifier><br />
</UnitAIWeightModifiers><br />
<ImprovementWeightModifiers><br />
<ImprovementWeightModifier><br />
<ImprovementType>IMPROVEMENT_FARM</ImprovementType><br />
<iWeightModifier>20</iWeightModifier><br />
</ImprovementWeightModifier><br />
</ImprovementWeightModifiers><br />
<DiplomacyIntroMusicPeace><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_ANCIENT</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MODERN</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_FUTURE</EraType><br />
</DiploMusicPeaceEra><br />
</DiplomacyIntroMusicPeace><br />
<DiplomacyMusicPeace><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_ANCIENT</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MODERN</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_FUTURE</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
</DiplomacyMusicPeace><br />
<DiplomacyIntroMusicWar><br />
<DiploMusicWarEra><br />
<EraType>ERA_ANCIENT</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MODERN</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_FUTURE</EraType><br />
</DiploMusicWarEra><br />
</DiplomacyIntroMusicWar><br />
<DiplomacyMusicWar><br />
<DiploMusicWarEra><br />
<EraType>ERA_ANCIENT</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MODERN</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_FUTURE</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId><br />
</DiploMusicWarEra><br />
</DiplomacyMusicWar><br />
</LeaderHeadInfo><br />
<br />
{{Civ4_XML_Files}}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4ProjectInfo&diff=368Civ4ProjectInfo2009-05-27T13:55:22Z<p>ViterboKnight: Created page with 'The CIV4ProjectInfo.xml file contains all the information related to each project. All tags must be opened and closed; the first is the "open", the second the "close" tag. If no...'</p>
<hr />
<div>The CIV4ProjectInfo.xml file contains all the information related to each project.<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 />
<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 />
!ProjectInfo<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 />
!AnyonePrereqProject<br />
|Optional. Specifies wheter another project has already to be completed by anyone, in order to be able to build this project. The possible values are either NONE or another project defined in this xml file. <br />
|-<br />
!VictoryPrereq<br />
|Specifies if a victory condition has to be enabled, in order to be able to build this project. The possible values are either NONE or the ones defined in the GameInfo\Civ4VictoryInfo file. <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 />
!Description<br />
|References the Text which contains the project name. The text is specified in any of the Assets\XML\Text files. <br />
|-<br />
!Civilopedia<br />
|References the Text for the civilopedia content. The text is specified in any of the Assets\XML\Text files. <br />
|-<br />
!Strategy<br />
|References the Text for the strategy content. The text is specified in any of the Assets\XML\Text files. <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 />
!iCost<br />
|The production cost of this project. If -1, the project cannot be directly built by a city.<br />
|-<br />
!iMaxGlobalInstances<br />
|Specifies how many times this project can be completed globally in the world. If -1, there's no limit.<br />
|-<br />
!iMaxTeamInstances<br />
|Specifies how many times this project can be completed by a given team. If -1, there's no limit.<br />
|-<br />
!iNukeInterception<br />
|The chance this project has to intercept (and destroy) missiles dropped on your land.<br />
|-<br />
!iSuccessRate<br />
|Specifies the failure chance of the project, for each missing istance from the value of VictoryThreshold. (e.g.: if the iSuccessRate is 20 and the VictoryThreshold is 5, if I build 3 times this project I still have a 40% chance of failure; if I reach 5, the failure chance is 0).<br />
|-<br />
!iTechShare<br />
|Allows the project to give its owner all the techs discovered by at least "n" known civilizations. The value of "n" is specified in this tag.<br />
|-<br />
!iVictoryDelayPercent<br />
|Affects how much a victory is delayed in time, when some istances of this project have not been completed yet (see the VictoryThresholds value). <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 />
!bAllowsNukes<br />
|Specifies if this project allows every player to build nuclear weapons.<br />
|-<br />
!bSpaceship<br />
|Specifies if this project is a spaceship part (considered for city production bonus and espionage missions).<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 />
!BonusProductionModifiers<br />
|Specifies the city production modifier for this project, when a bonus resource is available. The possible values are defined in the Terrain\Civ4BonusInfos file.<br />
<BonusProductionModifiers><br />
<BonusProductionModifier><br />
<BonusType>BONUS_ALUMINUM</BonusType><br />
<iProductonModifier>100</iProductonModifier><br />
</BonusProductionModifier><br />
</BonusProductionModifiers><br />
|-<br />
!PrereqProjects<br />
|The projects that must be completed by the team, to be able to build this project.<br />
<PrereqProjects><br />
<PrereqProject><br />
<ProjectType>PROJECT_APOLLO_PROGRAM</ProjectType><br />
<iNeeded>1</iNeeded><br />
</PrereqProject><br />
</PrereqProjects><br />
|-<br />
!VictoryMinThresholds<br />
|Specifies how many times this project must be completed, to enable a victory condition. If it is not specified, the iMaxTeamInstances value is considered instead. The possible values are either NONE or the ones defined in the GameInfo\Civ4VictoryInfo file.<br />
<VictoryMinThresholds><br />
<VictoryMinThreshold><br />
<VictoryType>VICTORY_SPACE_RACE</VictoryType><br />
<iThreshold>1</iThreshold><br />
</VictoryMinThreshold><br />
</VictoryMinThresholds><br />
|-<br />
!VictoryThresholds<br />
|Affects the project success rate (see: iSuccessRate) and the delay rate (see: iVictoryDelayPercent). Indirectly, sets a project as a prerequisite for a given victory type. The possible values are either NONE or the ones defined in the GameInfo\Civ4VictoryInfo file.<br />
<VictoryThresholds><br />
<VictoryThreshold><br />
<VictoryType>VICTORY_SPACE_RACE</VictoryType><br />
<iThreshold>2</iThreshold><br />
</VictoryThreshold><br />
</VictoryThresholds><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 with the image of this project.<br />
|-<br />
!MovieDefineTag<br />
|The movie to be shown to a human player when he completes the project. The possible values are defined in the Art\Civ4ArtDefines_Movie.xml file.<br />
|}<br />
<br />
<br />
===Miscellaneous===<br />
<br />
Other types of tags.<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 />
!CreateSound<br />
|The sound to be played to a human player when he completes the project. The possible values are defined in the Audio\Civ4Audio2DScripts.xml file.<br />
|-<br />
!EveryoneSpecialBuilding<br />
|Allows every player to build the specified type of special building. Special building types are defined in the Buildings\Civ4SpecialBuildingInfos.xml file.<br />
|-<br />
!EveryoneSpecialUnit<br />
|Allows every player to train the specified type of special unit. Special unit types are defined in the Units\Civ4SpecialUnitInfos.xml file.<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 />
<ProjectInfo><br />
<Type>PROJECT_MANHATTAN_PROJECT</Type><br />
<Description>TXT_KEY_PROJECT_MANHATTAN_PROJECT</Description><br />
<Civilopedia>TXT_KEY_PROJECT_MANHATTAN_PROJECT_PEDIA</Civilopedia><br />
<Strategy>TXT_KEY_PROJECT_MANHATTAN_PROJECT_STRATEGY</Strategy><br />
<VictoryPrereq>NONE</VictoryPrereq><br />
<TechPrereq>TECH_FISSION</TechPrereq><br />
<AnyonePrereqProject>NONE</AnyonePrereqProject><br />
<iMaxGlobalInstances>1</iMaxGlobalInstances><br />
<iMaxTeamInstances>-1</iMaxTeamInstances><br />
<iCost>1500</iCost><br />
<iNukeInterception>0</iNukeInterception><br />
<iTechShare>0</iTechShare><br />
<EveryoneSpecialUnit>NONE</EveryoneSpecialUnit><br />
<EveryoneSpecialBuilding>SPECIALBUILDING_BOMB_SHELTER</EveryoneSpecialBuilding><br />
<bSpaceship>0</bSpaceship><br />
<bAllowsNukes>1</bAllowsNukes><br />
<Button>,Art/Interface/Buttons/Buildings/ManhattanProject.dds,Art/Interface/Buttons/Buildings_Atlas.dds,7,4</Button><br />
<PrereqProjects/><br />
<VictoryThresholds/><br />
<VictoryMinThresholds/><br />
<iVictoryDelayPercent>0</iVictoryDelayPercent><br />
<iSuccessRate>0</iSuccessRate><br />
<BonusProductionModifiers><br />
<BonusProductionModifier><br />
<BonusType>BONUS_URANIUM</BonusType><br />
<iProductonModifier>100</iProductonModifier><br />
</BonusProductionModifier><br />
</BonusProductionModifiers><br />
<CreateSound/><br />
<MovieDefineTag>ART_DEF_MOVIE_MANHATTAN_PROJECT</MovieDefineTag><br />
</ProjectInfo><br />
<br />
{{Civ4_XML_Files}}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4CivilizationInfos&diff=340Civ4CivilizationInfos2009-05-26T10:26:39Z<p>ViterboKnight: </p>
<hr />
<div>The '''Civ4CivilizationInfos''' file contains all the information related to each civilization.<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 />
!CivilizationInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the civilization description (eg: "American empire", or "English empire"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!ShortDescription<br />
|References the Text which contains the civilization short description (eg: "America", or "England"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!Adjective<br />
|References the Text which contains the civilization adjective (eg: "American", or "English"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!Civilopedia<br />
|References the Text which contains the civilopedia content for that civilization. The text is specified in any of the Assets\XML\Text files.<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 />
!bAIPlayable<br />
|Specifies if a civilization can be played by an AI player.<br />
<br />
(0 for Minor and Barbarian, 1 for all the others)<br />
|-<br />
!bPlayable<br />
|Specifies if a civilization can be played by a player (either human or AI).<br />
<br />
(0 for Minor and Barbarian, 1 for all the others)<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 />
!AnarchyCivics<br />
|Optional. Not used.<br />
|-<br />
!Buildings<br />
|Specifies if a civilization uses unique buildings. It contains a list of Building Classes, and the correspondant Buildings enabled for that civilization. The possible values are defined: for Building Classes in the Assets\XML\Buildings\CIV4BuildingClassInfos.xml file, for Building Types in the Assets\XML\Buildings\CIV4BuildingInfos.xml file.<br />
<br />
Example of unique building. Here, the American Mall is used instead of the standard Supermarket building class.<br />
<br />
<Building><br />
<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType><br />
<BuildingType>BUILDING_AMERICAN_MALL</BuildingType><br />
</Building><br />
<br />
|-<br />
!Cities<br />
|The list of city names to be used for that civilization. The names will be available in the specified order (for non barbarian civilizations) or in a random order (for barbarian cities). Each node may specify the name of the city (with no language traduction allowed), or a reference to a text defined in any of the Assets\XML\Text files (with language traduction allowed).<br />
<br />
Example for an entry which specifies the name of the city:<br />
<br />
<City>Washington</City><br />
<br />
Example for an entry which refers a defined text:<br />
<br />
<City>TXT_KEY_CITY_NAME_WASHINGTON</City><br />
<br />
|-<br />
!DisableTechs<br />
|Specifies the technologies this civilization cannot ever research.<br />
<br />
Example: this prevents the civilization to research Hunting (and thus all the consequent tecnologies enabled by it):<br />
<br />
<DisableTech><br />
<TechType>TECH_HUNTING</TechType><br />
<bDisableTech>1</bDisableTech><br />
</DisableTech><br />
<br />
|-<br />
!FreeBuildingClasses<br />
|Specifies how many buildings a civilization starts with, and their type. The possible values for building classes are defined in the Assets\XML\Buildings\CIV4BuildingClassInfos.xml file.<br />
<br />
Example. This allows a civilization to have a free Palace in his capital.<br />
<br />
<FreeBuildingClass><br />
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType><br />
<bFreeBuildingClass>1</bFreeBuildingClass><br />
</FreeBuildingClass><br />
<br />
|-<br />
!FreeTechs<br />
|Specifies how many techs a civilization starts with, and their type. The possible values for techs are defined in the Assets\XML\Technologies\CIV4TechInfos.xml file.<br />
<br />
Example. This allows a civilization to start the game with two techs: fishing and agriculture.<br />
<br />
<FreeTech><br />
<TechType>TECH_FISHING</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<FreeTech><br />
<TechType>TECH_AGRICULTURE</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<br />
|-<br />
!FreeUnitClasses<br />
|Specifies how many units a civilization starts with, and their types. It contains a list of unit classes, and a number for each of them. The possible values for unit classes are defined in the Assets\XML\Units\CIV4UnitClassInfos.xml file.<br />
<br />
Example. This allows a civilization to start with 1 free settler.<br />
<br />
<FreeUnitClass><br />
<UnitClassType>UNITCLASS_SETTLER</UnitClassType><br />
<iFreeUnits>1</iFreeUnits><br />
</FreeUnitClass><br />
<br />
|-<br />
!InitialCivics<br />
|Specifies the civics this civilization starts in. The possible values are defined in the GameInfo\CIV4CivicInfos.xml file.<br />
|-<br />
!Leaders<br />
|Lists the leaders for this civilization. The possible leaders are defined in the CIV4LeaderHeadInfos.xml file.<br />
|-<br />
!Units<br />
|Specifies if a civilization uses unique units. It contains a list of Unit Classes, and the correspondant Units enabled for that civilization. The possible values are defined: for Unit Classes in the Assets\XML\Units\CIV4UnitClassInfos.xml file, for Unit Types in the Assets\XML\Units\CIV4UnitInfos.xml file.<br />
<br />
<Unit><br />
<UnitClassType>UNITCLASS_MARINE</UnitClassType><br />
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType><br />
</Unit><br />
<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 />
!CivilizationActionSound<br />
|The sound set for the unit actions. The sound sets are defined in the Audio\Audio3DScripts.xml file.<br />
|-<br />
!CivilizationSelectionSound<br />
|The sound set for the unit selections. The sound sets are defined in the Audio\Audio3DScripts.xml file.<br />
|-<br />
!DerivativeCiv<br />
|Either NONE, or the civilization that is more likely to be created when a colony is splitted.<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 />
!ArtDefineTag<br />
|Reference the graphic set to be used for that civilization (his symbol and his flag). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Civilization.xml file.<br />
|-<br />
!ArtStyleType<br />
|Sets the art style for that civilization. This is used when displaying cities, and allows, for example, China and Japan to be displayed as asiatic, while Egypt and Mali will be displayed as african. The possible values are defined in the Assets\XML\GlobalTypes.xml file, in the section "ArtStyleTypes".<br />
|-<br />
!DefaultPlayerColor<br />
|References the default color for that civilization, in the game. The possible values are defined in the Assets\XML\Interface\CIV4PlayerColorInfos.xml file.<br />
|-<br />
!UnitArtStyleType<br />
|Sets the art style for that civilization. This is used when displaying units, and allows, for example, China and Japan to be displayed as asiatic, while Egypt and Mali will be displayed as african. The possible values are defined in the Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml file.<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 />
<CivilizationInfo><br />
<Type>CIVILIZATION_AMERICA</Type><br />
<Description>TXT_KEY_CIV_AMERICA_DESC</Description><br />
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription><br />
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective><br />
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia><br />
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor><br />
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag><br />
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType><br />
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType><br />
<bPlayable>1</bPlayable><br />
<bAIPlayable>1</bAIPlayable><br />
<Cities><br />
<City>TXT_KEY_CITY_NAME_WASHINGTON</City><br />
<City>TXT_KEY_CITY_NAME_NEW_YORK</City><br />
<City>TXT_KEY_CITY_NAME_BOSTON</City><br />
<City>TXT_KEY_CITY_NAME_PHILADELPHIA</City><br />
<City>TXT_KEY_CITY_NAME_ATLANTA</City><br />
<City>TXT_KEY_CITY_NAME_CHICAGO</City><br />
<City>TXT_KEY_CITY_NAME_SEATTLE</City><br />
<City>TXT_KEY_CITY_NAME_SAN_FRANCISCO</City><br />
<City>TXT_KEY_CITY_NAME_LOS_ANGELES</City><br />
<City>TXT_KEY_CITY_NAME_HOUSTON</City><br />
<City>TXT_KEY_CITY_NAME_PORTLAND</City><br />
<City>TXT_KEY_CITY_NAME_ST_LOUIS</City><br />
<City>TXT_KEY_CITY_NAME_MIAMI</City><br />
<City>TXT_KEY_CITY_NAME_BUFFALO</City><br />
<City>TXT_KEY_CITY_NAME_DETROIT</City><br />
<City>TXT_KEY_CITY_NAME_NEW_ORLEANS</City><br />
<City>TXT_KEY_CITY_NAME_BALTIMORE</City><br />
<City>TXT_KEY_CITY_NAME_DENVER</City><br />
</Cities><br />
<Buildings><br />
<Building><br />
<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType><br />
<BuildingType>BUILDING_AMERICAN_MALL</BuildingType><br />
</Building><br />
</Buildings><br />
<Units><br />
<Unit><br />
<UnitClassType>UNITCLASS_MARINE</UnitClassType><br />
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType><br />
</Unit><br />
</Units><br />
<FreeUnitClasses><br />
<FreeUnitClass><br />
<UnitClassType>UNITCLASS_SETTLER</UnitClassType><br />
<iFreeUnits>1</iFreeUnits><br />
</FreeUnitClass><br />
</FreeUnitClasses><br />
<FreeBuildingClasses><br />
<FreeBuildingClass><br />
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType><br />
<bFreeBuildingClass>1</bFreeBuildingClass><br />
</FreeBuildingClass><br />
</FreeBuildingClasses><br />
<FreeTechs><br />
<FreeTech><br />
<TechType>TECH_FISHING</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<FreeTech><br />
<TechType>TECH_AGRICULTURE</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
</FreeTechs><br />
<DisableTechs/><br />
<InitialCivics><br />
<CivicType>CIVIC_DESPOTISM</CivicType><br />
<CivicType>CIVIC_BARBARISM</CivicType><br />
<CivicType>CIVIC_TRIBALISM</CivicType><br />
<CivicType>CIVIC_DECENTRALIZATION</CivicType><br />
<CivicType>CIVIC_PAGANISM</CivicType><br />
</InitialCivics><br />
<Leaders><br />
<Leader><br />
<LeaderName>LEADER_WASHINGTON</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
<Leader><br />
<LeaderName>LEADER_FRANKLIN_ROOSEVELT</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
<Leader><br />
<LeaderName>LEADER_LINCOLN</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
</Leaders><br />
<DerivativeCiv>NONE</DerivativeCiv><br />
<CivilizationSelectionSound>AS3D_AMERICA_SELECT</CivilizationSelectionSound><br />
<CivilizationActionSound>AS3D_AMERICA_ORDER</CivilizationActionSound><br />
</CivilizationInfo></div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4TechInfos&diff=339Civ4TechInfos2009-05-26T10:11:02Z<p>ViterboKnight: </p>
<hr />
<div>The '''Civ4TechInfos''' file defines all of the information, basic and complex, about each of the game's technologies. Information in this file includes a tech's prerequisites, research cost, and benefits.<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 />
! TechInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! TechInfo<br />
| Encloses the entry for each technology.<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 />
| The category of this text, used in-game to provide suggestions of what to research. For example, Religion, Culture, Growth, or Military, among others.<br />
|-<br />
! Button<br />
| A comma separated field that lists four things: the path of the normal tech image, the path of the smaller image for this tech, and then x-y grid coordinates of the smaller image. The path of the normal image ''must'' be written.<br />
|-<br />
! Civilopedia<br />
| The text for a tech's civilopedia entry. It may reference a text file if it starts with TXT_KEY_.<br />
|-<br />
! Description<br />
| The in-game label for a tech. It may reference a text file if it starts with TXT_KEY_.<br />
|-<br />
! Era<br />
| The pre-defined era of technologies that this technology belongs to (e.g. Ancient, Classical, Medieval, etc.).<br />
|-<br />
! FirstFreeUnitClass<br />
| Provides the first player to research this technology a unit of the specified unit class.<br />
|-<br />
! Help<br />
| This defines the help tips given for this technology upon mouseover. It may reference a text file if it starts with TXT_KEY_.<br />
|- <br />
! Quote<br />
| The quote displayed in the civilopedia for this tech. It may reference a text file if it starts with TXT_KEY_.<br />
|-<br />
! Sound<br />
| Reference to the sound played when this tech is researched.<br />
|-<br />
! SoundMP<br />
| Reference to the sound played when this tech is researched in a multiplayer game.<br />
|-<br />
! Strategy<br />
| This contains the strategy text for a specific technology. It may reference a text file if it starts with TXT_KEY_. <br />
|-<br />
! Type<br />
| A unique internal label assigned to this tech. This is the first tag for each specific tech.<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 />
!iAdvancedStartCost<br />
| Cost to start with tech via Advanced Start. All technologies have a value of 100.<br />
|-<br />
!iAdvancedStartCostIncrease<br />
| Additional cost per tech bought through Advanced Start. All technologies have a value of 0.<br />
|-<br />
!iAITradeModifier <br />
| A percentage value, this is the modifier used by AI leaders in trade negotiations. Some techs, like Fiber Optics, have values at 10.<br />
|-<br />
!iAIWeight <br />
| The base AI point value of this tech, used for AI decision-making.<br />
|-<br />
!iAsset <br />
| The incremental modifier used to increase a player's score.<br />
|-<br />
!iCost <br />
| The default research cost, before modifiers like difficulty level are applied.<br />
|-<br />
!iFeatureProductionModifier <br />
| Optional. A percentage value, it modifies the production output of some worker actions, liking chopping forests.<br />
|-<br />
!iFirstFreeTechs <br />
| The number of free techs for the first leader to research this tech.<br />
|-<br />
!iGridX <br />
| The x-coordinate, or column, to place the technology item in the tech tree.<br />
|-<br />
!iGridY <br />
| The y-coordinate, or row, to place the technology item in the tech tree.<br />
|-<br />
!iHappiness <br />
| Incremental modifier to raise the happiness in each city by the specified value.<br />
|-<br />
!iHealth <br />
| Incremental modifier to raise the health in each city by the specified value.<br />
|-<br />
!iPower <br />
| Incremental modifier to raise the player's power rating, as viewed by the AI, by the specified value.<br />
|-<br />
!iTradeRoutes <br />
| Increases the number of trade routes per city by the specified amount.<br />
|-<br />
!iWorkerSpeedModifier <br />
| A percentage value, this modifies the speed of the player's workers. For example, Steam Power has a value of 50 (meaning a +50% increase).<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 />
! bBridgeBuilding<br />
| Enables bridge building, or movement via road over a river without penalty.<br />
|-<br />
! bDefensivePactTrading <br />
| Enables trading of defensive pacts with other civilizations.<br />
|-<br />
!bDisable <br />
| If set as 1, prevents this tech from being researched.<br />
|-<br />
! bExtraWaterSeeFrom<br />
| If true, increases naval units' line of sight by 1 tile.<br />
|-<br />
!bGoldTrading <br />
| Allows gold trading in diplomacy.<br />
|-<br />
!bGoodyTech <br />
| Allows this tech to be received from a goody hut.<br />
|- <br />
!bIgnoreIrrigation <br />
| Allows farms to be built regardless of nearby fresh water.<br />
|-<br />
!bIrrigation <br />
| Allows for "chain irrigation", or irrigation on tiles not directly located next to fresh water.<br />
|-<br />
!bMapCentering <br />
| If true, centers the world map for the player.<br />
|-<br />
!bMapTrading <br />
| Allows for map trading in diplomacy.<br />
|-<br />
!bMapVisible <br />
| Reveals the entire world map, even unresearched parts.<br />
|-<br />
!bOpenBordersTrading <br />
| Allows for open borders trading in diplomacy.<br />
|-<br />
!bPermanentAllianceTrading <br />
| Allows for negotiation of permanent alliances in diplomacy.<br />
|-<br />
!bRepeat <br />
| Allows this technology to be researched multiple times (for example, Future Techs have this set at 1).<br />
|-<br />
!bRiverTrade<br />
| Allows trade routes to form along rivers (Sailing allows this in the standard game).<br />
|-<br />
!bTechTrading <br />
| Allows the player to trade technologies in-game.<br />
|-<br />
!bTrade <br />
| Allows the player to trade this technology in particular in diplomacy.<br />
|-<br />
!bVassalTrade<br />
| Allows the negotiation of vassal agreements, as well as capitulation during war.<br />
|-<br />
!bWaterWork <br />
| Allows the player to assign citizens to work coast or ocean tiles.<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 />
!AndPreReqs <br />
| This lists all technologies that ''must'' be researched before this technology. In-game, it creates an icon in the top right of the tech's button on the tech tree.<br />
|-<br />
!DomainExtraMoves <br />
| Gives a specified number of movement points to units of a certain type. For example, Refrigeration gives all naval units +1 movement.<br />
|-<br />
!CommerceFlexible <br />
| Allows for the adjustment of the specified commerce slider (science, culture, etc.).<br />
|-<br />
!Flavors <br />
| Modifies AI point weighting based on an assigned flavor (potential flavors include Production, Science, Growth, and Military, among others).<br />
|-<br />
!OrPreReqs <br />
| Used to draw the connecting lines on the tech tree, this lists all of the "OR" prerequisites: that is, you must discover at least one of these technologies before you can research the tech in question.<br />
|-<br />
!SpecialBuilding <br />
| Unknown. This is defined in the schema file, but not listed in the Civ4TechInfos file itself.<br />
|-<br />
!TerrainTrades <br />
| Allows trade across the specified terrain types. For example, Sailing allows trade on coastal tiles.<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 />
<TechInfos><br />
<TechInfo><br />
<Type>TECH_MYSTICISM</Type><br />
<Description>TXT_KEY_TECH_MYSTICISM</Description><br />
<Civilopedia>TXT_KEY_TECH_MYSTICISM_PEDIA</Civilopedia><br />
<Help/><br />
<Strategy>TXT_KEY_TECH_MYSTICISM_STRATEGY</Strategy><br />
<Advisor>ADVISOR_RELIGION</Advisor><br />
<iAIWeight>0</iAIWeight><br />
<iAITradeModifier>0</iAITradeModifier><br />
<iCost>50</iCost><br />
<iAdvancedStartCost>100</iAdvancedStartCost><br />
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease><br />
<Era>ERA_ANCIENT</Era><br />
<FirstFreeUnitClass>NONE</FirstFreeUnitClass><br />
<iFeatureProductionModifier>0</iFeatureProductionModifier><br />
<iWorkerSpeedModifier>0</iWorkerSpeedModifier><br />
<iTradeRoutes>0</iTradeRoutes><br />
<iHealth>0</iHealth><br />
<iHappiness>0</iHappiness><br />
<iFirstFreeTechs>0</iFirstFreeTechs><br />
<iAsset>8</iAsset><br />
<iPower>0</iPower><br />
<bRepeat>0</bRepeat><br />
<bTrade>1</bTrade><br />
<bDisable>0</bDisable><br />
<bGoodyTech>1</bGoodyTech><br />
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom><br />
<bMapCentering>0</bMapCentering><br />
<bMapVisible>0</bMapVisible><br />
<bMapTrading>0</bMapTrading><br />
<bTechTrading>0</bTechTrading><br />
<bGoldTrading>0</bGoldTrading><br />
<bOpenBordersTrading>0</bOpenBordersTrading><br />
<bDefensivePactTrading>0</bDefensivePactTrading><br />
<bPermanentAllianceTrading>0</bPermanentAllianceTrading><br />
<bVassalTrading>0</bVassalTrading><br />
<bBridgeBuilding>0</bBridgeBuilding><br />
<bIrrigation>0</bIrrigation><br />
<bIgnoreIrrigation>0</bIgnoreIrrigation><br />
<bWaterWork>0</bWaterWork><br />
<iGridX>1</iGridX><br />
<iGridY>11</iGridY><br />
<DomainExtraMoves/><br />
<CommerceFlexible/><br />
<TerrainTrades/><br />
<bRiverTrade>0</bRiverTrade><br />
<Flavors><br />
<Flavor><br />
<FlavorType>FLAVOR_RELIGION</FlavorType><br />
<iFlavor>9</iFlavor><br />
</Flavor><br />
<Flavor><br />
<FlavorType>FLAVOR_GOLD</FlavorType><br />
<iFlavor>1</iFlavor><br />
</Flavor><br />
<Flavor><br />
<FlavorType>FLAVOR_CULTURE</FlavorType><br />
<iFlavor>8</iFlavor><br />
</Flavor><br />
<Flavor><br />
<FlavorType>FLAVOR_GROWTH</FlavorType><br />
<iFlavor>2</iFlavor><br />
</Flavor><br />
</Flavors><br />
<OrPreReqs/><br />
<AndPreReqs/><br />
<Quote>TXT_KEY_TECH_MYSTICISM_QUOTE</Quote><br />
<Sound>AS2D_TECH_MYSTICISM</Sound><br />
<SoundMP>AS2D_TECH_MP_MYSTICISM</SoundMP><br />
<Button>,Art/Interface/Buttons/TechTree/Mysticism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,11</Button><br />
</TechInfo><br />
</TechInfos><br />
<br />
{{Civ4_XML_Files}}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=338Civ4UnitInfos2009-05-26T10:09:25Z<p>ViterboKnight: </p>
<hr />
<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 />
| Always 100 - purpose unclear.<br />
|-<br />
! iAirRange<br />
| Only for Air Units; the range at which it can operate.<br />
|-<br />
! iAirUnitCap<br />
| Should be 0.<br />
|-<br />
! iAIWeight <br />
| The preference given by the AI to this unit, generally for Unique Units.<br />
|-<br />
! iAnimalCombat<br />
| The bonus that the unit gets against Animals, in attack or defence.<br />
|-<br />
! iAsset<br />
| Affects the AI's behaviour towards it in some way.<br />
|-<br />
! iBaseDiscover<br />
| The rate at which the unit discovers new tiles.<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 bonus that the unit gets when attacking cities.<br />
|-<br />
! iCityDefense<br />
| The bonus that the unit gets when defending cities.<br />
|-<br />
! iCollateralDamage<br />
| The amount of Collateral Damage that the unit does.<br />
|-<br />
! iCollateralDamageLimit<br />
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.<br />
|-<br />
! iCollateralDamageMaxUnits<br />
| The greatest number of enemy unit that the unit can inflict 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 />
| Always 100 - purpose unclear.<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 discovers new tiles.<br />
|-<br />
! iDropRange<br />
| The range at which the unit can 'jump' from a friendly city.<br />
|-<br />
! iEspionagePoints<br />
| Used for Spies - not sure of the exact effect.<br />
|-<br />
! iEvasionProbability<br />
| For air and parachute units; the odds of evading interception.<br />
|-<br />
! iExtraCost<br />
| Affects the cost of the unit.<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 bonus that the unit gets when attacking hills.<br />
|-<br />
! iHillsDefense<br />
| The 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 odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.<br />
|-<br />
! iLeaderExperience<br />
| The amount of experience which a certain leader gives this unit.<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 amount of Withdrawal Chance that the unit has.<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 defence.<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 />
! 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 the unit is a Submarine, it can go under Ice.<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 Improvement.<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes.<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain.<br />
|-<br />
! bFood<br />
| 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 />
| Not sure what this does - used for all land units in a vehicle.<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble.<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 enemy nukes.<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units.<br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles.<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does.<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 Defence 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 />
| Put the Corporations which the unit can spread here, if it is a CEO.<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.<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 />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! UnitClassDefenders<br />
| <font color=red>Not sure what this one does.</font><br />
|- <br />
! UnitClassTargets<br />
| <font color=red>Not sure what this one does.</font><br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades.<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat.<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat.<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 />
<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 Domains (AIR, SEA, or LAND) 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 bonuses that the unit gets in different features.<br />
|-<br />
! FeatureDefenses<br />
| Defense bonuses that the unit gets in different features.<br />
|-<br />
! FeatureImpassables<br />
| Used to specify terrain features (Jungle, Forest, etc.) that the unit will ''never'' be able 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 />
! LeaderPromotions<br />
| Promotions which a certain leader gives this unit.<br />
|-<br />
! SpecialCargo<br />
| Any types of Special Unit that the unit can carry.<br />
|-<br />
! TerrainAttacks<br />
| Attack bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainDefenses<br />
| Defence bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainImpassables<br />
| Used to specify terrain types (Ocean, Desert, etc.) that the unit will ''never'' be able 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 bonuses/penalties that the unit gets against specific unit classes in attack.<br />
|-<br />
! UnitClassDefenseMods<br />
| The bonuses/penalties that the unit gets against specific unit classes in defence.<br />
|-<br />
! UnitCombatCollateralImmunes<br />
| The unit combats that this unit does not recieve collateral damage from.<br />
|-<br />
! UnitCombatMods<br />
| The bonuses/penalties that the unit gets against different combats.<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.<br />
|-<br />
! FormationType<br />
| The formation that the unit adopts.<br />
|-<br />
! fMaxSpeed<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! fPadTime<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! iGroupSize<br />
| The number of models in the unit.<br />
|-<br />
! iMeleeWaveSize<br />
| The number of models that engage in melee combat.<br />
|-<br />
! iRangedWaveSize<br />
| The number of models that engage in ranged combat at once.<br />
|-<br />
! UnitMeshGroups<br />
| Holds the unit's art data.<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></div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4PromotionInfos&diff=337Civ4PromotionInfos2009-05-26T10:09:14Z<p>ViterboKnight: </p>
<hr />
<div>The '''Civ4PromotionInfos''' file defines the characteristics of each of the game's promotions, or bonuses that units receive as they acquire experience points.<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 />
! PromotionInfos<br />
| This begins and ends the file. Everything must go in between these two, or it will not work.<br />
|-<br />
! PromotionInfo<br />
| Encloses the entry for each promotion.<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 />
| The name of the promotion, which must be unique.<br />
|-<br />
! Description<br />
| The name given to the promotion in the game.<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 />
! Sound<br />
| In the game, always AS2D_IF_LEVELUP; this is the sound played when the promotion is given to a unit.<br />
|-<br />
! LayerAnimationPath<br />
| Unknown.<br />
|-<br />
! PromotionPrereq<br />
| Any unit needs this promotion to take the promotion. It can be NONE.<br />
|-<br />
! PromotionPrereqOr1<br />
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.<br />
|-<br />
! PromotionPrereqOr2<br />
| If the unit has this and the promotion defined in PromotionPrereq, it can take this promotion.<br />
|-<br />
! TechPrereq<br />
| Can be NONE; this is the technology needed to get this promotion. For example, Blitz comes with Military Science.<br />
|-<br />
! StateReligionPrereq<br />
| Can be NONE; this is the State Religion needed to get this promotion.<br />
|-<br />
! Button<br />
| A comma separated field that lists four things: the path of the normal promotion image, the path of the smaller image for this promotion, and then x-y grid coordinates of the smaller image. The second file path is for the button used in the civilopedia, among other places. <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 />
! iVisibilityChange<br />
| The number of tiles that the unit's Line of Sight increases by<br />
|-<br />
! iMovesChange<br />
| The number of extra moves that the promotion gives a unit<br />
|-<br />
! iMoveDiscountChange<br />
| Lowers the cost of moving into difficult terrain<br />
|-<br />
! iOrderPriority<br />
| Optional. <font color=red>Not sure what this does.</font><br />
|-<br />
! iAirRangeChange<br />
| The amount by which the unit's Air Range increases<br />
|-<br />
! iInterceptChange<br />
| The amount by which the unit's interception chance increases, in %.<br />
|-<br />
! iEvasionChange<br />
| The amount by which the unit's evasion chance increases, in %.<br />
|-<br />
! iWithdrawalChange<br />
| The amount by which the unit's withdrawal chance increases, in %.<br />
|-<br />
! iCargoChange<br />
| The amount by which the unit's cargo capacity increases.<br />
|-<br />
! iCollateralDamageChange<br />
| The amount by which the collateral damage inflicted by the unit increases.<br />
|-<br />
! iBombardRateChange<br />
| The amount by which the damage which the unit does to fortifications increases.<br />
|-<br />
! iFirstStrikesChange<br />
| The amount by which the number of First Strikes that the unit has increases.<br />
|-<br />
! iChanceFirstStrikesChange<br />
| The amount by which the number of First Strike Chances that the unit has increases.<br />
|-<br />
! iEnemyHealChange<br />
| Increases the unit's damage healing capabilities in enemy territory by the given percentage.<br />
|-<br />
!iNeutralHealChange<br />
| Increases the unit's damage healing capabilities in neutral territory by the given percentage.<br />
|-<br />
!iFriendlyHealChange<br />
| Increases the unit's damage healing capabilities in friendly territory by the given percentage.<br />
|-<br />
!iSameTileHealChange<br />
| Increases the unit's ability to heal other units on the same tile by the given percentage.<br />
|-<br />
!iAdjacentTileHealChange<br />
| Increases the unit's ability to heal other units in adjacent tiles by the given percentage.<br />
|-<br />
!iCombatPercent<br />
| Increases the unit's strength value by the given percentage.<br />
|-<br />
!iCityAttack<br />
| Increases the unit's strength value by the given percentage when attacking a city.<br />
|-<br />
!iCityDefense<br />
| Increases the unit's strength value by the given percentage when defending a city.<br />
|-<br />
!iHillsAttack<br />
| Increases the unit's strength value by the given percentage when attacking onto a hill.<br />
|-<br />
!iHillsDefense<br />
| Increases the unit's strength value by the given percentage when defending on a hill.<br />
|-<br />
!iKamikazePercent<br />
| Unknown. All promotions have a value of 0.<br />
|-<br />
!iRevoltProtection<br />
| Unknown. All promotions have a value of 0.<br />
|-<br />
!iCollateralDamageProtection<br />
| Decreases the damage a unit takes from collateral damage by the given percentage value (e.g. Drill II has a percentage value of 20).<br />
|-<br />
!iPillageChange<br />
| Unknown. All promotions have a value of 0.<br />
|-<br />
!iUpgradeDiscount<br />
| Decreases the cost to upgrade a unit by the given percentage (e.g. units with the default promotion from a Great General, which has a value of 100, upgrade for free).<br />
|-<br />
!iExperiencePercent<br />
| Increases the experience points received by a unit in combat by the given percentage.<br />
|-<br />
!iHotKeyPriority<br />
| Unknown. All promotions have a value of 0.<br />
|-<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 />
! bLeader<br />
| The promotion gives the unit a Warlord<br />
|-<br />
! bBlitz<br />
| The promotion lets the unit attack multiple times per turn<br />
|-<br />
! bAmphib<br />
| The promotion lets the unit cross rivers and attack out of a transport without penalties<br />
|-<br />
! bRiver<br />
| The promotion lets the unit ignore rivers<br />
|-<br />
! bEnemyRoute<br />
| The promotion lets the unit use enemy roads<br />
|-<br />
! bAlwaysHeal<br />
| The promotion lets the unit heal while moving<br />
|-<br />
! bHillsDoubleMove<br />
| The promotion lets the unit move twice as fast in Hills<br />
|-<br />
! bImmuneToFirstStrikes<br />
| The promotion means that the unit cannot be affected by enemy First Strikes<br />
|-<br />
!bAltDown<br />
| Unknown. All promotions have a value of 0. Presumably used for assigning hotkeys.<br />
|-<br />
!bShiftDown<br />
| Unknown. All promotions have a value of 0. Presumably used for assigning hotkeys.<br />
|-<br />
!bCtrlDown<br />
| Unknown. All promotions have a value of 0. Presumably used for assigning hotkeys.<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 />
!TerrainAttacks<br />
| Changes the strength modifier for attacking onto the specified terrain types by the given percentage.<br />
|-<br />
!TerrainDefenses<br />
| Changes the strength modifier for defending on the specified terrain types by the given percentage.<br />
|-<br />
!FeatureAttacks<br />
| Changes the strength modifier for attacking onto the specified feature types by the given percentage.<br />
|-<br />
!FeatureDefenses<br />
| Changes the strength modifier for defending on the specified feature types by the given percentage.<br />
|-<br />
!UnitCombatMods<br />
| Changes the strength modifier for fighting against the specified unit types by the given percentage.<br />
|-<br />
!DomainMods<br />
| Changes the strength modifier for fighting against the specified domain (naval units, land units, etc.) by the given percentage.<br />
|-<br />
!TerrainDoubleMoves<br />
| Halves the movement cost for the unit on this type of terrain.<br />
|-<br />
!FeatureDoubleMoves<br />
| Halves the movement cost for the unit on this type of feature.<br />
|-<br />
!UnitCombats<br />
| Controls which unit combat types can receive this promotion.<br />
|-<br />
!HotKey<br />
| Not used in the standard game. Assigns a hotkey for this promotion.<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 />
<PromotionInfos><br />
<PromotionInfo><br />
<Type>PROMOTION_COMBAT1</Type><br />
<Description>TXT_KEY_PROMOTION_COMBAT1</Description><br />
<Sound>AS2D_IF_LEVELUP</Sound><br />
<LayerAnimationPath>NONE</LayerAnimationPath><br />
<PromotionPrereq>NONE</PromotionPrereq><br />
<PromotionPrereqOr1>NONE</PromotionPrereqOr1><br />
<PromotionPrereqOr2>NONE</PromotionPrereqOr2><br />
<TechPrereq>NONE</TechPrereq><br />
<StateReligionPrereq>NONE</StateReligionPrereq><br />
<bLeader>0</bLeader><br />
<bBlitz>0</bBlitz><br />
<bAmphib>0</bAmphib><br />
<bRiver>0</bRiver><br />
<bEnemyRoute>0</bEnemyRoute><br />
<bAlwaysHeal>0</bAlwaysHeal><br />
<bHillsDoubleMove>0</bHillsDoubleMove><br />
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes><br />
<iVisibilityChange>0</iVisibilityChange><br />
<iMovesChange>0</iMovesChange><br />
<iMoveDiscountChange>0</iMoveDiscountChange><br />
<iAirRangeChange>0</iAirRangeChange><br />
<iInterceptChange>0</iInterceptChange><br />
<iEvasionChange>0</iEvasionChange><br />
<iWithdrawalChange>0</iWithdrawalChange><br />
<iCargoChange>0</iCargoChange><br />
<iCollateralDamageChange>0</iCollateralDamageChange><br />
<iBombardRateChange>0</iBombardRateChange><br />
<iFirstStrikesChange>0</iFirstStrikesChange><br />
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange><br />
<iEnemyHealChange>0</iEnemyHealChange><br />
<iNeutralHealChange>0</iNeutralHealChange><br />
<iFriendlyHealChange>0</iFriendlyHealChange><br />
<iSameTileHealChange>0</iSameTileHealChange><br />
<iAdjacentTileHealChange>0</iAdjacentTileHealChange><br />
<iCombatPercent>10</iCombatPercent><br />
<iCityAttack>0</iCityAttack><br />
<iCityDefense>0</iCityDefense><br />
<iHillsAttack>0</iHillsAttack><br />
<iHillsDefense>0</iHillsDefense><br />
<iKamikazePercent>0</iKamikazePercent><br />
<iRevoltProtection>0</iRevoltProtection><br />
<iCollateralDamageProtection>0</iCollateralDamageProtection><br />
<iPillageChange>0</iPillageChange><br />
<iUpgradeDiscount>0</iUpgradeDiscount><br />
<iExperiencePercent>0</iExperiencePercent><br />
<TerrainAttacks/><br />
<TerrainDefenses/><br />
<FeatureAttacks/><br />
<FeatureDefenses/><br />
<UnitCombatMods/><br />
<DomainMods/><br />
<TerrainDoubleMoves/><br />
<FeatureDoubleMoves/><br />
<UnitCombats><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
<UnitCombat><br />
<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType><br />
<bUnitCombat>1</bUnitCombat><br />
</UnitCombat><br />
</UnitCombats><br />
<HotKey/><br />
<bAltDown>0</bAltDown><br />
<bShiftDown>0</bShiftDown><br />
<bCtrlDown>0</bCtrlDown><br />
<iHotKeyPriority>0</iHotKeyPriority><br />
<Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button><br />
</PromotionInfo><br />
</PromotionInfos></div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=336Civ4UnitInfos2009-05-26T10:07:54Z<p>ViterboKnight: </p>
<hr />
<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 />
| Always 100 - purpose unclear.<br />
|-<br />
! iAirRange<br />
| Only for Air Units; the range at which it can operate.<br />
|-<br />
! iAirUnitCap<br />
| Should be 0.<br />
|-<br />
! iAIWeight <br />
| The preference given by the AI to this unit, generally for Unique Units.<br />
|-<br />
! iAnimalCombat<br />
| The bonus that the unit gets against Animals, in attack or defence.<br />
|-<br />
! iAsset<br />
| Affects the AI's behaviour towards it in some way.<br />
|-<br />
! iBaseDiscover<br />
| The rate at which the unit discovers new tiles.<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 bonus that the unit gets when attacking cities.<br />
|-<br />
! iCityDefense<br />
| The bonus that the unit gets when defending cities.<br />
|-<br />
! iCollateralDamage<br />
| The amount of Collateral Damage that the unit does.<br />
|-<br />
! iCollateralDamageLimit<br />
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.<br />
|-<br />
! iCollateralDamageMaxUnits<br />
| The greatest number of enemy unit that the unit can inflict 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 />
| Always 100 - purpose unclear.<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 discovers new tiles.<br />
|-<br />
! iDropRange<br />
| The range at which the unit can 'jump' from a friendly city.<br />
|-<br />
! iEspionagePoints<br />
| Used for Spies - not sure of the exact effect.<br />
|-<br />
! iEvasionProbability<br />
| For air and parachute units; the odds of evading interception.<br />
|-<br />
! iExtraCost<br />
| Affects the cost of the unit.<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 bonus that the unit gets when attacking hills.<br />
|-<br />
! iHillsDefense<br />
| The 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 odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.<br />
|-<br />
! iLeaderExperience<br />
| The amount of experience which a certain leader gives this unit.<br />
|-<br />
! iNukeRange<br />
| The range at which the 'nuke' can be launched - missiles only.<br />
|-<br />
! iOrderPriority<br />
| Optional. Unknown usage.<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 amount of Withdrawal Chance that the unit has.<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 defence.<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 />
! 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 the unit is a Submarine, it can go under Ice.<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 Improvement.<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes.<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain.<br />
|-<br />
! bFood<br />
| 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 />
| Not sure what this does - used for all land units in a vehicle.<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble.<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 enemy nukes.<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units.<br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles.<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does.<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 Defence 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 />
| Put the Corporations which the unit can spread here, if it is a CEO.<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.<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 />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! UnitClassDefenders<br />
| <font color=red>Not sure what this one does.</font><br />
|- <br />
! UnitClassTargets<br />
| <font color=red>Not sure what this one does.</font><br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades.<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat.<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat.<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 />
<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 Domains (AIR, SEA, or LAND) 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 bonuses that the unit gets in different features.<br />
|-<br />
! FeatureDefenses<br />
| Defense bonuses that the unit gets in different features.<br />
|-<br />
! FeatureImpassables<br />
| Used to specify terrain features (Jungle, Forest, etc.) that the unit will ''never'' be able 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 />
! LeaderPromotions<br />
| Promotions which a certain leader gives this unit.<br />
|-<br />
! SpecialCargo<br />
| Any types of Special Unit that the unit can carry.<br />
|-<br />
! TerrainAttacks<br />
| Attack bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainDefenses<br />
| Defence bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainImpassables<br />
| Used to specify terrain types (Ocean, Desert, etc.) that the unit will ''never'' be able 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 bonuses/penalties that the unit gets against specific unit classes in attack.<br />
|-<br />
! UnitClassDefenseMods<br />
| The bonuses/penalties that the unit gets against specific unit classes in defence.<br />
|-<br />
! UnitCombatCollateralImmunes<br />
| The unit combats that this unit does not recieve collateral damage from.<br />
|-<br />
! UnitCombatMods<br />
| The bonuses/penalties that the unit gets against different combats.<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.<br />
|-<br />
! FormationType<br />
| The formation that the unit adopts.<br />
|-<br />
! fMaxSpeed<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! fPadTime<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! iGroupSize<br />
| The number of models in the unit.<br />
|-<br />
! iMeleeWaveSize<br />
| The number of models that engage in melee combat.<br />
|-<br />
! iRangedWaveSize<br />
| The number of models that engage in ranged combat at once.<br />
|-<br />
! UnitMeshGroups<br />
| Holds the unit's art data.<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></div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4UnitInfos&diff=335Civ4UnitInfos2009-05-26T10:06:25Z<p>ViterboKnight: </p>
<hr />
<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 />
! 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 />
| Always 100 - purpose unclear.<br />
|-<br />
! iAirRange<br />
| Only for Air Units; the range at which it can operate.<br />
|-<br />
! iAirUnitCap<br />
| Should be 0.<br />
|-<br />
! iAIWeight <br />
| The preference given by the AI to this unit, generally for Unique Units.<br />
|-<br />
! iAnimalCombat<br />
| The bonus that the unit gets against Animals, in attack or defence.<br />
|-<br />
! iAsset<br />
| Affects the AI's behaviour towards it in some way.<br />
|-<br />
! iBaseDiscover<br />
| The rate at which the unit discovers new tiles.<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 bonus that the unit gets when attacking cities.<br />
|-<br />
! iCityDefense<br />
| The bonus that the unit gets when defending cities.<br />
|-<br />
! iCollateralDamage<br />
| The amount of Collateral Damage that the unit does.<br />
|-<br />
! iCollateralDamageLimit<br />
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.<br />
|-<br />
! iCollateralDamageMaxUnits<br />
| The greatest number of enemy unit that the unit can inflict 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 />
| Always 100 - purpose unclear.<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 discovers new tiles.<br />
|-<br />
! iDropRange<br />
| The range at which the unit can 'jump' from a friendly city.<br />
|-<br />
! iEspionagePoints<br />
| Used for Spies - not sure of the exact effect.<br />
|-<br />
! iEvasionProbability<br />
| For air and parachute units; the odds of evading interception.<br />
|-<br />
! iExtraCost<br />
| Affects the cost of the unit.<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 bonus that the unit gets when attacking hills.<br />
|-<br />
! iHillsDefense<br />
| The 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 odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.<br />
|-<br />
! iLeaderExperience<br />
| The amount of experience which a certain leader gives this unit.<br />
|-<br />
! iNukeRange<br />
| The range at which the 'nuke' can be launched - missiles only.<br />
|-<br />
! iOrderPriority<br />
| Optional. Unknown usage.<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 amount of Withdrawal Chance that the unit has.<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 defence.<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 />
! 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 the unit is a Submarine, it can go under Ice.<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 Improvement.<br />
|-<br />
! bFirstStrikeImmune<br />
| Is immune to all First Strikes.<br />
|-<br />
! bFlatMovementCost<br />
| Pays a flat movement cost to enter all terrain.<br />
|-<br />
! bFood<br />
| 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 />
| Not sure what this does - used for all land units in a vehicle.<br />
|-<br />
! bMilitaryHappiness<br />
| Counts as a Military Unit in the eyes of the rabble.<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 enemy nukes.<br />
|-<br />
! bOnlyDefensive<br />
| This unit cannot attack other units.<br />
|-<br />
! bPillage<br />
| Can pillage enemy tiles.<br />
|-<br />
! bQuickCombat<br />
| ALways 0; not sure what it actually does.<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 Defence 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 />
| Put the Corporations which the unit can spread here, if it is a CEO.<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.<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 />
| Put the religions which the unit can spread here, if it is a missionary.<br />
|-<br />
! UnitClassDefenders<br />
| <font color=red>Not sure what this one does.</font><br />
|- <br />
! UnitClassTargets<br />
| <font color=red>Not sure what this one does.</font><br />
|-<br />
! UnitClassUpgrades<br />
| The Classes of unit to which this unit upgrades.<br />
|-<br />
! UnitCombatDefenders<br />
| Does whatever UnitClassDefenders does, but is directed at a particular combat.<br />
|-<br />
! UnitCombatTargets<br />
| Does whatever UnitClassTargets does, but is directed at a particular combat.<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 />
<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 Domains (AIR, SEA, or LAND) 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 bonuses that the unit gets in different features.<br />
|-<br />
! FeatureDefenses<br />
| Defense bonuses that the unit gets in different features.<br />
|-<br />
! FeatureImpassables<br />
| Used to specify terrain features (Jungle, Forest, etc.) that the unit will ''never'' be able 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 />
! LeaderPromotions<br />
| Promotions which a certain leader gives this unit.<br />
|-<br />
! SpecialCargo<br />
| Any types of Special Unit that the unit can carry.<br />
|-<br />
! TerrainAttacks<br />
| Attack bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainDefenses<br />
| Defence bonuses that the unit gets in different terrain.<br />
|-<br />
! TerrainImpassables<br />
| Used to specify terrain types (Ocean, Desert, etc.) that the unit will ''never'' be able 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 bonuses/penalties that the unit gets against specific unit classes in attack.<br />
|-<br />
! UnitClassDefenseMods<br />
| The bonuses/penalties that the unit gets against specific unit classes in defence.<br />
|-<br />
! UnitCombatCollateralImmunes<br />
| The unit combats that this unit does not recieve collateral damage from.<br />
|-<br />
! UnitCombatMods<br />
| The bonuses/penalties that the unit gets against different combats.<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.<br />
|-<br />
! FormationType<br />
| The formation that the unit adopts.<br />
|-<br />
! fMaxSpeed<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! fPadTime<br />
| <font color=red>Not sure what this does.</font><br />
|-<br />
! iGroupSize<br />
| The number of models in the unit.<br />
|-<br />
! iMeleeWaveSize<br />
| The number of models that engage in melee combat.<br />
|-<br />
! iRangedWaveSize<br />
| The number of models that engage in ranged combat at once.<br />
|-<br />
! UnitMeshGroups<br />
| Holds the unit's art data.<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></div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4TraitInfos&diff=308Civ4TraitInfos2009-05-25T14:37:26Z<p>ViterboKnight: </p>
<hr />
<div>The CIV4TraitInfos.xml file contains all the information related to each leader trait.<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 />
!TraitInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the trait description (eg: "Industrious"). The text is specified in any of the Assets\XML\Text files. <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 />
!ShortDescription<br />
|References the Text which contains the trait short description (eg: "Ind" for industrious). The text is specified in any of the Assets\XML\Text files. <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 />
!iDomesticGreatGeneralRateModifier<br />
|Modifies the production of Great General points within your borders.<br />
|-<br />
!iGreatGeneralRateModifier<br />
|Modifies the production of Great General points.<br />
|-<br />
!iGreatPeopleRateModifier<br />
|Modifies the production of Great People points in every city.<br />
|-<br />
!iHealth<br />
|Specifies the extra health for each city.<br />
|-<br />
!iHappiness<br />
|Specifies the extra happiness for each city.<br />
|-<br />
!iLevelExperienceModifier<br />
|Modifies the required experience points per promotion (in percent).<br />
|-<br />
!iMaxAnarchy<br />
|Specify the anarchy maximum length. If -1, there is no limit. If 0, there is no anarchy between switches.<br />
|-<br />
!iMaxGlobalBuildingProductionModifier<br />
|Modifies the production for world wonders.<br />
|-<br />
!iMaxPlayerBuildingProductionModifier<br />
|Modifies the production for national wonders.<br />
|-<br />
!iMaxTeamBuildingProductionModifier<br />
|Modifies the production for team wonders.<br />
|-<br />
!iUpkeepModifier<br />
|How much civic maintainance costs are reduced (in percent).<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 />
!CommerceChanges<br />
|Specifies the extra commerce for each city (the values are, respectively, gold, research, culture, espionage)<br />
<CommerceChanges><br />
<iCommerce>0</iCommerce><br />
<iCommerce>0</iCommerce><br />
<iCommerce>2</iCommerce><br />
</CommerceChanges><br />
|-<br />
!CommerceModifiers<br />
|The commerce modifier (in percent) for each city (the values are, respectively, gold, research, culture, espionage)<br />
<CommerceModifiers><br />
<iCommerce>0</iCommerce><br />
<iCommerce>25</iCommerce><br />
<iCommerce>0</iCommerce><br />
</CommerceModifiers><br />
|-<br />
!ExtraYieldThresholds<br />
|Provides 1 extra yield in each tile which produces at least the specified amount (the values are, respectively, food, production, commerce)<br />
<ExtraYieldThresholds><br />
<iExtraYieldThreshold>0</iExtraYieldThreshold><br />
<iExtraYieldThreshold>0</iExtraYieldThreshold><br />
<iExtraYieldThreshold>2</iExtraYieldThreshold><br />
</ExtraYieldThresholds><br />
|-<br />
!FreePromotions<br />
|The promotions that will be given to every new unit whose type is specified in the 'FreePromotionUnitCombats' list. The possible values are defined in the Units\CIV4PromotionInfos.xml file.<br />
<FreePromotions><br />
<FreePromotion><br />
<PromotionType>PROMOTION_COMBAT1</PromotionType><br />
<bFreePromotion>1</bFreePromotion><br />
</FreePromotion><br />
</FreePromotions><br />
|-<br />
!FreePromotionUnitCombats<br />
|The unit types that will be given the promotions specified in the 'FreePromotions' list. The possible values are defined in the CvBasicInfos.xml, in the section 'UnitCombatInfos'.<br />
<FreePromotionUnitCombats><br />
<FreePromotionUnitCombat><br />
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType><br />
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat><br />
</FreePromotionUnitCombat><br />
<FreePromotionUnitCombat><br />
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType><br />
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat><br />
</FreePromotionUnitCombat><br />
</FreePromotionUnitCombats><br />
|-<br />
!TradeYieldModifiers<br />
|Given a trade profit value, provides extra yield for each trade route (in percent) (the values are, respectively, food, production, commerce)<br />
<TradeYieldModifiers><br />
<iYield>0</iYield><br />
<iYield>50</iYield><br />
<iYield>0</iYield><br />
</TradeYieldModifiers><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 />
<TraitInfo><br />
<Type>TRAIT_PHILOSOPHICAL</Type><br />
<Description>TXT_KEY_TRAIT_PHILOSOPHICAL</Description><br />
<ShortDescription>TXT_KEY_TRAIT_PHILOSOPHICAL_SHORT</ShortDescription><br />
<iHealth>0</iHealth><br />
<iHappiness>0</iHappiness><br />
<iMaxAnarchy>-1</iMaxAnarchy><br />
<iUpkeepModifier>0</iUpkeepModifier><br />
<iLevelExperienceModifier>0</iLevelExperienceModifier><br />
<iGreatPeopleRateModifier>100</iGreatPeopleRateModifier><br />
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier><br />
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier><br />
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier><br />
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier><br />
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier><br />
<ExtraYieldThresholds/><br />
<TradeYieldModifiers/><br />
<CommerceChanges/><br />
<CommerceModifiers/><br />
<FreePromotions/><br />
<FreePromotionUnitCombats/><br />
</TraitInfo><br />
<br />
{{Civ4_XML_Files}}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4TraitInfos&diff=307Civ4TraitInfos2009-05-25T14:30:12Z<p>ViterboKnight: Created page with 'The CIV4TraitInfos.xml file contains all the information related to each leader trait. All tags must be opened and closed; the first is the "open", the second the "close" tag. I...'</p>
<hr />
<div>The CIV4TraitInfos.xml file contains all the information related to each leader trait.<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 />
!TraitInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the trait description (eg: "Industrious"). The text is specified in any of the Assets\XML\Text files. <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 />
!ShortDescription<br />
|References the Text which contains the trait short description (eg: "Ind" for industrious). The text is specified in any of the Assets\XML\Text files. <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 />
!iDomesticGreatGeneralRateModifier<br />
|Modifies the production of Great General points within your borders.<br />
|-<br />
!iGreatGeneralRateModifier<br />
|Modifies the production of Great General points.<br />
|-<br />
!iGreatPeopleRateModifier<br />
|Modifies the production of Great People points in every city.<br />
|-<br />
!iHealth<br />
|Specifies the extra health for each city.<br />
|-<br />
!iHappiness<br />
|Specifies the extra happiness for each city.<br />
|-<br />
!iLevelExperienceModifier<br />
|Modifies the required experience points per promotion (in percent).<br />
|-<br />
!iMaxAnarchy<br />
|Specify the anarchy maximum length. If -1, there is no limit. If 0, there is no anarchy between switches.<br />
|-<br />
!iMaxGlobalBuildingProductionModifier<br />
|Modifies the production for world wonders.<br />
|-<br />
!iMaxPlayerBuildingProductionModifier<br />
|Modifies the production for national wonders.<br />
|-<br />
!iMaxTeamBuildingProductionModifier<br />
|Modifies the production for team wonders.<br />
|-<br />
!iUpkeepModifier<br />
|How much civic maintainance costs are reduced (in percent).<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 />
!ExtraYieldThresholds<br />
|Provides 1 extra yield in each tile which produces at least the specified amount (the values are, respectively, food, production, commerce)<br />
|-<br />
!TradeYieldModifiers<br />
|Given a trade profit value, provides extra yield for each trade route (in percent) (the values are, respectively, food, production, commerce)<br />
|-<br />
!CommerceChanges<br />
|Specifies the extra commerce for each city (the values are, respectively, gold, research, culture, espionage)<br />
|-<br />
!CommerceModifiers<br />
|The commerce modifier (in percent) for each city (the values are, respectively, gold, research, culture, espionage)<br />
|-<br />
!FreePromotions<br />
|The promotions that will be given to every new unit whose type is specified in the 'FreePromotionUnitCombats' list.<br />
|-<br />
!FreePromotionUnitCombats<br />
|The unit types that will be given the promotions specified in the 'FreePromotions' list.<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 />
<TraitInfo><br />
<Type>TRAIT_PHILOSOPHICAL</Type><br />
<Description>TXT_KEY_TRAIT_PHILOSOPHICAL</Description><br />
<ShortDescription>TXT_KEY_TRAIT_PHILOSOPHICAL_SHORT</ShortDescription><br />
<iHealth>0</iHealth><br />
<iHappiness>0</iHappiness><br />
<iMaxAnarchy>-1</iMaxAnarchy><br />
<iUpkeepModifier>0</iUpkeepModifier><br />
<iLevelExperienceModifier>0</iLevelExperienceModifier><br />
<iGreatPeopleRateModifier>100</iGreatPeopleRateModifier><br />
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier><br />
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier><br />
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier><br />
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier><br />
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier><br />
<ExtraYieldThresholds/><br />
<TradeYieldModifiers/><br />
<CommerceChanges/><br />
<CommerceModifiers/><br />
<FreePromotions/><br />
<FreePromotionUnitCombats/><br />
</TraitInfo><br />
<br />
{{Civ4_XML_Files}}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4LeaderHeadInfos&diff=267Civ4LeaderHeadInfos2009-05-22T15:00:26Z<p>ViterboKnight: Created page with ' The CIV4LeaderHeadInfos.xml file contains all the information related to each leader. All tags must be opened and closed; the first is the "open", the second the "close" tag. I...'</p>
<hr />
<div><br />
The CIV4LeaderHeadInfos.xml file contains all the information related to each leader.<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 />
'''Note: everything that affects attitude only applies to AI leaders (humans don't have real attitudes, or rather, humans attitude is NOT decided by the computer!).'''<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 />
!LeaderHeadInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the leader name. The text is specified in any of the Assets\XML\Text files. <br />
|-<br />
!Civilopedia<br />
|References the Text which contains the civilopedia entry for this leader. The text is specified in any of the Assets\XML\Text files. <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 />
!iAtPeaceAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to be in peace.<br />
<br />
(1 for all; the higher the value, the higher the limit)<br />
|-<br />
!iAtPeaceAttitudeDivisor<br />
|Determines how fast a peace builds up a good attitude toward another leader.<br />
<br />
(60 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iAttackOddsChangeRand<br />
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)<br />
<br />
(16 for barbarians; 8 for everyone else)<br />
|-<br />
!iAtWarAttitudeChangeLimit<br />
|Sets the maximum value for the bad attitude due to be at war.<br />
<br />
(5 for all)<br />
|-<br />
!iAtWarAttitudeDivisor<br />
|Determines how fast a war builds up a bad attitude toward an enemy.<br />
<br />
(-5 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iBaseAttackOddsChange<br />
|Modifies the Attack odd chance, to make an AI think that a battle is more likely to be won, thus having him more likely to attack (without any real effect on the battle). The total modifier is: iBaseAttackOddsChange + rand(0, iAttackOddsChangeRand) + rand(0, iAttackOddsChangeRand)<br />
<br />
(0; 6)<br />
|-<br />
!iBaseAttitude<br />
|The base attitude value the leader has toward everyone else.<br />
<br />
(-1 unfriendly; 2 friendly)<br />
|-<br />
!iBasePeaceWeight<br />
|The base value for the Peace Weight, which will be added to a random value (see iPeaceWeightRand). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.<br />
<br />
(0 warmonger; 10 peace lover)<br />
|-<br />
!iBetterRankDifferenceAttitudeChange<br />
|Affects how much relations between other leaders are affected by the others to be better in rank.<br />
<br />
(-1 indifferent; 4 friendly with the stronger)<br />
|-<br />
!iBonusTradeAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to trade bonus resources with another leader.<br />
<br />
(2 to all)<br />
|-<br />
!iBonusTradeAttitudeDivisor<br />
|Determines how fast trading bonus resources with another leader builds up a good attitude toward him.<br />
<br />
(50 to all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iBuildUnitProb<br />
|Affects how many units an AI will tend to build.<br />
<br />
(15 very few units; 40 a lot of units)<br />
|-<br />
!iCloseBordersAttitudeChange<br />
|Affects how much close borders cause tensions with other leaders<br />
<br />
(-4 hates close borders; 0 indifferent)<br />
|-<br />
!iDeclareWarTradeRand<br />
|Determines how likely an AI leader will try to bring other leaders at war with him against an enemy.<br />
<br />
(40 likely; 60 unlikely)<br />
|-<br />
!iDefensivePactAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to have a defensive pact with another leader.<br />
<br />
(2 for all)<br />
|-<br />
!iDefensivePactAttitudeDivisor<br />
|Determines how fast having a defensive pact builds up a good attitude toward another leader.<br />
<br />
(12 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iDemandRebukedSneakProb<br />
|The chance (in percent) an AI leader will start preparing a war against a weaker enemy who denied a request of tribute.<br />
<br />
(0 very unlikely; 100 very likely)<br />
|-<br />
!iDemandRebukedWarProb<br />
|The chance (in percent) an AI leader will istantly declare war against a weaker enemy who denied a request of tribute.<br />
<br />
(0 very unlikely; 50 likely)<br />
|-<br />
!iDifferentReligionAttitudeChange<br />
|The base attitude to have a different state religions than another leader.<br />
<br />
(-2 zealot; 0 doesn't care of different religions)<br />
|-<br />
!iDifferentReligionAttitudeChangeLimit<br />
|Sets the maximum value for the bad attitude due to have different state religions.<br />
<br />
(-1 to all; the higher the absolute value, the higher the limit)<br />
|-<br />
!iDifferentReligionAttitudeDivisor<br />
|Determines how fast two different state religions builds up a bad attitude toward another leader.<br />
<br />
(-5 for all; the higher the absolute value, the slower the attitude changes)<br />
|-<br />
!iDogpileWarRand<br />
|A factor that affects how likely an AI leader will start a war to "dogpile" an enemy (join an existing war against a common victim).<br />
<br />
(20 very likely; 150 unlikely)<br />
|-<br />
!iEspionageWeight<br />
|Sets how much the AI leader likes espionage (affects both the slider and the overall strategy).<br />
<br />
(50 doesn't like; 150 does like)<br />
|-<br />
!iFavoriteCivicAttitudeChange<br />
|The base attitude for adopting the favorite civic of another leader.<br />
<br />
(1 for all)<br />
|-<br />
!iFavoriteCivicAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to adopting the favorite civic of another leader.<br />
<br />
(1 doesn't care of civics; 6 trusts who shares his way of thinking)<br />
|-<br />
!iFavoriteCivicAttitudeDivisor<br />
|Determines how fast adopting another leader's favorite civic builds up a good attitude toward him.<br />
<br />
(10 for all; the higher the absolute value, the slower the attitude changes)<br />
|-<br />
!iFreedomAppreciation<br />
|The bonus attitude for leaders who have given independence to another leader (when a colony is splitted).<br />
<br />
(10 for all)<br />
|-<br />
!iLimitedWarPowerRatio<br />
|Specifies the minimum power ratio (in percent) an AI leader must have with a leader, to consider him a valid target for a "limited" war.<br />
<br />
(80 the enemy must be weaker; 130 the enemy may be stronger)<br />
|-<br />
!iLimitedWarRand<br />
|A factor that affects how likely an AI leader will start a "limited" war.<br />
<br />
(40 very likely; 200 unlikely)<br />
|-<br />
!iLostWarAttitudeChange<br />
|An attitude modifier used during a war, when the AI leader has lost more battles than his enemy.<br />
<br />
(0 for barbarians; -1 for all the others)<br />
|-<br />
!iMakePeaceRand<br />
|Determines how likely an AI leader will try to stop a war he has started.<br />
<br />
(10 very likely; 120 unlikely)<br />
|-<br />
!iMaxGoldPerTurnTradePercent<br />
|Affects how much of this AI leader's gold per turn will be available for trade.<br />
<br />
(10 less gold; 15 more gold)<br />
|-<br />
!iMaxGoldTradePercent<br />
|Affects how much of this AI leader's gold will be available for trade.<br />
<br />
(5 less gold; 20 more gold)<br />
|-<br />
!iMaxWarDistantPowerRatio<br />
|Specifies the minimum power ratio (in percent) an AI leader must have with a distant leader, to consider him a valid target for a "total" war.<br />
<br />
(30 the enemy must be far weaker; 100 the enemy may be up to as powerful as this leader)<br />
|-<br />
!iMaxWarMinAdjacentLandPercent<br />
|Affects how much an adjacent rival can be target for a "total" war (specifying how many "adjacent land" tiles must be between the two empires)<br />
<br />
(0 even non adjacent; 4 requires a lot of adjacent land)<br />
|-<br />
!iMaxWarNearbyPowerRatio<br />
|Specifies the minimum power ratio (in percent) an AI leader must have with a nearby leader, to consider him a valid target for a "total" war.<br />
<br />
(80 the enemy must be weaker; 130 the enemy may be stronger)<br />
|-<br />
!iMaxWarRand<br />
|A factor that affects how likely an AI leader will start a "total" war.<br />
<br />
(50 very likely; 400 unlikely)<br />
|-<br />
!iNoTechTradeThreshold<br />
|An AI leader will stop trading a rival any technology, if he realizes that the rival is becoming too advanced, and this happens when the rival has received via trade a certain number of technologies. This value sets the number of technologies.<br />
<br />
(5 stops trading soon; 20 stops trading late)<br />
|-<br />
!iOpenBordersAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to have open borders with another leader.<br />
<br />
(2 for all)<br />
|-<br />
!iOpenBordersAttitudeDivisor<br />
|Determines how fast having open borders builds up a good attitude toward another leader.<br />
<br />
(25 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iPeaceWeightRand<br />
|The maximum random value for the Peace Weight, which will be added to a base value (see iBasePeaceWeight). The more the Peace Weights are different between two leaders, the more the two leaders will be unfriendly toward each other.<br />
<br />
(3 to everyone)<br />
|-<br />
!iRazeCityProb<br />
|Affects how likely an AI will raze enemy cities.<br />
<br />
(0 unlikely to raze; 75 likely to raze)<br />
|-<br />
!iRefuseToTalkWarThreshold<br />
|A factor that affects how long an AI leader refuses to talk when at war.<br />
<br />
(5 more likely to talk; 12 less likely to talk)<br />
|-<br />
!iSameReligionAttitudeChange<br />
|The base attitude to have the same state religion as another leader.<br />
<br />
(1 for all)<br />
|-<br />
!iSameReligionAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to have the same state religion.<br />
<br />
(1 almost doesn't care of state religion; 7 zealot)<br />
|-<br />
!iSameReligionAttitudeDivisor<br />
|Determines how fast the same state religion builds up a good attitude toward another leader.<br />
<br />
(10 for all; the higher the value, the slower the attitude changes)<br />
|-<br />
!iShareWarAttitudeChange<br />
|The base attitude for sharing a war with another leader against a common enemy.<br />
<br />
(1 for all)<br />
|-<br />
!iShareWarAttitudeChangeLimit<br />
|Sets the maximum value for the good attitude due to sharing a war with another leader against a common enemy.<br />
<br />
(2 doesn't care of alliances; 6 trusts his allies)<br />
|-<br />
!iShareWarAttitudeDivisor<br />
|Determines how fast sharing a war builds up a good attitude toward another leader.<br />
<br />
(8 for all; the higher the absolute value, the slower the attitude changes)<br />
|-<br />
!iTechTradeKnownPercent<br />
|An AI leader will monopoly a technology (refusing to trade it) until the specified percent of rivals have acquired it.<br />
(0 very likely to share techs; 100 very unlikely to share techs)<br />
|-<br />
!iVassalPowerModifier<br />
|Affects how much a leader can resist before he accepts to be vassal of someone else.<br />
<br />
(-20 easy to capitulate; 50 extremely hard to capitulate)<br />
|-<br />
!iWarmongerRespect<br />
|Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.<br />
(non warmonger 0; warmonger 2)<br />
|-<br />
!iWonderConstructRand<br />
|A factor that determines how likely the AI leader will build world wonders <br />
<br />
(0 less likely; 50 very likely)<br />
|-<br />
!iWorseRankDifferenceAttitudeChange<br />
|Affects how much relations between other leaders are affected by the others to be worse in rank.<br />
<br />
(-3 annoyed with the weaker; 1 very tolerant)<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 />
!ContactDelays<br />
|How many turns an AI leader must wait before contacting again another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.<br />
<br />
(10; 50)<br />
|-<br />
!ContactRands<br />
|How likely an AI leader may contact another leader for a particular reason. The possible values for reasons are defined both in the GlobalTypes.xml file (in the section ContactTypes), and in the SDK.<br />
<br />
(2 extremely likely; 10000 almost never)<br />
|-<br />
!DiplomacyIntroMusicPeace<br />
|Specifies the music to be played as intro in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!DiplomacyIntroMusicWar<br />
|Specifies the music to be played as intro in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!DiplomacyMusicPeace<br />
|Specifies the music to be played in diplomacy in each game era, when in peace. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!DiplomacyMusicWar<br />
|Specifies the music to be played in diplomacy in each game era, when at war. Values for eras are defined in the GameInfo\Civ4EraInfos file. Music entries are defined in the Audio\Audio2DScripts.xml file.<br />
|-<br />
!Flavors<br />
|The list of flavors for this leader, and their weights. Flavors make the leader prefer some aspects (gold, culture, military,...) when choosing technologies, buildings, and so on. Possible values for flavors are defined in the GlobalTypes.xml, in the section FlavorTypes.<br />
|-<br />
!ImprovementWeightModifiers<br />
|Modifies the weight for an AI leader to prefer some land improvements. The possible values for ImprovementType are defined in the Terrain\CIV4ImprovementInfos.xml file.<br />
<br />
(20 for each type)<br />
|-<br />
!MemoryAttitudePercents<br />
|How much past events affect attitude of this leader (in percent). The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.<br />
<br />
(+/-5 almost not important; +/-300 extremely important)<br />
|-<br />
!MemoryDecays<br />
|How likely is an AI leader to forget past events. The possible values for event types are defined both in the BasicInfos\CIV4MemoryInfos.xml file, and in the SDK.<br />
<br />
(10; 50)<br />
|-<br />
!NoWarAttitudeProbs<br />
|Specifies the chance an AI leader will reconsider a war plan, based on his attitude toward the potential victim.<br />
<br />
(0 will never reconsider; 100 will always reconsider and never declare)<br />
|-<br />
!Traits<br />
|The list of traits of this leader. The possible values are defined in the Civilizations\CIV4TraitInfos.xml file.<br />
|-<br />
!UnitAIWeightModifiers<br />
|Modifies the weight for an AI leader to prefer some unit types. The possible values for UnitAIType are defined in the BasicInfos\CIV4BasicInfos.xml file, in the section UnitAIInfos.<br />
<br />
(100 for each type)<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 />
!AdoptCivicRefuseAttitudeThreshold<br />
|An AI will refuse to change his civics, unless the trading partner will exceed this attitude.<br />
|-<br />
!ConvertReligionRefuseAttitudeThreshold<br />
|An AI will refuse to change his state religion, unless the trading partner will exceed this attitude.<br />
|-<br />
!DeclareWarRefuseAttitudeThreshold<br />
|An AI will refuse to declare war to another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!DeclareWarThemRefuseAttitudeThreshold<br />
|An AI will refuse to declare war to another leader, if the potential target exceeds this attitude.<br />
|-<br />
!DefensivePactRefuseAttitudeThreshold<br />
|An AI will refuse a defensive pact with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!DemandTributeAttitudeThreshold<br />
|An AI leader won't request tribute to a human leader, if he exceeds this attitude. (the AI will consider the human leader's DemandTributeAttitudeThreshold attribute).<br />
|-<br />
!FavoriteCivic<br />
|The civic this AI leader prefers. When he is running this civic, he will refuse to switch any civic.<br />
|-<br />
!FavoriteReligion<br />
|The religion this AI leader prefers.<br />
|-<br />
!HappinessBonusRefuseAttitudeThreshold<br />
|An AI will refuse to trade happiness bonus resources, unless the trading partner will exceed this attitude.<br />
|-<br />
!HealthBonusRefuseAttitudeThreshold<br />
|An AI will refuse to trade health bonus resources, unless the trading partner will exceed this attitude.<br />
|-<br />
!MapRefuseAttitudeThreshold<br />
|An AI will refuse to trade his map, unless the trading partner will exceed this attitude.<br />
|-<br />
!NoGiveHelpAttitudeThreshold<br />
|An AI leader may give help to a human leader, if he exceeds this attitude. (the AI will consider the human leader's NoGiveHelpAttitudeThreshold attribute).<br />
|-<br />
!OpenBordersRefuseAttitudeThreshold<br />
|An AI will refuse to open his borders with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!PermanentAllianceRefuseAttitudeThreshold<br />
|An AI will refuse a permanent alliance with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!TechRefuseAttitudeThreshold<br />
|An AI will refuse to share his technologies, unless the trading partner will exceed this attitude.<br />
|-<br />
!StopTradingRefuseAttitudeThreshold<br />
|An AI will refuse to stop trading with another leader, unless the trading partner will exceed this attitude.<br />
|-<br />
!StopTradingThemRefuseAttitudeThreshold<br />
|An AI will refuse to stop trading with another leader, if the potential target exceeds this attitude.<br />
|-<br />
!StrategicBonusRefuseAttitudeThreshold<br />
|An AI will refuse to trade strategic bonus resources, unless the trading partner will exceed this attitude.<br />
|-<br />
!VassalRefuseAttitudeThreshold<br />
|An AI will refuse a to be vassal of another leader, unless the trading partner will exceed this attitude.<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 />
!ArtDefineTag<br />
|Reference the graphic set to be used for this leader (his button image, and his animation). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml file.<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 />
<LeaderHeadInfo><br />
<Type>LEADER_BISMARCK</Type><br />
<Description>TXT_KEY_LEADER_BISMARCK</Description><br />
<Civilopedia>TXT_KEY_LEADER_BISMARCK_PEDIA</Civilopedia><br />
<ArtDefineTag>ART_DEF_LEADER_BISMARCK</ArtDefineTag><br />
<iWonderConstructRand>30</iWonderConstructRand><br />
<iBaseAttitude>1</iBaseAttitude><br />
<iBasePeaceWeight>6</iBasePeaceWeight><br />
<iPeaceWeightRand>3</iPeaceWeightRand><br />
<iWarmongerRespect>1</iWarmongerRespect><br />
<iEspionageWeight>120</iEspionageWeight><br />
<iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold><br />
<iNoTechTradeThreshold>5</iNoTechTradeThreshold><br />
<iTechTradeKnownPercent>70</iTechTradeKnownPercent><br />
<iMaxGoldTradePercent>5</iMaxGoldTradePercent><br />
<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent><br />
<iMaxWarRand>200</iMaxWarRand><br />
<iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio><br />
<iMaxWarDistantPowerRatio>50</iMaxWarDistantPowerRatio><br />
<iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent><br />
<iLimitedWarRand>120</iLimitedWarRand><br />
<iLimitedWarPowerRatio>90</iLimitedWarPowerRatio><br />
<iDogpileWarRand>100</iDogpileWarRand><br />
<iMakePeaceRand>20</iMakePeaceRand><br />
<iDeclareWarTradeRand>40</iDeclareWarTradeRand><br />
<iDemandRebukedSneakProb>20</iDemandRebukedSneakProb><br />
<iDemandRebukedWarProb>25</iDemandRebukedWarProb><br />
<iRazeCityProb>0</iRazeCityProb><br />
<iBuildUnitProb>30</iBuildUnitProb><br />
<iBaseAttackOddsChange>0</iBaseAttackOddsChange><br />
<iAttackOddsChangeRand>8</iAttackOddsChangeRand><br />
<iWorseRankDifferenceAttitudeChange>-1</iWorseRankDifferenceAttitudeChange><br />
<iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange><br />
<iCloseBordersAttitudeChange>-4</iCloseBordersAttitudeChange><br />
<iLostWarAttitudeChange>-1</iLostWarAttitudeChange><br />
<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor><br />
<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit><br />
<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor><br />
<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit><br />
<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange><br />
<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor><br />
<iSameReligionAttitudeChangeLimit>3</iSameReligionAttitudeChangeLimit><br />
<iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange><br />
<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor><br />
<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit><br />
<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor><br />
<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit><br />
<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor><br />
<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit><br />
<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor><br />
<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit><br />
<iShareWarAttitudeChange>1</iShareWarAttitudeChange><br />
<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor><br />
<iShareWarAttitudeChangeLimit>3</iShareWarAttitudeChangeLimit><br />
<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange><br />
<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor><br />
<iFavoriteCivicAttitudeChangeLimit>2</iFavoriteCivicAttitudeChangeLimit><br />
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold><br />
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold><br />
<TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold><br />
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold><br />
<HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold><br />
<HealthBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HealthBonusRefuseAttitudeThreshold><br />
<MapRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</MapRefuseAttitudeThreshold><br />
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarRefuseAttitudeThreshold><br />
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold><br />
<StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold><br />
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StopTradingThemRefuseAttitudeThreshold><br />
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold><br />
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold><br />
<OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold><br />
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold><br />
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold><br />
<VassalRefuseAttitudeThreshold>ATTITUDE_PLEASED</VassalRefuseAttitudeThreshold><br />
<iVassalPowerModifier>0</iVassalPowerModifier><br />
<iFreedomAppreciation>10</iFreedomAppreciation><br />
<FavoriteCivic>CIVIC_NATIONHOOD</FavoriteCivic><br />
<FavoriteReligion>RELIGION_CHRISTIANITY</FavoriteReligion><br />
<Traits><br />
<Trait><br />
<TraitType>TRAIT_EXPANSIVE</TraitType><br />
<bTrait>1</bTrait><br />
</Trait><br />
<Trait><br />
<TraitType>TRAIT_INDUSTRIOUS</TraitType><br />
<bTrait>1</bTrait><br />
</Trait><br />
</Traits><br />
<Flavors><br />
<Flavor><br />
<FlavorType>FLAVOR_MILITARY</FlavorType><br />
<iFlavor>10</iFlavor><br />
</Flavor><br />
</Flavors><br />
<ContactRands><br />
<ContactRand><br />
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType><br />
<iContactRand>500</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType><br />
<iContactRand>1000</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_JOIN_WAR</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_STOP_TRADING</ContactType><br />
<iContactRand>50</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_GIVE_HELP</ContactType><br />
<iContactRand>500</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_ASK_FOR_HELP</ContactType><br />
<iContactRand>100</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType><br />
<iContactRand>250</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_OPEN_BORDERS</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType><br />
<iContactRand>80</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType><br />
<iContactRand>80</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_PEACE_TREATY</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_TRADE_TECH</ContactType><br />
<iContactRand>10</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_TRADE_BONUS</ContactType><br />
<iContactRand>10</iContactRand><br />
</ContactRand><br />
<ContactRand><br />
<ContactType>CONTACT_TRADE_MAP</ContactType><br />
<iContactRand>20</iContactRand><br />
</ContactRand><br />
</ContactRands><br />
<ContactDelays><br />
<ContactDelay><br />
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_JOIN_WAR</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_STOP_TRADING</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_GIVE_HELP</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_ASK_FOR_HELP</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_OPEN_BORDERS</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_PEACE_TREATY</ContactType><br />
<iContactDelay>10</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_TRADE_TECH</ContactType><br />
<iContactDelay>30</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_TRADE_BONUS</ContactType><br />
<iContactDelay>20</iContactDelay><br />
</ContactDelay><br />
<ContactDelay><br />
<ContactType>CONTACT_TRADE_MAP</ContactType><br />
<iContactDelay>50</iContactDelay><br />
</ContactDelay><br />
</ContactDelays><br />
<MemoryDecays><br />
<MemoryDecay><br />
<MemoryType>MEMORY_GIVE_HELP</MemoryType><br />
<iMemoryRand>200</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_REFUSED_HELP</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType><br />
<iMemoryRand>150</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_RELIGION</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_CIVIC</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType><br />
<iMemoryRand>150</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType><br />
<iMemoryRand>30</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType><br />
<iMemoryRand>20</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType><br />
<iMemoryRand>10</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType><br />
<iMemoryRand>100</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType><br />
<iMemoryRand>20</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType><br />
<iMemoryRand>10</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_VOTED_FOR_US</MemoryType><br />
<iMemoryRand>10</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
<MemoryDecay><br />
<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType><br />
<iMemoryRand>50</iMemoryRand><br />
</MemoryDecay><br />
</MemoryDecays><br />
<MemoryAttitudePercents><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DECLARED_WAR</MemoryType><br />
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_NUKED_US</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_NUKED_FRIEND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_RAZED_CITY</MemoryType><br />
<iMemoryAttitudePercent>-250</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_SPY_CAUGHT</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_GIVE_HELP</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_REFUSED_HELP</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_REJECTED_DEMAND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_RELIGION</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_CIVIC</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType><br />
<iMemoryAttitudePercent>50</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_STOPPED_TRADING</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_MADE_DEMAND</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType><br />
<iMemoryAttitudePercent>5</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType><br />
<iMemoryAttitudePercent>-200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_VOTED_FOR_US</MemoryType><br />
<iMemoryAttitudePercent>200</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType><br />
<iMemoryAttitudePercent>100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType><br />
<iMemoryAttitudePercent>-100</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
<MemoryAttitudePercent><br />
<MemoryType>MEMORY_LIBERATED_CITIES</MemoryType><br />
<iMemoryAttitudePercent>150</iMemoryAttitudePercent><br />
</MemoryAttitudePercent><br />
</MemoryAttitudePercents><br />
<NoWarAttitudeProbs><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType><br />
<iNoWarProb>10</iNoWarProb><br />
</NoWarAttitudeProb><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType><br />
<iNoWarProb>50</iNoWarProb><br />
</NoWarAttitudeProb><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_PLEASED</AttitudeType><br />
<iNoWarProb>90</iNoWarProb><br />
</NoWarAttitudeProb><br />
<NoWarAttitudeProb><br />
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType><br />
<iNoWarProb>100</iNoWarProb><br />
</NoWarAttitudeProb><br />
</NoWarAttitudeProbs><br />
<UnitAIWeightModifiers><br />
<UnitAIWeightModifier><br />
<UnitAIType>UNITAI_COLLATERAL</UnitAIType><br />
<iWeightModifier>100</iWeightModifier><br />
</UnitAIWeightModifier><br />
</UnitAIWeightModifiers><br />
<ImprovementWeightModifiers><br />
<ImprovementWeightModifier><br />
<ImprovementType>IMPROVEMENT_FARM</ImprovementType><br />
<iWeightModifier>20</iWeightModifier><br />
</ImprovementWeightModifier><br />
</ImprovementWeightModifiers><br />
<DiplomacyIntroMusicPeace><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_ANCIENT</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MODERN</EraType><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_FUTURE</EraType><br />
</DiploMusicPeaceEra><br />
</DiplomacyIntroMusicPeace><br />
<DiplomacyMusicPeace><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_ANCIENT</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_MODERN</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
<DiploMusicPeaceEra><br />
<EraType>ERA_FUTURE</EraType><br />
<DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId><br />
</DiploMusicPeaceEra><br />
</DiplomacyMusicPeace><br />
<DiplomacyIntroMusicWar><br />
<DiploMusicWarEra><br />
<EraType>ERA_ANCIENT</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MODERN</EraType><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_FUTURE</EraType><br />
</DiploMusicWarEra><br />
</DiplomacyIntroMusicWar><br />
<DiplomacyMusicWar><br />
<DiploMusicWarEra><br />
<EraType>ERA_ANCIENT</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_CLASSICAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MEDIEVAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_RENAISSANCE</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_INDUSTRIAL</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_MODERN</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId><br />
</DiploMusicWarEra><br />
<DiploMusicWarEra><br />
<EraType>ERA_FUTURE</EraType><br />
<DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId><br />
</DiploMusicWarEra><br />
</DiplomacyMusicWar><br />
</LeaderHeadInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4CivilizationInfos&diff=255Civ4CivilizationInfos2009-05-21T08:54:07Z<p>ViterboKnight: </p>
<hr />
<div>The CIV4CivilizationInfos.xml file contains all the information related to each civilization.<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 />
<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 />
!CivilizationInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the civilization description (eg: "American empire", or "English empire"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!ShortDescription<br />
|References the Text which contains the civilization short description (eg: "America", or "England"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!Adjective<br />
|References the Text which contains the civilization adjective (eg: "American", or "English"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!Civilopedia<br />
|References the Text which contains the civilopedia content for that civilization. The text is specified in any of the Assets\XML\Text files.<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 />
!bAIPlayable<br />
|Specifies if a civilization can be played by an AI player.<br />
<br />
(0 for Minor and Barbarian, 1 for all the others)<br />
|-<br />
!bPlayable<br />
|Specifies if a civilization can be played by a player (either human or AI).<br />
<br />
(0 for Minor and Barbarian, 1 for all the others)<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 />
!Buildings<br />
|Specifies if a civilization uses unique buildings. It contains a list of Building Classes, and the correspondant Buildings enabled for that civilization. The possible values are defined: for Building Classes in the Assets\XML\Buildings\CIV4BuildingClassInfos.xml file, for Building Types in the Assets\XML\Buildings\CIV4BuildingInfos.xml file.<br />
<br />
Example of unique building. Here, the American Mall is used instead of the standard Supermarket building class.<br />
<br />
<Building><br />
<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType><br />
<BuildingType>BUILDING_AMERICAN_MALL</BuildingType><br />
</Building><br />
<br />
|-<br />
!Cities<br />
|The list of city names to be used for that civilization. The names will be available in the specified order (for non barbarian civilizations) or in a random order (for barbarian cities). Each node may specify the name of the city (with no language traduction allowed), or a reference to a text defined in any of the Assets\XML\Text files (with language traduction allowed).<br />
<br />
Example for an entry which specifies the name of the city:<br />
<br />
<City>Washington</City><br />
<br />
Example for an entry which refers a defined text:<br />
<br />
<City>TXT_KEY_CITY_NAME_WASHINGTON</City><br />
<br />
|-<br />
!DisableTechs<br />
|Specifies the technologies this civilization cannot ever research.<br />
<br />
Example: this prevents the civilization to research Hunting (and thus all the consequent tecnologies enabled by it):<br />
<br />
<DisableTech><br />
<TechType>TECH_HUNTING</TechType><br />
<bDisableTech>1</bDisableTech><br />
</DisableTech><br />
<br />
|-<br />
!FreeBuildingClasses<br />
|Specifies how many buildings a civilization starts with, and their type. The possible values for building classes are defined in the Assets\XML\Buildings\CIV4BuildingClassInfos.xml file.<br />
<br />
Example. This allows a civilization to have a free Palace in his capital.<br />
<br />
<FreeBuildingClass><br />
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType><br />
<bFreeBuildingClass>1</bFreeBuildingClass><br />
</FreeBuildingClass><br />
<br />
|-<br />
!FreeTechs<br />
|Specifies how many techs a civilization starts with, and their type. The possible values for techs are defined in the Assets\XML\Technologies\CIV4TechInfos.xml file.<br />
<br />
Example. This allows a civilization to start the game with two techs: fishing and agriculture.<br />
<br />
<FreeTech><br />
<TechType>TECH_FISHING</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<FreeTech><br />
<TechType>TECH_AGRICULTURE</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<br />
|-<br />
!FreeUnitClasses<br />
|Specifies how many units a civilization starts with, and their types. It contains a list of unit classes, and a number for each of them. The possible values for unit classes are defined in the Assets\XML\Units\CIV4UnitClassInfos.xml file.<br />
<br />
Example. This allows a civilization to start with 1 free settler.<br />
<br />
<FreeUnitClass><br />
<UnitClassType>UNITCLASS_SETTLER</UnitClassType><br />
<iFreeUnits>1</iFreeUnits><br />
</FreeUnitClass><br />
<br />
|-<br />
!InitialCivics<br />
|Specifies the civics this civilization starts in. The possible values are defined in the GameInfo\CIV4CivicInfos.xml file.<br />
|-<br />
!Leaders<br />
|Lists the leaders for this civilization. The possible leaders are defined in the CIV4LeaderHeadInfos.xml file.<br />
|-<br />
!Units<br />
|Specifies if a civilization uses unique units. It contains a list of Unit Classes, and the correspondant Units enabled for that civilization. The possible values are defined: for Unit Classes in the Assets\XML\Units\CIV4UnitClassInfos.xml file, for Unit Types in the Assets\XML\Units\CIV4UnitInfos.xml file.<br />
<br />
<Unit><br />
<UnitClassType>UNITCLASS_MARINE</UnitClassType><br />
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType><br />
</Unit><br />
<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 />
!CivilizationActionSound<br />
|The sound set for the unit actions. The sound sets are defined in the Audio\Audio3DScripts.xml file.<br />
|-<br />
!CivilizationSelectionSound<br />
|The sound set for the unit selections. The sound sets are defined in the Audio\Audio3DScripts.xml file.<br />
|-<br />
!DerivativeCiv<br />
|Either NONE, or the civilization that is more likely to be created when a colony is splitted.<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 />
!ArtDefineTag<br />
|Reference the graphic set to be used for that civilization (his symbol and his flag). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Civilization.xml file.<br />
|-<br />
!ArtStyleType<br />
|Sets the art style for that civilization. This is used when displaying cities, and allows, for example, China and Japan to be displayed as asiatic, while Egypt and Mali will be displayed as african. The possible values are defined in the Assets\XML\GlobalTypes.xml file, in the section "ArtStyleTypes".<br />
|-<br />
!DefaultPlayerColor<br />
|References the default color for that civilization, in the game. The possible values are defined in the Assets\XML\Interface\CIV4PlayerColorInfos.xml file.<br />
|-<br />
!UnitArtStyleType<br />
|Sets the art style for that civilization. This is used when displaying units, and allows, for example, China and Japan to be displayed as asiatic, while Egypt and Mali will be displayed as african. The possible values are defined in the Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml file.<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 />
<CivilizationInfo><br />
<Type>CIVILIZATION_AMERICA</Type><br />
<Description>TXT_KEY_CIV_AMERICA_DESC</Description><br />
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription><br />
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective><br />
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia><br />
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor><br />
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag><br />
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType><br />
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType><br />
<bPlayable>1</bPlayable><br />
<bAIPlayable>1</bAIPlayable><br />
<Cities><br />
<City>TXT_KEY_CITY_NAME_WASHINGTON</City><br />
<City>TXT_KEY_CITY_NAME_NEW_YORK</City><br />
<City>TXT_KEY_CITY_NAME_BOSTON</City><br />
<City>TXT_KEY_CITY_NAME_PHILADELPHIA</City><br />
<City>TXT_KEY_CITY_NAME_ATLANTA</City><br />
<City>TXT_KEY_CITY_NAME_CHICAGO</City><br />
<City>TXT_KEY_CITY_NAME_SEATTLE</City><br />
<City>TXT_KEY_CITY_NAME_SAN_FRANCISCO</City><br />
<City>TXT_KEY_CITY_NAME_LOS_ANGELES</City><br />
<City>TXT_KEY_CITY_NAME_HOUSTON</City><br />
<City>TXT_KEY_CITY_NAME_PORTLAND</City><br />
<City>TXT_KEY_CITY_NAME_ST_LOUIS</City><br />
<City>TXT_KEY_CITY_NAME_MIAMI</City><br />
<City>TXT_KEY_CITY_NAME_BUFFALO</City><br />
<City>TXT_KEY_CITY_NAME_DETROIT</City><br />
<City>TXT_KEY_CITY_NAME_NEW_ORLEANS</City><br />
<City>TXT_KEY_CITY_NAME_BALTIMORE</City><br />
<City>TXT_KEY_CITY_NAME_DENVER</City><br />
</Cities><br />
<Buildings><br />
<Building><br />
<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType><br />
<BuildingType>BUILDING_AMERICAN_MALL</BuildingType><br />
</Building><br />
</Buildings><br />
<Units><br />
<Unit><br />
<UnitClassType>UNITCLASS_MARINE</UnitClassType><br />
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType><br />
</Unit><br />
</Units><br />
<FreeUnitClasses><br />
<FreeUnitClass><br />
<UnitClassType>UNITCLASS_SETTLER</UnitClassType><br />
<iFreeUnits>1</iFreeUnits><br />
</FreeUnitClass><br />
</FreeUnitClasses><br />
<FreeBuildingClasses><br />
<FreeBuildingClass><br />
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType><br />
<bFreeBuildingClass>1</bFreeBuildingClass><br />
</FreeBuildingClass><br />
</FreeBuildingClasses><br />
<FreeTechs><br />
<FreeTech><br />
<TechType>TECH_FISHING</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<FreeTech><br />
<TechType>TECH_AGRICULTURE</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
</FreeTechs><br />
<DisableTechs/><br />
<InitialCivics><br />
<CivicType>CIVIC_DESPOTISM</CivicType><br />
<CivicType>CIVIC_BARBARISM</CivicType><br />
<CivicType>CIVIC_TRIBALISM</CivicType><br />
<CivicType>CIVIC_DECENTRALIZATION</CivicType><br />
<CivicType>CIVIC_PAGANISM</CivicType><br />
</InitialCivics><br />
<Leaders><br />
<Leader><br />
<LeaderName>LEADER_WASHINGTON</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
<Leader><br />
<LeaderName>LEADER_FRANKLIN_ROOSEVELT</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
<Leader><br />
<LeaderName>LEADER_LINCOLN</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
</Leaders><br />
<DerivativeCiv>NONE</DerivativeCiv><br />
<CivilizationSelectionSound>AS3D_AMERICA_SELECT</CivilizationSelectionSound><br />
<CivilizationActionSound>AS3D_AMERICA_ORDER</CivilizationActionSound><br />
</CivilizationInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4CivilizationInfos&diff=254Civ4CivilizationInfos2009-05-21T08:13:39Z<p>ViterboKnight: Created page with 'The CIV4CivilizationInfos.xml file contains all the information related to each civilization. All tags must be opened and closed; the first is the "open", the second the "close"...'</p>
<hr />
<div>The CIV4CivilizationInfos.xml file contains all the information related to each civilization.<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 />
<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 />
!CivilizationInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description<br />
|References the Text which contains the civilization description (eg: "American empire", or "English empire"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!ShortDescription<br />
|References the Text which contains the civilization short description (eg: "America", or "England"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!Adjective<br />
|References the Text which contains the civilization adjective (eg: "American", or "English"). The text is specified in any of the Assets\XML\Text files.<br />
|-<br />
!Civilopedia<br />
|References the Text which contains the civilopedia content for that civilization. The text is specified in any of the Assets\XML\Text files.<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 />
!bAIPlayable<br />
|Specifies if a civilization can be played by an AI player.<br />
<br />
(0 for Minor and Barbarian, 1 for all the others)<br />
|-<br />
!bPlayable<br />
|Specifies if a civilization can be played by a player (either human or AI).<br />
<br />
(0 for Minor and Barbarian, 1 for all the others)<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 />
!Buildings<br />
|Specifies if a civilization uses unique buildings. It contains a list of Building Classes, and the correspondant Buildings enabled for that civilization. The possible values are defined: for Building Classes in the Assets\XML\Buildings\CIV4BuildingClassInfos.xml file, for Building Types in the Assets\XML\Buildings\CIV4BuildingInfos.xml file.<br />
<br />
Example of unique building. Here, the American Mall is used instead of the standard Supermarket building class.<br />
<br />
:<Building><br />
<br />
::<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType><br />
<br />
::<BuildingType>BUILDING_AMERICAN_MALL</BuildingType><br />
<br />
:</Building><br />
<br />
|-<br />
!Cities<br />
|The list of city names to be used for that civilization. The names will be available in the specified order (for non barbarian civilizations) or in a random order (for barbarian cities). Each node may specify the name of the city (with no language traduction allowed), or a reference to a text defined in any of the Assets\XML\Text files (with language traduction allowed).<br />
<br />
Example for an entry which specifies the name of the city:<br />
<br />
:<City>Washington</City><br />
<br />
Example for an entry which refers a defined text:<br />
<br />
:<City>TXT_KEY_CITY_NAME_WASHINGTON</City><br />
<br />
|-<br />
!DisableTechs<br />
|Specifies the technologies this civilization cannot ever research.<br />
<br />
Example: this prevents the civilization to research Hunting (and thus all the consequent tecnologies enabled by it):<br />
<br />
:<DisableTech><br />
<br />
::<TechType>TECH_HUNTING</TechType><br />
<br />
::<bDisableTech>1</bDisableTech><br />
<br />
:</DisableTech><br />
<br />
|-<br />
!FreeBuildingClasses<br />
|Specifies how many buildings a civilization starts with, and their type. The possible values for building classes are defined in the Assets\XML\Buildings\CIV4BuildingClassInfos.xml file.<br />
<br />
Example. This allows a civilization to have a free Palace in his capital.<br />
<br />
:<FreeBuildingClass><br />
<br />
::<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType><br />
<br />
::<bFreeBuildingClass>1</bFreeBuildingClass><br />
<br />
:</FreeBuildingClass><br />
<br />
|-<br />
!FreeTechs<br />
|Specifies how many techs a civilization starts with, and their type. The possible values for techs are defined in the Assets\XML\Technologies\CIV4TechInfos.xml file.<br />
<br />
Example. This allows a civilization to start the game with two techs: fishing and agriculture.<br />
<br />
<FreeTech><br />
<TechType>TECH_FISHING</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<FreeTech><br />
<TechType>TECH_AGRICULTURE</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<br />
|-<br />
!FreeUnitClasses<br />
|Specifies how many units a civilization starts with, and their types. It contains a list of unit classes, and a number for each of them. The possible values for unit classes are defined in the Assets\XML\Units\CIV4UnitClassInfos.xml file.<br />
<br />
Example. This allows a civilization to start with 1 free settler.<br />
<br />
<FreeUnitClass><br />
<UnitClassType>UNITCLASS_SETTLER</UnitClassType><br />
<iFreeUnits>1</iFreeUnits><br />
</FreeUnitClass><br />
<br />
|-<br />
!InitialCivics<br />
|Specifies the civics this civilization starts in. The possible values are defined in the GameInfo\CIV4CivicInfos.xml file.<br />
|-<br />
!Leaders<br />
|Lists the leaders for this civilization. The possible leaders are defined in the CIV4LeaderHeadInfos.xml file.<br />
|-<br />
!Units<br />
|Specifies if a civilization uses unique units. It contains a list of Unit Classes, and the correspondant Units enabled for that civilization. The possible values are defined: for Unit Classes in the Assets\XML\Units\CIV4UnitClassInfos.xml file, for Unit Types in the Assets\XML\Units\CIV4UnitInfos.xml file.<br />
<br />
<Unit><br />
<UnitClassType>UNITCLASS_MARINE</UnitClassType><br />
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType><br />
</Unit><br />
<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 />
!CivilizationActionSound<br />
|The sound set for the unit actions. The sound sets are defined in the Audio\Audio3DScripts.xml file.<br />
|-<br />
!CivilizationSelectionSound<br />
|The sound set for the unit selections. The sound sets are defined in the Audio\Audio3DScripts.xml file.<br />
|-<br />
!DerivativeCiv<br />
|Either NONE, or the civilization that is more likely to be created when a colony is splitted.<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 />
!ArtDefineTag<br />
|Reference the graphic set to be used for that civilization (his symbol and his flag). The possible values are defined in the Assets\XML\Art\CIV4ArtDefines_Civilization.xml file.<br />
|-<br />
!ArtStyleType<br />
|Sets the art style for that civilization. This is used when displaying cities, and allows, for example, China and Japan to be displayed as asiatic, while Egypt and Mali will be displayed as african. The possible values are defined in the Assets\XML\GlobalTypes.xml file, in the section "ArtStyleTypes".<br />
|-<br />
!DefaultPlayerColor<br />
|References the default color for that civilization, in the game. The possible values are defined in the Assets\XML\Interface\CIV4PlayerColorInfos.xml file.<br />
|-<br />
!UnitArtStyleType<br />
|Sets the art style for that civilization. This is used when displaying units, and allows, for example, China and Japan to be displayed as asiatic, while Egypt and Mali will be displayed as african. The possible values are defined in the Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml file.<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 />
<CivilizationInfo><br />
<Type>CIVILIZATION_AMERICA</Type><br />
<Description>TXT_KEY_CIV_AMERICA_DESC</Description><br />
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription><br />
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective><br />
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia><br />
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor><br />
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag><br />
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType><br />
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType><br />
<bPlayable>1</bPlayable><br />
<bAIPlayable>1</bAIPlayable><br />
<Cities><br />
<City>TXT_KEY_CITY_NAME_WASHINGTON</City><br />
<City>TXT_KEY_CITY_NAME_NEW_YORK</City><br />
<City>TXT_KEY_CITY_NAME_BOSTON</City><br />
<City>TXT_KEY_CITY_NAME_PHILADELPHIA</City><br />
<City>TXT_KEY_CITY_NAME_ATLANTA</City><br />
<City>TXT_KEY_CITY_NAME_CHICAGO</City><br />
<City>TXT_KEY_CITY_NAME_SEATTLE</City><br />
<City>TXT_KEY_CITY_NAME_SAN_FRANCISCO</City><br />
<City>TXT_KEY_CITY_NAME_LOS_ANGELES</City><br />
<City>TXT_KEY_CITY_NAME_HOUSTON</City><br />
<City>TXT_KEY_CITY_NAME_PORTLAND</City><br />
<City>TXT_KEY_CITY_NAME_ST_LOUIS</City><br />
<City>TXT_KEY_CITY_NAME_MIAMI</City><br />
<City>TXT_KEY_CITY_NAME_BUFFALO</City><br />
<City>TXT_KEY_CITY_NAME_DETROIT</City><br />
<City>TXT_KEY_CITY_NAME_NEW_ORLEANS</City><br />
<City>TXT_KEY_CITY_NAME_BALTIMORE</City><br />
<City>TXT_KEY_CITY_NAME_DENVER</City><br />
</Cities><br />
<Buildings><br />
<Building><br />
<BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType><br />
<BuildingType>BUILDING_AMERICAN_MALL</BuildingType><br />
</Building><br />
</Buildings><br />
<Units><br />
<Unit><br />
<UnitClassType>UNITCLASS_MARINE</UnitClassType><br />
<UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType><br />
</Unit><br />
</Units><br />
<FreeUnitClasses><br />
<FreeUnitClass><br />
<UnitClassType>UNITCLASS_SETTLER</UnitClassType><br />
<iFreeUnits>1</iFreeUnits><br />
</FreeUnitClass><br />
</FreeUnitClasses><br />
<FreeBuildingClasses><br />
<FreeBuildingClass><br />
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType><br />
<bFreeBuildingClass>1</bFreeBuildingClass><br />
</FreeBuildingClass><br />
</FreeBuildingClasses><br />
<FreeTechs><br />
<FreeTech><br />
<TechType>TECH_FISHING</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
<FreeTech><br />
<TechType>TECH_AGRICULTURE</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
</FreeTechs><br />
<DisableTechs/><br />
<InitialCivics><br />
<CivicType>CIVIC_DESPOTISM</CivicType><br />
<CivicType>CIVIC_BARBARISM</CivicType><br />
<CivicType>CIVIC_TRIBALISM</CivicType><br />
<CivicType>CIVIC_DECENTRALIZATION</CivicType><br />
<CivicType>CIVIC_PAGANISM</CivicType><br />
</InitialCivics><br />
<Leaders><br />
<Leader><br />
<LeaderName>LEADER_WASHINGTON</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
<Leader><br />
<LeaderName>LEADER_FRANKLIN_ROOSEVELT</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
<Leader><br />
<LeaderName>LEADER_LINCOLN</LeaderName><br />
<bLeaderAvailability>1</bLeaderAvailability><br />
</Leader><br />
</Leaders><br />
<DerivativeCiv>NONE</DerivativeCiv><br />
<CivilizationSelectionSound>AS3D_AMERICA_SELECT</CivilizationSelectionSound><br />
<CivilizationActionSound>AS3D_AMERICA_ORDER</CivilizationActionSound><br />
</CivilizationInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4HurryInfo&diff=244Civ4HurryInfo2009-05-20T12:54:16Z<p>ViterboKnight: </p>
<hr />
<div>The CIV4HurryInfo.xml file defines the possible rush types in the game. In BTS, there are two rush types: the "whip" (rushing costs people) and with gold (rushing costs gold).<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 />
!HurryInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description <br />
|References the Text which contains the tooltip for this rush type. The text is specified in any of the Assets\XML\Text files. <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 />
!iGoldPerProduction<br />
|Sets how much gold must be spent per each unity of production to rush.<br />
|-<br />
!iProductionPerPopulation<br />
|Sets how much production is obtained by losing a single unit of people.<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 />
!bAnger<br />
|Defines if this rush type causes unhappiness in the city.<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 which contains the symbol for this hurry button.<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 />
<HurryInfo><br />
<Type>HURRY_POPULATION</Type><br />
<Description>TXT_KEY_HURRY_POPULATION</Description><br />
<iGoldPerProduction>0</iGoldPerProduction><br />
<iProductionPerPopulation>30</iProductionPerPopulation><br />
<bAnger>1</bAnger><br />
<Button>Art/Interface/MainScreen/CityScreen/hurry_slavery.dds</Button><br />
</HurryInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4HurryInfo&diff=243Civ4HurryInfo2009-05-20T12:51:50Z<p>ViterboKnight: Created page with ' The CIV4HurryInfo.xml file defines the possible rush types in the game. In BTS, there are two rush types: the "whip" (rushing costs people) and with gold (rushing costs gold). ...'</p>
<hr />
<div><br />
The CIV4HurryInfo.xml file defines the possible rush types in the game. In BTS, there are two rush types: the "whip" (rushing costs people) and with gold (rushing costs gold).<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 />
!HurryInfos<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description <br />
|References the Text which contains the tooltip for this rush type. The text is specified in any of the Assets\XML\Text files. <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 />
!iGoldPerProduction<br />
|Sets how much gold must be spent per each unity of production to rush.<br />
|-<br />
!iProductionPerPopulation<br />
|Sets how much production is obtained by losing a single unit of people.<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 />
!bAnger<br />
|Defines if this rush type causes unhappiness in the city.<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 which contains the symbol for this hurry button.<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 />
<HurryInfo><br />
<Type>HURRY_POPULATION</Type><br />
<Description>TXT_KEY_HURRY_POPULATION</Description><br />
<iGoldPerProduction>0</iGoldPerProduction><br />
<iProductionPerPopulation>30</iProductionPerPopulation><br />
<bAnger>1</bAnger><br />
<Button>Art/Interface/MainScreen/CityScreen/hurry_slavery.dds</Button><br />
</HurryInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4HandicapInfo&diff=242Civ4HandicapInfo2009-05-20T12:38:07Z<p>ViterboKnight: </p>
<hr />
<div>The CIV4HandicapInfo.xml file sets the game differences between difficulty levels.<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 />
'''Note: unless specified, effects are valid for every civ (both humans and AIs)'''<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 />
!HandicapInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description <br />
|References the Text which contains the difficulty description (eg: "settler", or "noble"). The text is specified in any of the Assets\XML\Text files. <br />
|-<br />
!Help <br />
|References the Text which contains the tooltip for this difficulty. The text is specified in any of the Assets\XML\Text files. <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 />
!iAdvancedStartPointsMod <br />
|Sets the advanced start points modifier (in percentage) <br />
<br />
(150 for chieftain, 100 for noble, 75 for deity)<br />
|-<br />
!iAIAdvancedStartPercent <br />
|Modifies the points an AI starts with in an advanced start (in percent) <br />
<br />
(100 for chieftain, 100 for noble, 170 for deity)<br />
|-<br />
!iAIAnimalBonus <br />
|Sets the combat bonus animals receive against AI players (in percent)<br />
<br />
(-40 for chieftain, -40 for noble, -40 for deity)<br />
|-<br />
!iAIBarbarianBonus <br />
|Sets the combat bonus barbarians receive against AI players (in percent)<br />
<br />
(-25 for chieftain, -25 for noble, -25 for deity)<br />
|-<br />
!iAICivicUpkeepPercent <br />
|Modifies the civic maintainance cost for AI (in percent) <br />
<br />
(100 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIConstructPercent <br />
|Modifies the buildings cost for AI (in percent) (not for wonders or projects)<br />
<br />
(160 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAICreatePercent <br />
|Modifies the non-world projects cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIDeclareWarProb <br />
|A factor that determines how likely an AI will declare war <br />
<br />
(25 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAIGrowthPercent <br />
|Modifies how much food an AI city requires to grow (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 80 for deity)<br />
|-<br />
!iAIInflationPercent <br />
|Sets the inflation modifier for AI (how much expenses increase as the game goes on) (in percentage) <br />
<br />
(100 for chieftain, 80 for noble, 80 for deity)<br />
|-<br />
!iAIPerEraModifier <br />
|A modifier which, multiplied for the current era, affects units cost, buildings cost, projects cost, unit support, unit supply, inflation rate, war weariness, civic upkeep, required food for city growth, unit upgrade cost. (in percent) <br />
<br />
(0 for chieftain, 0 for noble, -5 for deity)<br />
|-<br />
!iAIStartingDefenseUnits <br />
|Sets how many extra defensive units AI players start with <br />
<br />
(0 for chieftain, 0 for noble, 4 for deity)<br />
|-<br />
!iAIStartingExploreUnits <br />
|Sets how many explorer units AI players start with <br />
<br />
(0 for chieftain, 0 for noble, 1 for deity)<br />
|-<br />
!iAIStartingUnitMultiplier <br />
|A factor that determinates how many extra units (per unit type) AI players receive at the game starts <br />
<br />
(0 for chieftain, 0 for noble, 1 for deity)<br />
|-<br />
!iAIStartingWorkerUnits <br />
|Sets how many extra workers AI players start with <br />
<br />
(0 for chieftain, 0 for noble, 1 for deity)<br />
|-<br />
!iAITrainPercent <br />
|Modifies the standard units cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIUnitCostPercent <br />
|Modifies the unit support costs for AI (in percent) <br />
<br />
(100 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIUnitSupplyPercent <br />
|Modifies the unit supply costs for AI (in percent) <br />
<br />
(50 for chieftain, 50 for noble, 50 for deity)<br />
|-<br />
!iAIUnitUpgradePercent <br />
|Modifies the unit upgrade costs for AI (in percent) <br />
<br />
(50 for chieftain, 50 for noble, 50 for deity)<br />
|-<br />
!iAIWarWearinessPercent <br />
|Modifies the war weariness in AI cities (in percent) <br />
<br />
(100 for chieftain, 80 for noble, 50 for deity)<br />
|-<br />
!iAIWorkRateModifier <br />
|Sets the worker work rate modifier for AI (in percent) <br />
<br />
(0 for chieftain, 0 for noble, 100 for deity)<br />
|-<br />
!iAIWorldConstructPercent <br />
|Modifies the wonders cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAIWorldCreatePercent <br />
|Modifies the world projects cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAIWorldTrainPercent <br />
|Modifies the world-class units cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAnimalAttackProb <br />
|Sets the aggressivity of animals, specifying their attack chance in percentage <br />
<br />
(25 for chieftain, 85 for noble, 90 for deity)<br />
|-<br />
!iAnimalBonus <br />
|Sets the combat bonus animals receive against human players (in percent)<br />
<br />
(-70 for chieftain, -40 for noble, 0 for deity)<br />
|-<br />
!iAttitudeChange <br />
|Sets the attitude bonus/malus for an AI with anyone else <br />
<br />
(2 for chieftain, -1 for noble, -1 for deity)<br />
|-<br />
!iBarbarianBonus <br />
|Sets the combat bonus barbarians receive against human players (in percent)<br />
<br />
(-40 for chieftain, -10 for noble, 0 for deity)<br />
|-<br />
!iBarbarianCityCreationProb <br />
|A factor that determines how likely barbarian cities can appear <br />
<br />
(4 for chieftain, 6 for noble, 8 for deity)<br />
|-<br />
!iBarbarianCityCreationTurnsElapsed <br />
|Set how many turns have to be elapsed before barbarian cities may appear <br />
<br />
(55 for chieftain, 40 for noble, 15 for deity)<br />
|-<br />
!iBarbarianCreationTurnsElapsed <br />
|Set how many turns have to be elapsed before barbarian units may appear <br />
<br />
(50 for chieftain, 35 for noble, 10 for deity)<br />
|-<br />
!iBarbarianDefenders <br />
|Sets how many units barbarian cities will have for defense <br />
<br />
(1 for chieftain, 2 for noble, 4 for deity)<br />
|-<br />
!iCivicUpkeepPercent <br />
|Sets the civics maintainance modifier (in percentage) <br />
<br />
(50 for chieftain, 80 for noble, 100 for deity)<br />
|-<br />
!iColonyMaintenancePercent <br />
|Sets the maintainance cost modifier for colonies (in percentage) <br />
<br />
(60 for chieftain, 100 for noble, 150 for deity)<br />
|-<br />
!iCorporationMaintenancePercent <br />
|Sets the corporations maintainance modifier (in percentage) <br />
<br />
(60 for chieftain, 100 for noble, 150 for deity)<br />
|-<br />
!iDistanceMaintenancePercent <br />
|Sets the city maintainance cost modifier for distance (in percentage) <br />
<br />
(45 for chieftain, 75 for noble, 100 for deity)<br />
|-<br />
!iFreeUnits <br />
|Sets how many units don't need maintainance <br />
<br />
(24 for chieftain, 8 for noble, 1 for deity)<br />
|-<br />
!iFreeWinsVsBarbs <br />
|Sets how many battles are granted to be won against barbarians <br />
<br />
(5 for chieftain, 2 for noble, 0 for deity)<br />
|-<br />
!iGold <br />
|Sets how much gold every civ starts with <br />
|-<br />
!iHappyBonus <br />
|Sets the happiness bonus/malus for every city <br />
<br />
(6 for chieftain, 4 for noble, 4 for deity)<br />
|-<br />
!iHealthBonus <br />
|Sets the health bonus/malus for every city <br />
<br />
(4 for chieftain, 2 for noble, 2 for deity)<br />
|-<br />
!iInflationPercent <br />
|Sets the inflation modifier (how much expenses increase as the game goes on) (in percentage) <br />
<br />
(60 for chieftain, 90 for noble, 100 for deity)<br />
|-<br />
!iMaxColonyMaintenance <br />
|A factor used to determine the maximum maintainance cost for colonies (in percentage) <br />
<br />
(200 for chieftain, 200 for noble, 200 for deity)<br />
|-<br />
!iMaxNumCitiesMaintenance <br />
|Sets the max number of cities that contribute to the city maintainance cost <br />
<br />
(4 for chieftain, 5 for noble, 8 for deity)<br />
|-<br />
!iNoTechTradeModifier <br />
|Sets a percent modifier for an AI, that determines how many techs a rival can get by trade, before the AI thinks he is becoming too advanced. <br />
<br />
(100 for chieftain, 70 for noble, 20 for deity)<br />
|-<br />
!iNumCitiesMaintenancePercent <br />
|Sets the city maintainance cost modifier for number of cities (in percentage) <br />
<br />
(40 for chieftain, 70 for noble, 100 for deity)<br />
|-<br />
!iResearchPercent <br />
|Sets the technology cost modifier (in percentage) <br />
<br />
(60 for chieftain, 100 for noble, 130 for deity)<br />
|-<br />
!iStartingDefenseUnits <br />
|Sets how many extra defensive units every player starts with <br />
<br />
(0 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iStartingExploreUnits <br />
|Sets how many explorer units every player starts with <br />
<br />
(0 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iStartingWorkerUnits <br />
|Sets how many extra workers every player starts with <br />
<br />
(0 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iStartingLocPercent <br />
|Unknown <br />
|-<br />
!iTechTradeKnownModifier <br />
|Sets a percent modifier for an AI, that determines how much he will monopoly his techs <br />
<br />
(-100 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iUnitCostPercent <br />
|Sets the unit support cost modifier (in percentage) <br />
<br />
(20 for chieftain, 50 for noble, 100 for deity)<br />
|-<br />
!iUnownedTilesPerBarbarianCity <br />
|A factor that determines how many barbarian cities can appear in a given continent or island with a given unowned size <br />
<br />
(160 for chieftain, 130 for noble, 80 for deity)<br />
|-<br />
!iUnownedTilesPerBarbarianUnit <br />
|A factor that determines how many barbarians can appear in a given continent or island with a given unowned size <br />
<br />
(150 for chieftain, 60 for noble, 25 for deity)<br />
|-<br />
!iUnownedTilesPerGameAnimal <br />
|Sets how many animals can appear in a given continent or island (a value of n means that a size 50 island, with no owners, may have 10/n animals) <br />
<br />
(100 for chieftain, 50 for noble, 20 for deity)<br />
|-<br />
!iUnownedWaterTilesPerBarbarianUnit <br />
|A factor that determines how many barbarian ships can appear in a world with a given size <br />
<br />
(750 for chieftain, 500 for noble, 250 for deity)<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 />
!AIFreeTechs <br />
|Contains a set of FreeTech nodes. Each specified tech is given to AI players when the game starts. The possible values are specified in the Assets\Xml\Technologies\CIV4TechInfos.xml file. <br />
|-<br />
!FreeTechs <br />
|Contains a set of FreeTech nodes. Each specified tech is given to every player when the game starts. The possible values are specified in the Assets\Xml\Technologies\CIV4TechInfos.xml file. <br />
|-<br />
!Goodies <br />
|Contains a set of GoodyType. When entering a goody hut, the result is randomly picked between the entries in this set. The same item can be repeated, if you want it more likely to be picked. The possible values are specified in the Assets\Xml\GameInfo\CIV4GoodyInfo.xml file. <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 />
<HandicapInfo><br />
<Type>HANDICAP_MONARCH</Type><br />
<Description>TXT_KEY_HANDICAP_MONARCH</Description><br />
<Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help><br />
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs><br />
<iAnimalAttackProb>90</iAnimalAttackProb><br />
<iStartingLocPercent>60</iStartingLocPercent><br />
<iAdvancedStartPointsMod>90</iAdvancedStartPointsMod><br />
<iGold>0</iGold><br />
<iFreeUnits>4</iFreeUnits><br />
<iUnitCostPercent>70</iUnitCostPercent><br />
<iResearchPercent>115</iResearchPercent><br />
<iDistanceMaintenancePercent>90</iDistanceMaintenancePercent><br />
<iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent><br />
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance><br />
<iColonyMaintenancePercent>120</iColonyMaintenancePercent><br />
<iMaxColonyMaintenance>200</iMaxColonyMaintenance><br />
<iCorporationMaintenancePercent>120</iCorporationMaintenancePercent><br />
<iCivicUpkeepPercent>95</iCivicUpkeepPercent><br />
<iInflationPercent>100</iInflationPercent><br />
<iHealthBonus>2</iHealthBonus><br />
<iHappyBonus>4</iHappyBonus><br />
<iAttitudeChange>-1</iAttitudeChange><br />
<iNoTechTradeModifier>50</iNoTechTradeModifier><br />
<iTechTradeKnownModifier>0</iTechTradeKnownModifier><br />
<iUnownedTilesPerGameAnimal>35</iUnownedTilesPerGameAnimal><br />
<iUnownedTilesPerBarbarianUnit>40</iUnownedTilesPerBarbarianUnit><br />
<iUnownedWaterTilesPerBarbarianUnit>400</iUnownedWaterTilesPerBarbarianUnit><br />
<iUnownedTilesPerBarbarianCity>110</iUnownedTilesPerBarbarianCity><br />
<iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed><br />
<iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed><br />
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb><br />
<iAnimalBonus>-20</iAnimalBonus><br />
<iBarbarianBonus>0</iBarbarianBonus><br />
<iAIAnimalBonus>-40</iAIAnimalBonus><br />
<iAIBarbarianBonus>-25</iAIBarbarianBonus><br />
<iStartingDefenseUnits>0</iStartingDefenseUnits><br />
<iStartingWorkerUnits>0</iStartingWorkerUnits><br />
<iStartingExploreUnits>0</iStartingExploreUnits><br />
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier><br />
<iAIStartingDefenseUnits>1</iAIStartingDefenseUnits><br />
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits><br />
<iAIStartingExploreUnits>0</iAIStartingExploreUnits><br />
<iBarbarianDefenders>3</iBarbarianDefenders><br />
<iAIDeclareWarProb>100</iAIDeclareWarProb><br />
<iAIWorkRateModifier>20</iAIWorkRateModifier><br />
<iAIGrowthPercent>95</iAIGrowthPercent><br />
<iAITrainPercent>90</iAITrainPercent><br />
<iAIWorldTrainPercent>100</iAIWorldTrainPercent><br />
<iAIConstructPercent>90</iAIConstructPercent><br />
<iAIWorldConstructPercent>100</iAIWorldConstructPercent><br />
<iAICreatePercent>90</iAICreatePercent><br />
<iAIWorldCreatePercent>100</iAIWorldCreatePercent><br />
<iAICivicUpkeepPercent>90</iAICivicUpkeepPercent><br />
<iAIUnitCostPercent>90</iAIUnitCostPercent><br />
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent><br />
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent><br />
<iAIInflationPercent>80</iAIInflationPercent><br />
<iAIWarWearinessPercent>75</iAIWarWearinessPercent><br />
<iAIPerEraModifier>-2</iAIPerEraModifier><br />
<iAIAdvancedStartPercent>120</iAIAdvancedStartPercent><br />
<Goodies><br />
<GoodyType>GOODY_HIGH_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_MAP</GoodyType><br />
<GoodyType>GOODY_MAP</GoodyType><br />
<GoodyType>GOODY_WARRIOR</GoodyType><br />
<GoodyType>GOODY_WARRIOR</GoodyType><br />
<GoodyType>GOODY_SCOUT</GoodyType><br />
<GoodyType>GOODY_EXPERIENCE</GoodyType><br />
<GoodyType>GOODY_EXPERIENCE</GoodyType><br />
<GoodyType>GOODY_HEALING</GoodyType><br />
<GoodyType>GOODY_TECH</GoodyType><br />
<GoodyType>GOODY_TECH</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType><br />
</Goodies><br />
<FreeTechs/><br />
<AIFreeTechs><br />
<FreeTech><br />
<TechType>TECH_ARCHERY</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
</AIFreeTechs><br />
</HandicapInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnighthttps://modiki.civfanatics.com/index.php?title=Civ4HandicapInfo&diff=241Civ4HandicapInfo2009-05-20T12:36:58Z<p>ViterboKnight: </p>
<hr />
<div><br />
The CIV4HandicapInfo.xml file sets the differences between difficulty levels.<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 />
'''Note: unless specified, effects are valid for every civ (both humans and AIs)'''<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 />
!HandicapInfo<br />
|Main bracket for each entry<br />
|-<br />
!Type <br />
|Label that is used throughout all other XML files<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 />
!Description <br />
|References the Text which contains the difficulty description (eg: "settler", or "noble"). The text is specified in any of the Assets\XML\Text files. <br />
|-<br />
!Help <br />
|References the Text which contains the tooltip for this difficulty. The text is specified in any of the Assets\XML\Text files. <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 />
!iAdvancedStartPointsMod <br />
|Sets the advanced start points modifier (in percentage) <br />
<br />
(150 for chieftain, 100 for noble, 75 for deity)<br />
|-<br />
!iAIAdvancedStartPercent <br />
|Modifies the points an AI starts with in an advanced start (in percent) <br />
<br />
(100 for chieftain, 100 for noble, 170 for deity)<br />
|-<br />
!iAIAnimalBonus <br />
|Sets the combat bonus animals receive against AI players (in percent)<br />
<br />
(-40 for chieftain, -40 for noble, -40 for deity)<br />
|-<br />
!iAIBarbarianBonus <br />
|Sets the combat bonus barbarians receive against AI players (in percent)<br />
<br />
(-25 for chieftain, -25 for noble, -25 for deity)<br />
|-<br />
!iAICivicUpkeepPercent <br />
|Modifies the civic maintainance cost for AI (in percent) <br />
<br />
(100 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIConstructPercent <br />
|Modifies the buildings cost for AI (in percent) (not for wonders or projects)<br />
<br />
(160 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAICreatePercent <br />
|Modifies the non-world projects cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIDeclareWarProb <br />
|A factor that determines how likely an AI will declare war <br />
<br />
(25 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAIGrowthPercent <br />
|Modifies how much food an AI city requires to grow (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 80 for deity)<br />
|-<br />
!iAIInflationPercent <br />
|Sets the inflation modifier for AI (how much expenses increase as the game goes on) (in percentage) <br />
<br />
(100 for chieftain, 80 for noble, 80 for deity)<br />
|-<br />
!iAIPerEraModifier <br />
|A modifier which, multiplied for the current era, affects units cost, buildings cost, projects cost, unit support, unit supply, inflation rate, war weariness, civic upkeep, required food for city growth, unit upgrade cost. (in percent) <br />
<br />
(0 for chieftain, 0 for noble, -5 for deity)<br />
|-<br />
!iAIStartingDefenseUnits <br />
|Sets how many extra defensive units AI players start with <br />
<br />
(0 for chieftain, 0 for noble, 4 for deity)<br />
|-<br />
!iAIStartingExploreUnits <br />
|Sets how many explorer units AI players start with <br />
<br />
(0 for chieftain, 0 for noble, 1 for deity)<br />
|-<br />
!iAIStartingUnitMultiplier <br />
|A factor that determinates how many extra units (per unit type) AI players receive at the game starts <br />
<br />
(0 for chieftain, 0 for noble, 1 for deity)<br />
|-<br />
!iAIStartingWorkerUnits <br />
|Sets how many extra workers AI players start with <br />
<br />
(0 for chieftain, 0 for noble, 1 for deity)<br />
|-<br />
!iAITrainPercent <br />
|Modifies the standard units cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIUnitCostPercent <br />
|Modifies the unit support costs for AI (in percent) <br />
<br />
(100 for chieftain, 100 for noble, 60 for deity)<br />
|-<br />
!iAIUnitSupplyPercent <br />
|Modifies the unit supply costs for AI (in percent) <br />
<br />
(50 for chieftain, 50 for noble, 50 for deity)<br />
|-<br />
!iAIUnitUpgradePercent <br />
|Modifies the unit upgrade costs for AI (in percent) <br />
<br />
(50 for chieftain, 50 for noble, 50 for deity)<br />
|-<br />
!iAIWarWearinessPercent <br />
|Modifies the war weariness in AI cities (in percent) <br />
<br />
(100 for chieftain, 80 for noble, 50 for deity)<br />
|-<br />
!iAIWorkRateModifier <br />
|Sets the worker work rate modifier for AI (in percent) <br />
<br />
(0 for chieftain, 0 for noble, 100 for deity)<br />
|-<br />
!iAIWorldConstructPercent <br />
|Modifies the wonders cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAIWorldCreatePercent <br />
|Modifies the world projects cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAIWorldTrainPercent <br />
|Modifies the world-class units cost for AI (in percent) <br />
<br />
(160 for chieftain, 100 for noble, 100 for deity)<br />
|-<br />
!iAnimalAttackProb <br />
|Sets the aggressivity of animals, specifying their attack chance in percentage <br />
<br />
(25 for chieftain, 85 for noble, 90 for deity)<br />
|-<br />
!iAnimalBonus <br />
|Sets the combat bonus animals receive against human players (in percent)<br />
<br />
(-70 for chieftain, -40 for noble, 0 for deity)<br />
|-<br />
!iAttitudeChange <br />
|Sets the attitude bonus/malus for an AI with anyone else <br />
<br />
(2 for chieftain, -1 for noble, -1 for deity)<br />
|-<br />
!iBarbarianBonus <br />
|Sets the combat bonus barbarians receive against human players (in percent)<br />
<br />
(-40 for chieftain, -10 for noble, 0 for deity)<br />
|-<br />
!iBarbarianCityCreationProb <br />
|A factor that determines how likely barbarian cities can appear <br />
<br />
(4 for chieftain, 6 for noble, 8 for deity)<br />
|-<br />
!iBarbarianCityCreationTurnsElapsed <br />
|Set how many turns have to be elapsed before barbarian cities may appear <br />
<br />
(55 for chieftain, 40 for noble, 15 for deity)<br />
|-<br />
!iBarbarianCreationTurnsElapsed <br />
|Set how many turns have to be elapsed before barbarian units may appear <br />
<br />
(50 for chieftain, 35 for noble, 10 for deity)<br />
|-<br />
!iBarbarianDefenders <br />
|Sets how many units barbarian cities will have for defense <br />
<br />
(1 for chieftain, 2 for noble, 4 for deity)<br />
|-<br />
!iCivicUpkeepPercent <br />
|Sets the civics maintainance modifier (in percentage) <br />
<br />
(50 for chieftain, 80 for noble, 100 for deity)<br />
|-<br />
!iColonyMaintenancePercent <br />
|Sets the maintainance cost modifier for colonies (in percentage) <br />
<br />
(60 for chieftain, 100 for noble, 150 for deity)<br />
|-<br />
!iCorporationMaintenancePercent <br />
|Sets the corporations maintainance modifier (in percentage) <br />
<br />
(60 for chieftain, 100 for noble, 150 for deity)<br />
|-<br />
!iDistanceMaintenancePercent <br />
|Sets the city maintainance cost modifier for distance (in percentage) <br />
<br />
(45 for chieftain, 75 for noble, 100 for deity)<br />
|-<br />
!iFreeUnits <br />
|Sets how many units don't need maintainance <br />
<br />
(24 for chieftain, 8 for noble, 1 for deity)<br />
|-<br />
!iFreeWinsVsBarbs <br />
|Sets how many battles are granted to be won against barbarians <br />
<br />
(5 for chieftain, 2 for noble, 0 for deity)<br />
|-<br />
!iGold <br />
|Sets how much gold every civ starts with <br />
|-<br />
!iHappyBonus <br />
|Sets the happiness bonus/malus for every city <br />
<br />
(6 for chieftain, 4 for noble, 4 for deity)<br />
|-<br />
!iHealthBonus <br />
|Sets the health bonus/malus for every city <br />
<br />
(4 for chieftain, 2 for noble, 2 for deity)<br />
|-<br />
!iInflationPercent <br />
|Sets the inflation modifier (how much expenses increase as the game goes on) (in percentage) <br />
<br />
(60 for chieftain, 90 for noble, 100 for deity)<br />
|-<br />
!iMaxColonyMaintenance <br />
|A factor used to determine the maximum maintainance cost for colonies (in percentage) <br />
<br />
(200 for chieftain, 200 for noble, 200 for deity)<br />
|-<br />
!iMaxNumCitiesMaintenance <br />
|Sets the max number of cities that contribute to the city maintainance cost <br />
<br />
(4 for chieftain, 5 for noble, 8 for deity)<br />
|-<br />
!iNoTechTradeModifier <br />
|Sets a percent modifier for an AI, that determines how many techs a rival can get by trade, before the AI thinks he is becoming too advanced. <br />
<br />
(100 for chieftain, 70 for noble, 20 for deity)<br />
|-<br />
!iNumCitiesMaintenancePercent <br />
|Sets the city maintainance cost modifier for number of cities (in percentage) <br />
<br />
(40 for chieftain, 70 for noble, 100 for deity)<br />
|-<br />
!iResearchPercent <br />
|Sets the technology cost modifier (in percentage) <br />
<br />
(60 for chieftain, 100 for noble, 130 for deity)<br />
|-<br />
!iStartingDefenseUnits <br />
|Sets how many extra defensive units every player starts with <br />
<br />
(0 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iStartingExploreUnits <br />
|Sets how many explorer units every player starts with <br />
<br />
(0 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iStartingWorkerUnits <br />
|Sets how many extra workers every player starts with <br />
<br />
(0 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iStartingLocPercent <br />
|Unknown <br />
|-<br />
!iTechTradeKnownModifier <br />
|Sets a percent modifier for an AI, that determines how much he will monopoly his techs <br />
<br />
(-100 for chieftain, 0 for noble, 0 for deity)<br />
|-<br />
!iUnitCostPercent <br />
|Sets the unit support cost modifier (in percentage) <br />
<br />
(20 for chieftain, 50 for noble, 100 for deity)<br />
|-<br />
!iUnownedTilesPerBarbarianCity <br />
|A factor that determines how many barbarian cities can appear in a given continent or island with a given unowned size <br />
<br />
(160 for chieftain, 130 for noble, 80 for deity)<br />
|-<br />
!iUnownedTilesPerBarbarianUnit <br />
|A factor that determines how many barbarians can appear in a given continent or island with a given unowned size <br />
<br />
(150 for chieftain, 60 for noble, 25 for deity)<br />
|-<br />
!iUnownedTilesPerGameAnimal <br />
|Sets how many animals can appear in a given continent or island (a value of n means that a size 50 island, with no owners, may have 10/n animals) <br />
<br />
(100 for chieftain, 50 for noble, 20 for deity)<br />
|-<br />
!iUnownedWaterTilesPerBarbarianUnit <br />
|A factor that determines how many barbarian ships can appear in a world with a given size <br />
<br />
(750 for chieftain, 500 for noble, 250 for deity)<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 />
!AIFreeTechs <br />
|Contains a set of FreeTech nodes. Each specified tech is given to AI players when the game starts. The possible values are specified in the Assets\Xml\Technologies\CIV4TechInfos.xml file. <br />
|-<br />
!FreeTechs <br />
|Contains a set of FreeTech nodes. Each specified tech is given to every player when the game starts. The possible values are specified in the Assets\Xml\Technologies\CIV4TechInfos.xml file. <br />
|-<br />
!Goodies <br />
|Contains a set of GoodyType. When entering a goody hut, the result is randomly picked between the entries in this set. The same item can be repeated, if you want it more likely to be picked. The possible values are specified in the Assets\Xml\GameInfo\CIV4GoodyInfo.xml file. <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 />
<HandicapInfo><br />
<Type>HANDICAP_MONARCH</Type><br />
<Description>TXT_KEY_HANDICAP_MONARCH</Description><br />
<Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help><br />
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs><br />
<iAnimalAttackProb>90</iAnimalAttackProb><br />
<iStartingLocPercent>60</iStartingLocPercent><br />
<iAdvancedStartPointsMod>90</iAdvancedStartPointsMod><br />
<iGold>0</iGold><br />
<iFreeUnits>4</iFreeUnits><br />
<iUnitCostPercent>70</iUnitCostPercent><br />
<iResearchPercent>115</iResearchPercent><br />
<iDistanceMaintenancePercent>90</iDistanceMaintenancePercent><br />
<iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent><br />
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance><br />
<iColonyMaintenancePercent>120</iColonyMaintenancePercent><br />
<iMaxColonyMaintenance>200</iMaxColonyMaintenance><br />
<iCorporationMaintenancePercent>120</iCorporationMaintenancePercent><br />
<iCivicUpkeepPercent>95</iCivicUpkeepPercent><br />
<iInflationPercent>100</iInflationPercent><br />
<iHealthBonus>2</iHealthBonus><br />
<iHappyBonus>4</iHappyBonus><br />
<iAttitudeChange>-1</iAttitudeChange><br />
<iNoTechTradeModifier>50</iNoTechTradeModifier><br />
<iTechTradeKnownModifier>0</iTechTradeKnownModifier><br />
<iUnownedTilesPerGameAnimal>35</iUnownedTilesPerGameAnimal><br />
<iUnownedTilesPerBarbarianUnit>40</iUnownedTilesPerBarbarianUnit><br />
<iUnownedWaterTilesPerBarbarianUnit>400</iUnownedWaterTilesPerBarbarianUnit><br />
<iUnownedTilesPerBarbarianCity>110</iUnownedTilesPerBarbarianCity><br />
<iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed><br />
<iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed><br />
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb><br />
<iAnimalBonus>-20</iAnimalBonus><br />
<iBarbarianBonus>0</iBarbarianBonus><br />
<iAIAnimalBonus>-40</iAIAnimalBonus><br />
<iAIBarbarianBonus>-25</iAIBarbarianBonus><br />
<iStartingDefenseUnits>0</iStartingDefenseUnits><br />
<iStartingWorkerUnits>0</iStartingWorkerUnits><br />
<iStartingExploreUnits>0</iStartingExploreUnits><br />
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier><br />
<iAIStartingDefenseUnits>1</iAIStartingDefenseUnits><br />
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits><br />
<iAIStartingExploreUnits>0</iAIStartingExploreUnits><br />
<iBarbarianDefenders>3</iBarbarianDefenders><br />
<iAIDeclareWarProb>100</iAIDeclareWarProb><br />
<iAIWorkRateModifier>20</iAIWorkRateModifier><br />
<iAIGrowthPercent>95</iAIGrowthPercent><br />
<iAITrainPercent>90</iAITrainPercent><br />
<iAIWorldTrainPercent>100</iAIWorldTrainPercent><br />
<iAIConstructPercent>90</iAIConstructPercent><br />
<iAIWorldConstructPercent>100</iAIWorldConstructPercent><br />
<iAICreatePercent>90</iAICreatePercent><br />
<iAIWorldCreatePercent>100</iAIWorldCreatePercent><br />
<iAICivicUpkeepPercent>90</iAICivicUpkeepPercent><br />
<iAIUnitCostPercent>90</iAIUnitCostPercent><br />
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent><br />
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent><br />
<iAIInflationPercent>80</iAIInflationPercent><br />
<iAIWarWearinessPercent>75</iAIWarWearinessPercent><br />
<iAIPerEraModifier>-2</iAIPerEraModifier><br />
<iAIAdvancedStartPercent>120</iAIAdvancedStartPercent><br />
<Goodies><br />
<GoodyType>GOODY_HIGH_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_LOW_GOLD</GoodyType><br />
<GoodyType>GOODY_MAP</GoodyType><br />
<GoodyType>GOODY_MAP</GoodyType><br />
<GoodyType>GOODY_WARRIOR</GoodyType><br />
<GoodyType>GOODY_WARRIOR</GoodyType><br />
<GoodyType>GOODY_SCOUT</GoodyType><br />
<GoodyType>GOODY_EXPERIENCE</GoodyType><br />
<GoodyType>GOODY_EXPERIENCE</GoodyType><br />
<GoodyType>GOODY_HEALING</GoodyType><br />
<GoodyType>GOODY_TECH</GoodyType><br />
<GoodyType>GOODY_TECH</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType><br />
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType><br />
</Goodies><br />
<FreeTechs/><br />
<AIFreeTechs><br />
<FreeTech><br />
<TechType>TECH_ARCHERY</TechType><br />
<bFreeTech>1</bFreeTech><br />
</FreeTech><br />
</AIFreeTechs><br />
</HandicapInfo><br />
<br />
{|align="right"<br />
|[[Civ4 XML Reference|Back to XML Reference]]<br />
|}</div>ViterboKnight