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	<id>https://modiki.civfanatics.com/index.php?action=history&amp;feed=atom&amp;title=GlobalDefines</id>
	<title>GlobalDefines - Revision history</title>
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	<updated>2026-04-25T03:56:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GlobalDefines&amp;diff=14160&amp;oldid=prev</id>
		<title>Deanej: Created page with &quot;The &#039;&#039;&#039;GlobalDefines&#039;&#039;&#039; file defines various properties of the game.  Mods can use the &#039;&#039;&#039;GlobalDefinesAlt&#039;&#039;&#039; file as a modular way to only include defines that have been changed...&quot;</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GlobalDefines&amp;diff=14160&amp;oldid=prev"/>
		<updated>2013-01-05T04:42:15Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;GlobalDefines&amp;#039;&amp;#039;&amp;#039; file defines various properties of the game.  Mods can use the &amp;#039;&amp;#039;&amp;#039;GlobalDefinesAlt&amp;#039;&amp;#039;&amp;#039; file as a modular way to only include defines that have been changed...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;GlobalDefines&amp;#039;&amp;#039;&amp;#039; file defines various properties of the game.  Mods can use the &amp;#039;&amp;#039;&amp;#039;GlobalDefinesAlt&amp;#039;&amp;#039;&amp;#039; file as a modular way to only include defines that have been changed.  Each define only have one of the non-header tags.&lt;br /&gt;
&lt;br /&gt;
All tags must be opened and closed; the first is the &amp;quot;open&amp;quot;, the second the &amp;quot;close&amp;quot; tag. If nothing goes inside a &amp;quot;list tag&amp;quot;, then it should just be the opening tag with a &amp;quot;/&amp;quot; before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;This page is missing information.&lt;br /&gt;
Do not remove this notice until it is complete.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags==&lt;br /&gt;
===Headers===&lt;br /&gt;
&lt;br /&gt;
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!Define&lt;br /&gt;
|Main bracket for each entry&lt;br /&gt;
|-&lt;br /&gt;
!DefineName&lt;br /&gt;
|Name used in other files&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!DefineTextVal&lt;br /&gt;
|Text value of the define; often refers to other XML entires&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Integers===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!iDefineIntVal&lt;br /&gt;
|Integer value for the define&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floats===&lt;br /&gt;
&lt;br /&gt;
All of these tags have a decimal value.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tag Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!fDefineFloatVal&lt;br /&gt;
|Floating point value for a define&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
In the following example of code, please note that there is a specific order of all of the tags.  You &amp;#039;&amp;#039;must&amp;#039;&amp;#039; list the tags in this order for the game to properly interpret your file.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;Define&amp;gt;&lt;br /&gt;
  &amp;lt;DefineName&amp;gt;NUKE_FEATURE&amp;lt;/DefineName&amp;gt;&lt;br /&gt;
  &amp;lt;DefineTextVal&amp;gt;FEATURE_FALLOUT&amp;lt;/DefineTextVal&amp;gt;&lt;br /&gt;
 &amp;lt;/Define&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Defines==&lt;br /&gt;
&lt;br /&gt;
The following is a list of the defines in the file.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Define Name&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
!CIV4_VERSION&lt;br /&gt;
|Version of civ4 used in the About screen on the main menu&lt;br /&gt;
|-&lt;br /&gt;
!MIN_VERSION&lt;br /&gt;
|Minimum version of civ4 a mod requires to run&lt;br /&gt;
|-&lt;br /&gt;
!SAVE_VERSION&lt;br /&gt;
|Last version of civ4 to break save game compatability&lt;br /&gt;
|-&lt;br /&gt;
!MAX_NUM_LANGUAGES&lt;br /&gt;
|Maximum number of languages that can be supported by the game&lt;br /&gt;
|-&lt;br /&gt;
!LAND_TERRAIN&lt;br /&gt;
|Default type of terrain used for land when generating the map&lt;br /&gt;
|-&lt;br /&gt;
!DEEP_WATER_TERRAIN&lt;br /&gt;
|Default type of terrain used for deep water when generating the map&lt;br /&gt;
|-&lt;br /&gt;
!SHALLOW_WATER_TERRAIN&lt;br /&gt;
|Default type of terrain used for shallow water when generating the map&lt;br /&gt;
|-&lt;br /&gt;
!LAND_IMPROVEMENT&lt;br /&gt;
|Improvement used to mark worked tile on land&lt;br /&gt;
|-&lt;br /&gt;
!WATER_IMPROVEMENT&lt;br /&gt;
|Improvement used to mark worked tile on water&lt;br /&gt;
|-&lt;br /&gt;
!RUINS_IMPROVEMENT&lt;br /&gt;
|Improvement used for city ruins&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_FEATURE&lt;br /&gt;
|Feature used for nuclear fallout&lt;br /&gt;
|-&lt;br /&gt;
!GLOBAL_WARMING_TERRAIN&lt;br /&gt;
|Terrain used for global warming&lt;br /&gt;
|-&lt;br /&gt;
!CAPITAL_BUILDINGCLASS&lt;br /&gt;
|Buildingclass used to designate which city is the capital&lt;br /&gt;
|-&lt;br /&gt;
!DEFAULT_SPECIALIST&lt;br /&gt;
|Specialist allocated by default by city AI&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_CITY_ROUTE_TYPE&lt;br /&gt;
|Initial route placed on tiles cities are founded on&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_HANDICAP&lt;br /&gt;
|Default difficulty level&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_HANDICAP_QUICK&lt;br /&gt;
|Default difficulty level on quick game speed&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_GAMESPEED&lt;br /&gt;
|Default game speed&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_TURNTIMER&lt;br /&gt;
|Default turn timer used in multiplayer&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_CLIMATE&lt;br /&gt;
|Default climate&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_SEALEVEL&lt;br /&gt;
|Default sea level&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_ERA&lt;br /&gt;
|Default starting era&lt;br /&gt;
|-&lt;br /&gt;
!STANDARD_CALENDAR&lt;br /&gt;
|Default calendar&lt;br /&gt;
|-&lt;br /&gt;
!AI_HANDICAP&lt;br /&gt;
|Difficulty level used by the AI&lt;br /&gt;
|-&lt;br /&gt;
!BARBARIAN_HANDICAP&lt;br /&gt;
|Difficulty level used by the barbarians&lt;br /&gt;
|-&lt;br /&gt;
!BARBARIAN_CIVILIZATION&lt;br /&gt;
|Civilization used by the barbarians&lt;br /&gt;
|-&lt;br /&gt;
!BARBARIAN_LEADER&lt;br /&gt;
|Leader used by the barbarians&lt;br /&gt;
|-&lt;br /&gt;
!MAX_PLOT_LIST_SIZE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAX_PLOT_LIST_ROWS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!EVENT_MESSAGE_TIME&lt;br /&gt;
|Time (in seconds) messages are displayed by the game&lt;br /&gt;
|-&lt;br /&gt;
!EVENT_MESSAGE_TIME_LONG&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!EVENT_MESSAGE_STAGGER_TIME&lt;br /&gt;
|Time (in seconds) before another message can be displayed&lt;br /&gt;
|-&lt;br /&gt;
!START_YEAR&lt;br /&gt;
|Default starting year&lt;br /&gt;
|-&lt;br /&gt;
!WEEKS_PER_MONTHS&lt;br /&gt;
|Number of weeks in a month; used for the weekly calendar&lt;br /&gt;
|-&lt;br /&gt;
!TERRAIN_POINTS&lt;br /&gt;
|Number of points per terrain tile controlled&lt;br /&gt;
|-&lt;br /&gt;
!RECON_VISIBILITY_RANGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!PLOT_VISIBILITY_RANGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_VISIBILITY_RANGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!PEAK_SEE_FROM_CHANGE&lt;br /&gt;
|Additional tile radius of visibility given to unit on a peak&lt;br /&gt;
|-&lt;br /&gt;
!PEAK_SEE_THROUGH_CHANGE&lt;br /&gt;
|Additional tile radius of visibility removed from unit where tile visibility is blocked by a peak&lt;br /&gt;
|-&lt;br /&gt;
!HILLS_SEE_FROM_CHANGE&lt;br /&gt;
|Additional tile radius of visibility given to unit on a hill&lt;br /&gt;
|-&lt;br /&gt;
!HILLS_SEE_THROUGH_CHANGE&lt;br /&gt;
|Additional tile radius of visibility removed from unit where tile visibility is blocked by a hill&lt;br /&gt;
|-&lt;br /&gt;
!SEAWATER_SEE_FROM_CHANGE&lt;br /&gt;
|Additional tile radius of visibility given to unit on sea water&lt;br /&gt;
|-&lt;br /&gt;
!SEAWATER_SEE_THROUGH_CHANGE&lt;br /&gt;
|Additional tile radius of visibility removed from unit where tile visibility is blocked by sea water&lt;br /&gt;
|-&lt;br /&gt;
!RAND_YIELD_PRESENCE_DIE_ROLLS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAX_YIELD_STACK&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MOVE_DENOMINATOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!STARTING_DISTANCE_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!OWN_TEAM_STARTING_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RIVAL_TEAM_STARTING_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MIN_CIV_STARTING_DISTANCE&lt;br /&gt;
|Minimum distance in starting locations between civilizations the game tries to uphold&lt;br /&gt;
|-&lt;br /&gt;
!MIN_ANIMAL_STARTING_DISTANCE&lt;br /&gt;
|Minimum distance from a civilization an animal can spawn on&lt;br /&gt;
|-&lt;br /&gt;
!MIN_BARBARIAN_STARTING_DISTANCE&lt;br /&gt;
|Minimum distance from a civilization a barbarian can spawn on&lt;br /&gt;
|-&lt;br /&gt;
!MIN_BARBARIAN_CITY_STARTING_DISTANCE&lt;br /&gt;
|Minimum distance from a civilization a barbarian city can spawn on&lt;br /&gt;
|-&lt;br /&gt;
!MIN_CITY_RANGE&lt;br /&gt;
|Minimum distance between cities&lt;br /&gt;
|-&lt;br /&gt;
!FREE_CITY_CULTURE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FREE_CITY_ADJACENT_CULTURE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CITY_FREE_CULTURE_GROWTH_FACTOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_WORKS_CULTURE_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!OWNERSHIP_SCORE_DURATION_THRESHOLD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUM_DO_GOODY_ATTEMPTS&lt;br /&gt;
|Number of times the game can attempt to get something from a tribal village before giving up (ie, giving the player nothing from the tribal village)&lt;br /&gt;
|-&lt;br /&gt;
!MAX_CIVIC_OPTIONS&lt;br /&gt;
|Max number of civics that can be in a civic category&lt;br /&gt;
|-&lt;br /&gt;
!BASE_CIVIC_ANARCHY_LENGTH&lt;br /&gt;
|Minimum length of anarchy for civic changes&lt;br /&gt;
|-&lt;br /&gt;
!BASE_RELIGION_ANARCHY_LENGTH&lt;br /&gt;
|Length of anarchy for changing religions&lt;br /&gt;
|-&lt;br /&gt;
!COMMERCE_PERCENT_CHANGE_INCREMENTS&lt;br /&gt;
|Percent change in slider allocation for commerce types the user can change with the interface&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_TRADE_ROUTES&lt;br /&gt;
|Initial number of trade routes per city&lt;br /&gt;
|-&lt;br /&gt;
!NUM_OR_TECH_PREREQS&lt;br /&gt;
|Number of or tech prereqs a tech can have&lt;br /&gt;
|-&lt;br /&gt;
!MAX_AND_TECH_PREREQS&lt;br /&gt;
|Number of and tech prereqs a tech can have&lt;br /&gt;
|-&lt;br /&gt;
!NUM_UNIT_AND_TECH_PREREQS&lt;br /&gt;
|Number of and tech prereqs a unit can have&lt;br /&gt;
|-&lt;br /&gt;
!NUM_BUILDING_AND_TECH_PREREQS&lt;br /&gt;
|Number of and tech prereqs a building can have&lt;br /&gt;
|-&lt;br /&gt;
!BASE_RESEARCH_RATE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUM_UNIT_PREREQ_OR_BONUSES&lt;br /&gt;
|Number of or resource prereqs a unit can have&lt;br /&gt;
|-&lt;br /&gt;
!NUM_CORPORATION_PREREQ_BONUSES&lt;br /&gt;
|Number of prereq resources a corporation can have&lt;br /&gt;
|-&lt;br /&gt;
!NUM_ROUTE_PREREQ_OR_BONUSES&lt;br /&gt;
|Number of or prereq resources a route can have&lt;br /&gt;
|-&lt;br /&gt;
!MAX_WORLD_WONDERS_PER_CITY&lt;br /&gt;
|Highest number of world wonders a city can have&lt;br /&gt;
|-&lt;br /&gt;
!MAX_TEAM_WONDERS_PER_CITY&lt;br /&gt;
|Highest number of team wonders a city can have&lt;br /&gt;
|-&lt;br /&gt;
!MAX_NATIONAL_WONDERS_PER_CITY&lt;br /&gt;
|Highest number of national wonders a city can have&lt;br /&gt;
|-&lt;br /&gt;
!MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC&lt;br /&gt;
|Highest number of national wonders a city can have in a one city challenge game&lt;br /&gt;
|-&lt;br /&gt;
!MAX_BUILDINGS_PER_CITY&lt;br /&gt;
|Highest number of buildings a city can have&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_CITY_POPULATION&lt;br /&gt;
|Initial population for newly founded cities&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_AI_CITY_PRODUCTION&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_CITY_GROWTH_THRESHOLD&lt;br /&gt;
|Base amount of food a city needs to growth&lt;br /&gt;
|-&lt;br /&gt;
!CITY_GROWTH_MULTIPLIER&lt;br /&gt;
|Multiplier for additional amount of food needed for each time a city gains a population point&lt;br /&gt;
|-&lt;br /&gt;
!FOOD_CONSUMPTION_PER_POPULATION&lt;br /&gt;
|Amount of food each population point consumes&lt;br /&gt;
|-&lt;br /&gt;
!NEW_HURRY_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CONSCRIPT_MIN_CITY_POPULATION&lt;br /&gt;
|Minimum population in a city needed to draft a unit&lt;br /&gt;
|-&lt;br /&gt;
!CONSCRIPT_POPULATION_PER_COST&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CONSCRIPT_MIN_CULTURE_PERCENT&lt;br /&gt;
|Minimum percentage of city culture that has to be your own to draft a unit&lt;br /&gt;
|-&lt;br /&gt;
!FRESH_WATER_HEALTH_CHANGE&lt;br /&gt;
|Amount of health added to city from being near fresh water&lt;br /&gt;
|-&lt;br /&gt;
!POWER_HEALTH_CHANGE&lt;br /&gt;
|Health change from having power&lt;br /&gt;
|-&lt;br /&gt;
!DIRTY_POWER_HEALTH_CHANGE&lt;br /&gt;
|Health change from dirty power&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_CITY_MAINTENANCE&lt;br /&gt;
|Maintenance cost for the first city&lt;br /&gt;
|-&lt;br /&gt;
!MAX_DISTANCE_CITY_MAINTENANCE&lt;br /&gt;
|Maximum city maintenance from distance&lt;br /&gt;
|-&lt;br /&gt;
!MAX_TRADE_ROUTES&lt;br /&gt;
|Maximum number of trade routes a city can have&lt;br /&gt;
|-&lt;br /&gt;
!MIN_TIMER_UNIT_DOUBLE_MOVES&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!DYING_PAUSE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!COMBAT_DAMAGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!AIR_COMBAT_DAMAGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!INTERCEPTION_MAX_ROUNDS&lt;br /&gt;
|Maximum number of combat rounds when aircraft intercepted&lt;br /&gt;
|-&lt;br /&gt;
!MAX_INTERCEPTION_DAMAGE&lt;br /&gt;
|Maximum amount of damage done to intercepted aircraft&lt;br /&gt;
|-&lt;br /&gt;
!MIN_INTERCEPTION_DAMAGE&lt;br /&gt;
|Minimum amount of damage done to intercepted aircraft&lt;br /&gt;
|-&lt;br /&gt;
!RANGE_COMBAT_DAMAGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!COLLATERAL_COMBAT_DAMAGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAX_HIT_POINTS&lt;br /&gt;
|Maximum number of hit points a unit can have&lt;br /&gt;
|-&lt;br /&gt;
!COMBAT_DIE_SIDES&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!HILLS_EXTRA_DEFENSE&lt;br /&gt;
|Defensive bonus from being on hills&lt;br /&gt;
|-&lt;br /&gt;
!RIVER_ATTACK_MODIFIER&lt;br /&gt;
|Penalty for attacking across a river&lt;br /&gt;
|-&lt;br /&gt;
!AMPHIB_ATTACK_MODIFIER&lt;br /&gt;
|Penalty for attacking from a transport&lt;br /&gt;
|-&lt;br /&gt;
!ENEMY_HEAL_RATE&lt;br /&gt;
|Rate of healing in enemy territory&lt;br /&gt;
|-&lt;br /&gt;
!NEUTRAL_HEAL_RATE&lt;br /&gt;
|Rate of healing in neutral territory&lt;br /&gt;
|-&lt;br /&gt;
!FRIENDLY_HEAL_RATE&lt;br /&gt;
|Rate of healing in team territory&lt;br /&gt;
|-&lt;br /&gt;
!CITY_HEAL_RATE&lt;br /&gt;
|Rate of healing in city&lt;br /&gt;
|-&lt;br /&gt;
!FOUND_RELIGION_CITY_RAND&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FOUND_CORPORATION_CITY_RAND&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_PEOPLE_THRESHOLD_INCREASE&lt;br /&gt;
|Increase in great people points needed for each additional great person in civilization&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM&lt;br /&gt;
|Increase in great people points needed for each additional great person in team&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_PEOPLE_THRESHOLD&lt;br /&gt;
|Initial number of great person points needed for great person&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_GENERALS_THRESHOLD_INCREASE&lt;br /&gt;
|Increase in number of great general points needed for each additional great general in civilization&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_GENERALS_THRESHOLD_INCREASE_TEAM&lt;br /&gt;
|Increase in number of great general points needed for each additional great general in team&lt;br /&gt;
|-&lt;br /&gt;
!GREAT_GENERALS_THRESHOLD&lt;br /&gt;
|Initial number of great general points needed for great general&lt;br /&gt;
|-&lt;br /&gt;
!BASE_SPY_SABOTAGE_COST&lt;br /&gt;
|Base cost for non-BtS sabotage production spy mission&lt;br /&gt;
|-&lt;br /&gt;
!BASE_SPY_DESTROY_COST&lt;br /&gt;
|Base cost for non-BtS destroy improvement spy mission&lt;br /&gt;
|-&lt;br /&gt;
!SPY_DESTROY_COST_MULTIPLIER_LIMITED&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!SPY_DESTROY_COST_MULTIPLIER&lt;br /&gt;
|Cost increase for non-BtS destroy improvement spy mission&lt;br /&gt;
|-&lt;br /&gt;
!BASE_SPY_STEAL_PLANS_COST&lt;br /&gt;
|Base cost for non-BtS steal plans spy mission&lt;br /&gt;
|-&lt;br /&gt;
!SPY_STEAL_PLANS_COST_MULTIPLIER&lt;br /&gt;
|Cost increase for non-BtS steal plans mission&lt;br /&gt;
|-&lt;br /&gt;
!QUICKSAVE&lt;br /&gt;
|Text name for QuickSave&lt;br /&gt;
|-&lt;br /&gt;
!LAKE_PLOT_RAND&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!PLOTS_PER_RIVER_EDGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RIVER_SOURCE_MIN_RIVER_RANGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RIVER_SOURCE_MIN_SEAWATER_RANGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!LAKE_MAX_AREA_SIZE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_BASE_FREE_UNITS&lt;br /&gt;
|Base number of free units&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_BASE_FREE_MILITARY_UNITS&lt;br /&gt;
|Base number of free military units&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_FREE_UNITS_POPULATION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_GOLD_PER_UNIT&lt;br /&gt;
|Initial maintenance cost per unit&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_FREE_OUTSIDE_UNITS&lt;br /&gt;
|Initial number of free units outside the civilization&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_OUTSIDE_UNIT_GOLD_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ANIMAL_MAX_XP_VALUE&lt;br /&gt;
|Maximum amount of XP a unit can have before not getting XP from animals&lt;br /&gt;
|-&lt;br /&gt;
!BARBARIAN_MAX_XP_VALUE&lt;br /&gt;
|Maximum amount of XP a unit can have before not getting XP from barbarians&lt;br /&gt;
|-&lt;br /&gt;
!BASE_GOLDEN_AGE_UNITS&lt;br /&gt;
|Base number of great people needed to start a golden age&lt;br /&gt;
|-&lt;br /&gt;
!GOLDEN_AGE_UNITS_MULTIPLIER&lt;br /&gt;
|Additional number of great people needed to start each golden age&lt;br /&gt;
|-&lt;br /&gt;
!GOLDEN_AGE_LENGTH&lt;br /&gt;
|Length of golden ages&lt;br /&gt;
|-&lt;br /&gt;
!GOLDEN_AGE_GREAT_PEOPLE_MODIFIER&lt;br /&gt;
|Percent increase in great people points in golden age&lt;br /&gt;
|-&lt;br /&gt;
!HILLS_EXTRA_MOVEMENT&lt;br /&gt;
|Extra movement points needed when moving onto a hill&lt;br /&gt;
|-&lt;br /&gt;
!FEATURE_GROWTH_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ROUTE_FEATURE_GROWTH_MODIFIER&lt;br /&gt;
|Percent decrease in feature growth on tiles with a route&lt;br /&gt;
|-&lt;br /&gt;
!THEIR_POPULATION_TRADE_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAPITAL_TRADE_MODIFIER&lt;br /&gt;
|Percent increase in trade yield from capital cities&lt;br /&gt;
|-&lt;br /&gt;
!OVERSEAS_TRADE_MODIFIER&lt;br /&gt;
|Percent increase in trade yield from overseas cities&lt;br /&gt;
|-&lt;br /&gt;
!FOREIGN_TRADE_MODIFIER&lt;br /&gt;
|Percent increase in trade yield from foreign cities&lt;br /&gt;
|-&lt;br /&gt;
!FOREIGN_TRADE_FULL_CREDIT_PEACE_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!OUR_POPULATION_TRADE_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!OUR_POPULATION_TRADE_MODIFIER_OFFSET&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TRADE_PROFIT_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!EXTRA_YIELD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FORTIFY_MODIFIER_PER_TURN&lt;br /&gt;
|Percent defensive bonus applied each turn unit is fortified&lt;br /&gt;
|-&lt;br /&gt;
!MAX_FORTIFY_TURNS&lt;br /&gt;
|Maximum number of turns a unit can get an additional fortification defensive bonus&lt;br /&gt;
|-&lt;br /&gt;
!WW_UNIT_KILLED_ATTACKING&lt;br /&gt;
|War weariness from unit killed when attacking&lt;br /&gt;
|-&lt;br /&gt;
!WW_KILLED_UNIT_DEFENDING&lt;br /&gt;
|War weariness killing unit when defending&lt;br /&gt;
|-&lt;br /&gt;
!WW_UNIT_KILLED_DEFENDING&lt;br /&gt;
|War weariness from unit killed when defending&lt;br /&gt;
|-&lt;br /&gt;
!WW_KILLED_UNIT_ATTACKING&lt;br /&gt;
|War weariness killing unit when attacking&lt;br /&gt;
|-&lt;br /&gt;
!WW_UNIT_CAPTURED&lt;br /&gt;
|War weariness from unit captured&lt;br /&gt;
|-&lt;br /&gt;
!WW_CAPTURED_UNIT&lt;br /&gt;
|War weariness from capturing unit&lt;br /&gt;
|-&lt;br /&gt;
!WW_CAPTURED_CITY&lt;br /&gt;
|War weariness from captured city&lt;br /&gt;
|-&lt;br /&gt;
!WW_HIT_BY_NUKE&lt;br /&gt;
|War weariness from being hit by a nuke&lt;br /&gt;
|-&lt;br /&gt;
!WW_ATTACKED_WITH_NUKE&lt;br /&gt;
|War Weariness from using nuke&lt;br /&gt;
|-&lt;br /&gt;
!WW_DECAY_RATE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WW_DECAY_PEACE_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_FALLOUT_PROB&lt;br /&gt;
|Percent chance a tile bordering a nuke attack gets fallout&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_UNIT_DAMAGE_BASE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_UNIT_DAMAGE_RAND_1&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_UNIT_DAMAGE_RAND_2&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_NON_COMBAT_DEATH_THRESHOLD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_BUILDING_DESTRUCTION_PROB&lt;br /&gt;
|Percent chance for building to be destroyed by nuke&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_POPULATION_DEATH_BASE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_POPULATION_DEATH_RAND_1&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUKE_POPULATION_DEATH_RAND_2&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GLOBAL_WARMING_PROB&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GLOBAL_WARMING_FOREST&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GLOBAL_WARMING_UNHEALTH_WEIGHT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GLOBAL_WARMING_NUKE_WEIGHT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TECH_COST_KNOWN_PREREQ_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!PEACE_TREATY_LENGTH&lt;br /&gt;
|Length of peace treaty&lt;br /&gt;
|-&lt;br /&gt;
!MAX_ANARCHY_TURNS&lt;br /&gt;
|Maximum number of turns for anarchy&lt;br /&gt;
|-&lt;br /&gt;
!MIN_REVOLUTION_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MIN_CONVERSION_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!OCCUPATION_CULTURE_PERCENT_THRESHOLD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_OCCUPATION_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!OCCUPATION_TURNS_POPULATION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_REVOLT_OCCUPATION_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!REVOLT_OCCUPATION_TURNS_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!REVOLT_TOTAL_CULTURE_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!REVOLT_OFFENSE_STATE_RELIGION_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!REVOLT_DEFENSE_STATE_RELIGION_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!REVOLT_TEST_PROB&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NUM_WARNING_REVOLTS&lt;br /&gt;
|Number of revolts before a city culture flips&lt;br /&gt;
|-&lt;br /&gt;
!BASE_REVOLT_FREE_UNITS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!REVOLT_FREE_UNITS_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!NO_MILITARY_PERCENT_ANGER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!AT_WAR_CULTURE_ANGER_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CULTURE_PERCENT_ANGER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RELIGION_PERCENT_ANGER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!HURRY_POP_ANGER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!HURRY_ANGER_DIVISOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CONSCRIPT_POP_ANGER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CONSCRIPT_ANGER_DIVISOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!DEFY_RESOLUTION_POP_ANGER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!DEFY_RESOLUTION_ANGER_DIVISOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TEMP_HAPPY&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_WAR_WEARINESS_MULTIPLIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FORCED_WAR_WAR_WEARINESS_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MULTIPLAYER_WAR_WEARINESS_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!PERCENT_ANGER_DIVISOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_FEATURE_PRODUCTION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FEATURE_PRODUCTION_PERCENT_MULTIPLIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_PRODUCTION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BUILDING_PRODUCTION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!PROJECT_PRODUCTION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAXED_UNIT_GOLD_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAXED_BUILDING_GOLD_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAXED_PROJECT_GOLD_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAX_CITY_DEFENSE_DAMAGE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CITY_DEFENSE_DAMAGE_HEAL_RATE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UPKEEP_POPULATION_OFFSET&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UPKEEP_CITY_OFFSET&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CIRCUMNAVIGATE_FREE_MOVES&lt;br /&gt;
|Free moves from circumnavigating the map&lt;br /&gt;
|-&lt;br /&gt;
!BARBARIAN_FREE_TECH_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RAZING_CULTURAL_PERCENT_THRESHOLD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_CAPTURE_GOLD&lt;br /&gt;
|Base amount of gold captured with city&lt;br /&gt;
|-&lt;br /&gt;
!CAPTURE_GOLD_PER_POPULATION&lt;br /&gt;
|Additional gold captured per population point&lt;br /&gt;
|-&lt;br /&gt;
!CAPTURE_GOLD_RAND1&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAPTURE_GOLD_RAND2&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAPTURE_GOLD_MAX_TURNS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CITY_BARBARIAN_DEFENSE_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MIN_EXPERIENCE_PER_COMBAT&lt;br /&gt;
|Minimum experience gained per combat&lt;br /&gt;
|-&lt;br /&gt;
!MAX_EXPERIENCE_PER_COMBAT&lt;br /&gt;
|Maximum experience gained per combat&lt;br /&gt;
|-&lt;br /&gt;
!EXPERIENCE_FROM_WITHDRAWL&lt;br /&gt;
|Experience gained when unit withdraws&lt;br /&gt;
|-&lt;br /&gt;
!MAX_EXPERIENCE_AFTER_UPGRADE&lt;br /&gt;
|Maximum experience a unit can retain when upgrading&lt;br /&gt;
|-&lt;br /&gt;
!BUILDING_PRODUCTION_DECAY_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BUILDING_PRODUCTION_DECAY_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_PRODUCTION_DECAY_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_PRODUCTION_DECAY_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BASE_UNIT_UPGRADE_COST&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_UPGRADE_COST_PER_PRODUCTION&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WAR_SUCCESS_DEFENDING&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WAR_SUCCESS_ATTACKING&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WAR_SUCCESS_UNIT_CAPTURING&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WAR_SUCCESS_CITY_CAPTURING&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WAR_SUCCESS_NUKE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!GAME_CITY_SIZE_METHOD&lt;br /&gt;
|Method for computing visual city size; either METHOD_EXPONENTIAL or METHOD_LINMAP&lt;br /&gt;
|-&lt;br /&gt;
!GAME_CITY_SIZE_MAX_PERCENT_UNIQUE&lt;br /&gt;
|Percentage of a city that can be wonders&lt;br /&gt;
|-&lt;br /&gt;
!GAME_CITY_SIZE_EXP_MODIFIER&lt;br /&gt;
|Modifier to tweak city size when METHOD_EXPONENTIAL is chosen&lt;br /&gt;
|-&lt;br /&gt;
!GAME_CITY_SIZE_LINMAP_AT_0&lt;br /&gt;
|Visual size of city in METHOD_LINMAP at population 0&lt;br /&gt;
|-&lt;br /&gt;
!GAME_CITY_SIZE_LINMAP_AT_50&lt;br /&gt;
|Visual size of city in METHOD_LINMAP at population 50&lt;br /&gt;
|-&lt;br /&gt;
!DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL&lt;br /&gt;
|Turn interval for UN and AP secretary general votes&lt;br /&gt;
|-&lt;br /&gt;
!TEAM_VOTE_MIN_CANDIDATES&lt;br /&gt;
|Minimum number of candidates for secretary general votes&lt;br /&gt;
|-&lt;br /&gt;
!DIPLOMACY_VALUE_REMAINDER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_STATE_RELIGION_HAPPINESS&lt;br /&gt;
|Initial happiness from state relegion&lt;br /&gt;
|-&lt;br /&gt;
!INITIAL_NON_STATE_RELIGION_HAPPINESS&lt;br /&gt;
|Initial happiness from non-state religions&lt;br /&gt;
|-&lt;br /&gt;
!RELIGION_SPREAD_DISTANCE_DIVISOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RELIGION_SPREAD_RAND&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CORPORATION_FOREIGN_SPREAD_COST_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!HOLY_CITY_INFLUENCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WE_LOVE_THE_KING_RAND&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WE_LOVE_THE_KING_POPULATION_MIN_POPULATION&lt;br /&gt;
|Minimum population needed for a city to get the we love the king event&lt;br /&gt;
|-&lt;br /&gt;
!PLOT_SIZE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!DISABLE_CLOSE_ZOOM_MODE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_UPPER_PITCH&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_LOWER_PITCH&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MIN_SCROLL_SPEED&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MAX_SCROLL_SPEED&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MIN_YAW&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MAX_YAW&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_START_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MAX_TRAVEL_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MIN_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_MAX_TURN_OFFSET&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_SMALLEST_MAX_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_FORCE_TO_SMALLEST_MAX_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_NEAR_FAR_PLANE_RATIO&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RENDER_AREABORDER_UNDER_FEATURES&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RENDER_GLOBEVIEW_CLOUDS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RENDER_WATER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_CITY_ZOOM_IN_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_BATTLE_ZOOM_IN_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_SHRINE_ZOOM_IN_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_FAR_CLIP_Z_HEIGHT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!EFFECT_DEFAULT_SIZE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_MULTISELECT_MAX&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_MULTISELECT_SCALE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_MULTISELECT_DISTANCE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FIELD_OF_VIEW&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!IMPROVEMENT_SCALE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!BONUS_SCALE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!SHADOW_SCALE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!HEALTH_BAR_WIDTH&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!AIR_IDLE_HEIGHT&lt;br /&gt;
|Height of an idling air unit&lt;br /&gt;
|-&lt;br /&gt;
!AIR_PATROL_RADIUS&lt;br /&gt;
|Relative radius of an air unit while patrolling&lt;br /&gt;
|-&lt;br /&gt;
!AIR_PATROL_SPEED&lt;br /&gt;
|Speed of air unit while patrolling&lt;br /&gt;
|-&lt;br /&gt;
!AIR_PATROL_HEIGHT&lt;br /&gt;
|Height of a patrolling air unit&lt;br /&gt;
|-&lt;br /&gt;
!AIR_BOMB_HEIGHT&lt;br /&gt;
|Height of a bombing air unit&lt;br /&gt;
|-&lt;br /&gt;
!AIR_EXECUTE_DISTANCE&lt;br /&gt;
|Distance an attacker/recon travels during an air mission (start to target)&lt;br /&gt;
|-&lt;br /&gt;
!AIR_EXECUTE_FINISH&lt;br /&gt;
|Distance an attacker/recon travels during an air mission (after target)&lt;br /&gt;
|-&lt;br /&gt;
!AIR_DEFEND_DISTANCE&lt;br /&gt;
|Distance a defender travels during an air mission (start to target)&lt;br /&gt;
|-&lt;br /&gt;
!AIR_DEFEND_FINISH&lt;br /&gt;
|Distance a defender travels during an air mission (after target)&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_ANIM_PAGE_MAX&lt;br /&gt;
|Maximum number of animations loaded in memory for any unit&lt;br /&gt;
|-&lt;br /&gt;
!DEFAULT_ANIM_PAGE_MAX&lt;br /&gt;
|Default number of animations loaded for an entity&lt;br /&gt;
|-&lt;br /&gt;
!FLAG_OFFSET_X&lt;br /&gt;
|The relative offset X offset of a flag within a square (-1..1)&lt;br /&gt;
|-&lt;br /&gt;
!FLAG_OFFSET_Y&lt;br /&gt;
|The relative offset Y offset of a flag within a square (-1..1)&lt;br /&gt;
|-&lt;br /&gt;
!FLAG_OFFSET2_X&lt;br /&gt;
|The relative offset X offset of the second flag within a square (-1..1)&lt;br /&gt;
|-&lt;br /&gt;
!FLAG_OFFSET2_Y&lt;br /&gt;
|The relative offset Y offset of the second flag within a square (-1..1)&lt;br /&gt;
|-&lt;br /&gt;
!UNIT_TRAIL_RESOLUTION&lt;br /&gt;
|The resolution of the wake/trail left by units&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_POPULATION_FACTOR&lt;br /&gt;
|Score you get if you have the &amp;#039;maximum&amp;#039; population possible on the current map&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_LAND_FACTOR&lt;br /&gt;
|Score you get if you have all the land on the current map&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_WONDER_FACTOR&lt;br /&gt;
|Score you get if you have all the wonders&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_TECH_FACTOR&lt;br /&gt;
|Score you get if you have all the techs&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_FREE_PERCENT&lt;br /&gt;
|Percentage of the maximum score you get for free&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_VICTORY_PERCENT&lt;br /&gt;
|Percentage of your score that gets added if you win the game&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_HANDICAP_PERCENT_OFFSET&lt;br /&gt;
|Offset to the score handicap modifier&lt;br /&gt;
|-&lt;br /&gt;
!SCORE_HANDICAP_PERCENT_PER&lt;br /&gt;
|The amount of the score modifier per handicap level&lt;br /&gt;
|-&lt;br /&gt;
!MINIMAP_RENDER_SIZE&lt;br /&gt;
|Minimap size in pixels&lt;br /&gt;
|-&lt;br /&gt;
!TURN_LOG_MAX_WIDTH&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TURN_LOG_MAX_HEIGHT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!TURN_LOG_MIN_HEIGHT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!LEADERHEAD_RANDOM&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!SINGLE_UNIT_GFX_EXTRA_SCALE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!VASSAL_REVOLT_OWN_LOSSES_FACTOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!VASSAL_REVOLT_MASTER_LOSSES_FACTOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!VASSAL_HAPPINESS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FREE_VASSAL_LAND_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FREE_VASSAL_POPULATION_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!WARLORD_EXTRA_EXPERIENCE_PER_UNIT_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!COMBAT_EXPERIENCE_IN_BORDERS_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!VICTORY_SOUNDTRACK_AVAILABLE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MAX_WITHDRAWAL_PROBABILITY&lt;br /&gt;
|Maximum chance a unit can withdraw&lt;br /&gt;
|-&lt;br /&gt;
!MAX_INTERCEPTION_PROBABILITY&lt;br /&gt;
|Maximum chance an air unit can intercept another&lt;br /&gt;
|-&lt;br /&gt;
!MAX_EVASION_PROBABILITY&lt;br /&gt;
|Maximum chance an air unit can evade interception&lt;br /&gt;
|-&lt;br /&gt;
!PLAYER_ALWAYS_RAZES_CITIES&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MIN_WATER_SIZE_FOR_OCEAN&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!MIN_CITY_ATTACK_MODIFIER_FOR_SIEGE_TOWER&lt;br /&gt;
|Minimum city attach modifier needed for the siege tower to appear&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_CITY_POP_EACH_MOD&lt;br /&gt;
|Percent cost change in espionage mission due to each population point&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_CITY_TRADE_ROUTE_MOD&lt;br /&gt;
|Percent cost change in espionage mission due to each city trade route&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_CITY_RELIGION_STATE_MOD&lt;br /&gt;
|Percent cost change in espionage mission due to each city religion&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_CITY_HOLY_CITY_MOD&lt;br /&gt;
|Percent cost change in espionage mission due to holy city&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_CULTURE_MULTIPLIER_MOD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_DISTANCE_MULTIPLIER_MOD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_SPENDING_MULTIPLIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_EACH_TURN_UNIT_COST_DECREASE&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_INTERCEPT_SPENDING_MAX&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_INTERCEPT_COUNTERSPY&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_INTERCEPT_COUNTERESPIONAGE_MISSION&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_INTERCEPT_RECENT_MISSION&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_SPY_REVEAL_IDENTITY_PERCENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_SPY_INTERCEPT_MOD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_SPY_NO_INTRUDE_INTERCEPT_MOD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ESPIONAGE_SPY_MISSION_ESCAPE_MOD&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FOW_WAS_VISIBLE_COLOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FOW_MINIMAP_WAS_VISIBLE_COLOR&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CITY_SCREEN_FOG_ENABLED&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!AI_CAN_DISBAND_UNITS&lt;br /&gt;
|Whether or not the AI can disband units&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_CITY_TURN&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_CITY_NO_PITCH&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CAMERA_SPECIAL_PITCH&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!CITY_SCREEN_CLICK_WILL_EXIT&lt;br /&gt;
|Whether clicking outside the city radius will exit the city screen&lt;br /&gt;
|-&lt;br /&gt;
!WATER_POTENTIAL_CITY_WORK_FOR_AREA&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!LAND_UNITS_CAN_ATTACK_WATER_CITIES&lt;br /&gt;
|Whether or not land units can attack cities on located on water&lt;br /&gt;
|-&lt;br /&gt;
!CITY_MAX_NUM_BUILDINGS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RANGED_ATTACKS_USE_MOVES&lt;br /&gt;
|Number of moves used in a ranged attack&lt;br /&gt;
|-&lt;br /&gt;
!AI_SHOULDNT_MANAGE_PLOT_ASSIGNMENT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ROUTE_Z_BIAS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!RIVER_Z_BIAS&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_ALLOW_UNITS_OUTSIDE_CITIES&lt;br /&gt;
|Whether to allow units outside cities in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_MAX_UNITS_PER_CITY&lt;br /&gt;
|Maximum units per city in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_SIGHT_RANGE&lt;br /&gt;
|Starting sight range in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_CITY_COST&lt;br /&gt;
|Base city cost in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_CITY_COST_INCREASE&lt;br /&gt;
|Cost increase for cities in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_POPULATION_COST&lt;br /&gt;
|Base population cost in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_POPULATION_COST_INCREASE&lt;br /&gt;
|Cost increase for population in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_CULTURE_COST&lt;br /&gt;
|Base cost of culture in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_CULTURE_COST_INCREASE&lt;br /&gt;
|Cost increase in culture in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_VISIBILITY_COST&lt;br /&gt;
|Base cost of tile visibility in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_VISIBILITY_COST_INCREASE&lt;br /&gt;
|Cost increase of tile visibility in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!ADVANCED_START_CITY_PLACEMENT_MAX_RANGE&lt;br /&gt;
|maximum range for city placement in advanced start&lt;br /&gt;
|-&lt;br /&gt;
!NEW_CITY_BUILDING_VALUE_MODIFIER&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!EVENT_PROBABILITY_ROLL_SIDES&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!FIRST_EVENT_DELAY_TURNS&lt;br /&gt;
|Number of turns before first random event can happen&lt;br /&gt;
|-&lt;br /&gt;
!CIVILOPEDIA_SHOW_ACTIVE_CIVS_ONLY&lt;br /&gt;
|Whether the civilopedia can show civs not in the current game&lt;br /&gt;
|-&lt;br /&gt;
!USE_MODDERS_PLAYEROPTION_1&lt;br /&gt;
|Whether to show the additional player option left for modders&lt;br /&gt;
|-&lt;br /&gt;
!USE_MODDERS_PLAYEROPTION_2&lt;br /&gt;
|Whether to show the additional player option left for modders&lt;br /&gt;
|-&lt;br /&gt;
!USE_MODDERS_PLAYEROPTION_3&lt;br /&gt;
|Whether to show the additional player option left for modders&lt;br /&gt;
|-&lt;br /&gt;
!CITY_AIR_UNIT_CAPACITY&lt;br /&gt;
|Number of air units a city or fort can hold&lt;br /&gt;
|-&lt;br /&gt;
!COLONY_NUM_FREE_DEFENDERS&lt;br /&gt;
|Number of free units given to colonies&lt;br /&gt;
|-&lt;br /&gt;
!SHIP_BLOCKADE_RANGE&lt;br /&gt;
|Tile range that ships can blockade&lt;br /&gt;
|-&lt;br /&gt;
!PATH_DAMAGE_WEIGHT&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
!USE_SPIES_NO_ENTER_BORDERS&lt;br /&gt;
|Whether or not spies can be blocked from entering borders&lt;br /&gt;
|-&lt;br /&gt;
!NO_ESPIONAGE_CULTURE_LEVEL_MODIFIER&lt;br /&gt;
|Percent change to culture level amounts when No Espionage is enabled&lt;br /&gt;
|-&lt;br /&gt;
!FORCE_UNOWNED_CITY_TIMER&lt;br /&gt;
|Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Civ4_XML_Files}}&lt;/div&gt;</summary>
		<author><name>Deanej</name></author>
	</entry>
</feed>