Civ4UnitInfos: Difference between revisions
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! Buildings | ! Buildings | ||
| The buildings which the unit can construct in a city. | | The buildings which the unit can construct in a friendly city. | ||
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! ForceBuildings | ! ForceBuildings | ||
| ''' | | The buildings the unit can construct in '''''any''''' city. | ||
|- | |- | ||
|} | |} |
Revision as of 23:51, 10 May 2009
The Civ4UnitInfos XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.
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.
Header Tags
Tag | Usage |
---|---|
UnitInfos | This begins and ends the file. Everything must go in between these two, or it will not work. |
UnitInfo | Each different unit's data is enclosed in a seperate tag like this. |
Class | The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class. |
Type | The name of the unit; which must be unique |
UniqueNames | Only ever a closing tag. Just put it in, OK? |
Special | Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that. |
Capture | Either NONE, or the unit which the unit turns into when captured |
Combat | The combat, 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. |
Domain | DOMAIN_ - then AIR, SEA or LAND |
DefaultUnitAI | The default way in which the AI uses the unit. |
Invisible | Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE |
SeeInvisible | Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility |
Text Tags
Description | Either text or a key from the text files. The name displayed for the unit. |
---|---|
Civilopedia | As above for the Civiliopedia entry |
Strategy | As above for the Sid's Tips, also displayed above the Civilopedia entry |
Advisor | Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit. |
Boolean Tags
All of these can either be 1 (on) or 0 (off)
Tag | Usage |
---|---|
bAnimal | The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders. |
bFood | A city does not generate food while building this unit |
bNoBadGoodies | When this unit is entering a Tribal Village, the villagers will never be hostile |
bOnlyDefensive | This unit cannot attack other units |
bNoCapture | This unit cannot capture cities |
bQuickCombat | ALways 0; not sure what it actually does |
bRivalTerritory | Can explore rival territory |
bMilitaryHappiness | Counts as a Military Unit in the eyes of the rabble |
bMilitarySupport | Costs money to maintain as part of your military, affected by Pacifism and the like. |
bMilitaryProduction | Counts as a military unit for production bonuses/penalties |
bPillage | Can pillage enemy tiles |
bSpy | Is a spy |
bSabotage | Should only be 1 in Vanilla or Warlords; can Sabotage Production |
bDestroy | Should only be 1 in Vanilla or Warlords; can Destroy Improvement |
bStealPlans | Should only be 1 in Vanilla or Warlords; can Steal Plans |
bInvestigate | Should only be 1 in Vanilla or Warlords; can Investigate City |
bCounterSpy | Should only be 1 in Vanilla or Warlords; can Perform Counterespionage |
bFound | Can found a city |
bGoldenAge | Counts as a Great Person to start a Golden Age |
bInvisible | Is invisible to all units |
bFirstStrikeImmune | Is immune to all First Strikes |
bNoDefensiveBonus | Does not receive defensive bonuses |
bIgnoreBuildingDefense | Ignores defensive bonuses from enemy buildings, like Walls and Castles |
bCanMoveImpassible | If the unit is a Submarine, it can go under Ice. |
bCanMoveAllTerrain | Can move across all terrain |
bFlatMovementCost | Pays a flat movement cost to enter all terrain |
bIgnoreTerrainCost | Ignores movement penalties from terrain |
bNukeInnume | Takes no damage from enemy nukes |
bPrereqBonuses | Needs the mentioned resources to be built (can be NONE) |
bPrereqReligion | Needs the mentioned religion to be built (can be NONE) |
bMechanized | Not sure what this does - used for all land units in a vehicle |
bSuicide | Kills itself upon attacking, like a Kamikaze in the Defence mod |
bHiddenNationality | Bears no marking of nationality |
bAlwaysHostile | Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit. |
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.
List Tags
Tag | Usage |
---|---|
UnitClassUpgrades | The Classes of unit to which this unit upgrades |
UnitClassTargets | Not sure what this one does |
UnitCombatTargets | Does whatever UnitClassTargets does, but is directed at a particular combat |
UnitClassDefenders | Not sure what this one does |
UnitCombatDefenders | Does whatever UnitClassDefenders does, but is directed at a particular combat |
FlankingStrikes | All unit classes against which the unit gets a Flank Attack |
UnitAIs | Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for. |
NotUnitAIs | As UnitAIs, but for the tasks which the AI will never consider the unit for. |
Builds | For all the things that the unit can build on tiles; but not wonders that it can build in cities. |
ReligionSpreads | Put the religions which the unit can spread here, if it is a missionary. |
CorporationSpreads | Put the Corporations which the unit can spread here, if it is a CEO. |
GreatPeoples | If the unit can settle in a city, put the type of specialist it becomes here. |
Buildings | The buildings which the unit can construct in a friendly city. |
ForceBuildings | The buildings the unit can construct in any city. |
Prerequisite Tags
Tag | Usage |
---|---|
HolyCity | If not NONE, then it is the Holy City needed to build the unit |
ReligionType | For units, always NONE. |
StateReligion | If not NONE, the State Religion needed to build this unit |
PrereqReligion | Either NONE, or the religion needed in a city to build this unit |
PrereqCorporation | Either NONE, or the corporation needed in a city to build this unit |
PrereqBuilding | Either NONE, or the building needed in a city to build this unit |
PrereqTech | Either NONE, or the technology that you need to build this unit |
TechTypes | Used as a list tag to enclose PrereqTech tags. |
BonusType | The resource needed to build this unit. |
PrereqBonuses | Used as a list tag to enclose BonusType tags. |
ProductionTraits | The leader traits which affect production of this unit, along with the value. |
Flavors | The 'flavours' of the unit - these relate to leader behavior in the AI |
Integer Tags
Tag | Usage |
---|---|
iAIWeight | The preference given by the AI to this unit, generally for Unique Units. |
iCost | The cost in hammers of the unit |
HurryCostModifier | Impacts the Gold Hurry cost of the unit. |
AdvancedStartCost | The cost in points of the unit on Advanced Start. |
AdvancedStartCostIncrease | Affects the cost in points of the unit on Advanced Start |
MinAreaSize | Minimal number of water squares needed nearby to build sea vessels (20 for all sea units except Work Boats) |
Moves | The number of movement points that the unit has. |
bNoRevealMap | A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on |
iAirRange | Only for Air Units; the range at which it can operate |
iAirUnitCap | Should be 0 |
iDropRange | The range at which the unit can 'jump' from a friendly city |
iNukeRange | The range at which the 'nuke' can be launched - missiles only |
iWorkRate | The rate at which the unit improves tiles |
iBaseDiscover | The rate at which the unit discovers new tiles |
iDiscoverMultiplier | Affects the rate at which the unit discovers new tiles |
iBaseHurry | Amount of production in a city the unit can hurry |
iHurryMultiplier | Multiplier of the above |
iBaseTrade | The basic amount of money that the unit makes from a Trade Mission |
iTradeMultiplier | Affects the amount of money that the unit makes from a Trade Mission |
iGreatWorkCulture | The amount of culture that the unit generates with a Great Work |
iEspionagePoints | Used for Spies - not sure of the exact effect |
Miscellaneous Tags
Tag | Usage |
---|---|
TerrainImpassables | Types of terrain that the unit cannot enter - generally Ocean |
FeatureImpassables | As above for terrain features - like Forests and Jungle |
TerrainPassableTechs | With these technologies, the unit can enter the terrain defined in TerrainImpassables |
FeatureImpassables | With these technologies, the unit can enter the features defined in FeatureImpassables |
iCombat | The unit's base strength |
iCombatLimit | Always 100 - purpose unclear |
iAirCombat | The unit's base strength for Air Units |
iAirCombatLimit | Always 100 - purpose unclear |
iXPValueAttack | The value, in Experience Points, that this unit is worth on the attack |
iXPValueDefense | The value, in Experience Points, that this unit is worth on the defence |
iFirstStrikes | The number of automatic First Strikes that the unit has |
iChanceFirstStrikes | The number of First Strike Chances that the unit has |
iInterceptionProbability | The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area. |
iEvasionProbability | For air and parachute units; the odds of evading interception |
iWithdrawalProb | The amount of Withdrawal Chance that the unit has |
iCollateralDamage | The amount of Collateral Damage that the unit does |
iCollateralDamageLimit | The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at. |
iCollateralDamageMaxUnits | The greatest number of enemy unit that the unit can inflict damage on |
iCityAttack | The bonus that the unit gets when attacking cities |
iCityDefense | The bonus that the unit gets when defending cities |
iAnimalCombat | The bonus that the unit gets against Animals, in attack or defence. |
iHillsAttack | The bonus that the unit gets when attacking hills |
iHillsDefense | The bonus that the unit gets when defending hills |
TerrainNatives | List tag - not sure what it does |
FeatureNatives | List tag - not sure what it does |
TerrainAttacks | Attack bonuses that the unit gets in different terrain |
TerrainDefenses | Defence bonuses that the unit gets in different terrain |
FeatureAttacks | Attack bonuses that the unit gets in different features |
FeatureDefenses | Defence bonuses that the unit gets in different features |
UnitClassAttackMods | The bonuses/penalties that the unit gets against specific units in attack |
UnitClassDefenseMods | The bonuses/penalties that the unit gets against specific units in defence |
UnitCombatMods | The bonuses/penalties that the unit gets against different combats |
UnitCombatCollateralImmunes | The unit combats that this unit does not recieve collateral damage from |
DomainMods | The bonuses/penalties that the unit gets against Air, Sea or Land units |
BonusProductionModifiers | Resources that make the unit produce faster |
iBombRate | The damage that a unit does when carrying out an Air Bomb mission |
iBombardRate | The rate at which a unit Bombards a city |
SpecialCargo | Any types of Special Unit that the unit can carry |
DomainCargo | The Domains (AIR, SEA, or LAND) that the unit can carry. |
iCargo | The number of units that the unit can carry |
iConscription | The number of this unit that can be drafted |
iCultureGarrison | Don't know what this does |
iExtraCost | Affects the cost of the unit |
iAsset | Affects the AI's behaviour towards it in some way. |
iPower | Affects the amount that the AI factors it into the equation when determining your military power |
Art Tags
iGroupSize | The number of models in the unit | ||
---|---|---|---|
fMaxSpeed | Not sure what this does | ||
fPadTime | Not sure what this does | ||
iMeleeWaveSize | The number of models that engage in melee combat | ||
iRangedWaveSize | The number of models that engage in ranged combat at once | UnitMeshGroups | Holds the unit's art data |
EarlyArtDefineTag | From CIV4ArtDefinesUnit - what the unit looks like in-game | ||
FormationType | The formation that the unit adopts |
Ending Tags
Tag | Usage |
---|---|
HotKey | Never used in the original game - it can be used to define a hotkey for the unit |
bAltDown | If 1, the hotkey must be used with Alt |
bShiftDown | If 1, the hotkey must be used with Shift |
bCtrlDown | If 1, the hotkey must be used with Ctrl |
iHotKeyPriority | Not sure what this does |
FreePromotions | The promotions that this unit starts with |
LeaderPromotions | Promotions which a certain leader gives this unit |
iLeaderExperience | The amount of experience which a certain leader gives this unit |