Civ4CivicInfos: Difference between revisions
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===Text=== | |||
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | |||
|- | |||
! style="background:#efefef;" | Tag Name | |||
! style="background:#efefef;" | Description | |||
|- | |||
!Civilopedia | |||
|As above for the Civiliopedia entry. | |||
|- | |||
!Description | |||
|Either text or a key from the text files. The name of this civic. | |||
|- | |||
!Strategy | |||
|As above for the Sid's Tips, also displayed above the Civilopedia entry. | |||
|- | |||
!WeLoveTheKing | |||
|As above, for the text shown when a city is on "We Love The King day". | |||
|} | |||
===Integers=== | ===Integers=== | ||
Line 147: | Line 166: | ||
|} | |} | ||
===Boolean=== | |||
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". | |||
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0" | |||
|- | |||
! style="background:#efefef;" | Tag Name | |||
! style="background:#efefef;" | Description | |||
|- | |||
!bBuildingOnlyHealthy | |||
|Specifies if buildings don't contribute to unhealthy in the cities. | |||
|- | |||
!bMilitaryFoodProduction | |||
|Specifies if cities can convert food into production (like when building a settler). | |||
|- | |||
!bNoCorporations | |||
|Specifies if corporations are forbidden (cannot be found or spread, don't have any effect). | |||
|- | |||
!bNoForeignCorporations | |||
|Specifies if foreign corporations cannot have any effect. | |||
|- | |||
!bNoForeignTrade | |||
|Specifies if foreign trade routes are forbidden. | |||
|- | |||
!bNoNonStateReligionSpread | |||
|Specifies if non-state religions cannot spread in your cities. | |||
|- | |||
!bStateReligion | |||
|Allows to adopt a state religion. If you switch to a civic that doesn't allow a state religion, you will be automatically switched to "No state religion". | |||
|- | |||
!bNoUnhealthyPopulation | |||
|Specifies if population don't contribute to unhealthy in the cities. | |||
|} | |||
===Lists (Multi-line)=== | ===Lists (Multi-line)=== |
Latest revision as of 03:05, 3 October 2011
The Civ4CivicInfos file declares the effects each civic has in the game.
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.
Tags
Headers
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.
Tag Name | Description |
---|---|
CivicInfo | Main bracket for each entry |
Type | Label that is used throughout all other XML files |
Prerequisites
These tags must be included when writing new entries, or the game will crash or otherwise malfunction.
Tag Name | Description |
---|---|
TechPrereq | Either NONE, or the technology that you need to adopt this civic. |
Text
Tag Name | Description |
---|---|
Civilopedia | As above for the Civiliopedia entry. |
Description | Either text or a key from the text files. The name of this civic. |
Strategy | As above for the Sid's Tips, also displayed above the Civilopedia entry. |
WeLoveTheKing | As above, for the text shown when a city is on "We Love The King day". |
Integers
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
Tag Name | Description |
---|---|
iAIWeight | Modifies the AI preference for this civic. |
iAnarchyLength | A weight that affect the anarchy length when switching to this civic. |
iBaseFreeMilitaryUnits | Specifies how many military units don't need maintainance. |
iBaseFreeUnits | Specifies how many units don't need maintainance. |
iCivicPercentAnger | A weight for unhappiness in every city of the empire, per every known civilization that is adopting this civic while you aren't. |
iCorporationMaintenanceModifier | Modifies the corporations maintainance cost. |
iDistanceMaintenanceModifier | Modifies the city maintainance cost by distance. |
iDomesticGreatGeneralRateModifier | Sets the bonus to Great General points generation inside your borders. |
iExpInBorderModifier | Modifies the experience a unit gains inside his borders. |
iExtraHealth | Health bonus/malus for every city. |
iFreeExperience | Bonus experience for new military units. |
iFreeMilitaryUnitsPopulationPercent | Specifies how many extra military units (based on population) don't need maintainance. |
iFreeSpecialist | The number of free specialists in every city of the empire. |
iFreeUnitsPopulationPercent | Specifies how many extra units (based on population) don't need maintainance. |
iGoldPerMilitaryUnit | Specifies the maintainance cost for military units. |
iGoldPerUnit | Specifies the maintainance cost for units. |
iGreatGeneralRateModifier | Sets the bonus to Great General points generation. |
iGreatPeopleRateModifier | Sets the bonus to Great People points generation. |
iHappyPerMilitaryUnit | Specifies if military units in cities generate happy faces, and how many of them. |
iImprovementUpgradeRateModifier | Modifies the improvement upgrade speed (like when a cottage grows to an hamlet). |
iLargestCityHappiness | The number of extra happy faces for the largest cities of the empire. |
iMaxConscript | Specifies if a player can draft units, and how many of them each turn. |
iMilitaryProductionModifier | Modifies the military units production. |
iNonStateReligionHappiness | The number of extra happy faces for every religion in your cities. |
iNumCitiesMaintenanceModifier | Modifies the city maintainance cost by number of cities. |
iStateReligionBuildingProductionModifier | Modifies the production for buildings, in cities with the state religion. |
iStateReligionFreeExperience | Bonus experience for new military units, in cities with the state religion. |
iStateReligionGreatPeopleRateModifier | Sets the bonus to Great People points generation, in cities with the state religion. |
iStateReligionHappiness | The number of extra happy faces in cities with the state religion. |
iStateReligionUnitProductionModifier | Modifies the production for units, in cities with the state religion. |
iTradeRoutes | The number of extra trade routes in every city of the empire. |
iWarWearinessModifier | Modifies the war weariness in every city of the empire. |
iWorkerSpeedModifier | Modifies the work rate for workers. |
Boolean
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".
Tag Name | Description |
---|---|
bBuildingOnlyHealthy | Specifies if buildings don't contribute to unhealthy in the cities. |
bMilitaryFoodProduction | Specifies if cities can convert food into production (like when building a settler). |
bNoCorporations | Specifies if corporations are forbidden (cannot be found or spread, don't have any effect). |
bNoForeignCorporations | Specifies if foreign corporations cannot have any effect. |
bNoForeignTrade | Specifies if foreign trade routes are forbidden. |
bNoNonStateReligionSpread | Specifies if non-state religions cannot spread in your cities. |
bStateReligion | Allows to adopt a state religion. If you switch to a civic that doesn't allow a state religion, you will be automatically switched to "No state religion". |
bNoUnhealthyPopulation | Specifies if population don't contribute to unhealthy in the cities. |
Lists (Multi-line)
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).
Tag Name | Description |
---|---|
BuildingHappinessChanges | Specifies which buildings provide extra happy faces. |
BuildingHealthChanges | Specifies which buildings provide extra health. |
CapitalCommerceModifiers | Modifies the commerce output in the capital (+n%) (respectively, for gold, research, culture, espionage) |
CapitalYieldModifiers | Modifies the yield in the capital (+n%) (respectively, for food, production, commerce) |
CommerceModifiers | Modifies the commerce output in all your cities (+n%) (respectively, for gold, research, culture, espionage) |
FeatureHappinessChanges | Specifies which land features provide extra happiness if they are in the Big Fat Cross of a city. |
Hurrys | Specifies the methods that can be used to rush a production (rush with gold, rush with people) |
ImprovementYieldChanges | Specifies which improvements provide extra yield (respectively, food, production, commerce) |
SpecialBuildingNotRequireds | Specifies which special buildings are no longer a prerequisite (like when monasteries are no longer needed to train missionaries). |
SpecialistExtraCommerces | Extra commerce for each specialist (respectively, gold, research, culture, espionage) |
SpecialistValids | Specifies which specialists can be used with no limits (like when in Caste System). |
TradeYieldModifiers | Modifies the yield of trade routes in all your cities (+n%) (respectively, for food, production, commerce) |
YieldModifiers | Modifies the yield in all your cities (+n%) (respectively, for food, production, commerce) |
Miscellaneous
These tags must be included when writing new entries, or the game will crash or otherwise malfunction.
Tag Name | Description |
---|---|
Upkeep | From the Civ4UpkeepInfo file. Sets the civic maintainance cost. |
Art
These tags are directly related to the rendering of art for the entry.
Tag Name | Description |
---|---|
Button | The path of the dds file that contains the image for this civic. |
Example
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.
<CivicInfo> <CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType> <Type>CIVIC_ENVIRONMENTALISM</Type> <Description>TXT_KEY_CIVIC_ENVIRONMENTALISM</Description> <Civilopedia>TXT_KEY_CIVIC_ENVIRONMENTALISM_PEDIA</Civilopedia> <Strategy>TXT_KEY_CIVIC_ENVIRONMENTALISM_STRATEGY</Strategy> <Button>,Art/Interface/Buttons/Civics/Environmentalism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,1</Button> <TechPrereq>TECH_MEDICINE</TechPrereq> <iAnarchyLength>1</iAnarchyLength> <Upkeep>UPKEEP_MEDIUM</Upkeep> <iAIWeight>0</iAIWeight> <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier> <iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier> <iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier> <iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier> <iCorporationMaintenanceModifier>25</iCorporationMaintenanceModifier> <iExtraHealth>6</iExtraHealth> <iFreeExperience>0</iFreeExperience> <iWorkerSpeedModifier>0</iWorkerSpeedModifier> <iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier> <iMilitaryProductionModifier>0</iMilitaryProductionModifier> <iBaseFreeUnits>0</iBaseFreeUnits> <iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits> <iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent> <iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent> <iGoldPerUnit>0</iGoldPerUnit> <iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit> <iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit> <bMilitaryFoodProduction>0</bMilitaryFoodProduction> <iMaxConscript>0</iMaxConscript> <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation> <iExpInBorderModifier>0</iExpInBorderModifier> <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy> <iLargestCityHappiness>0</iLargestCityHappiness> <iWarWearinessModifier>0</iWarWearinessModifier> <iFreeSpecialist>0</iFreeSpecialist> <iTradeRoutes>0</iTradeRoutes> <bNoForeignTrade>0</bNoForeignTrade> <bNoCorporations>0</bNoCorporations> <bNoForeignCorporations>0</bNoForeignCorporations> <iCivicPercentAnger>0</iCivicPercentAnger> <bStateReligion>0</bStateReligion> <bNoNonStateReligionSpread>0</bNoNonStateReligionSpread> <iStateReligionHappiness>0</iStateReligionHappiness> <iNonStateReligionHappiness>0</iNonStateReligionHappiness> <iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier> <iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier> <iStateReligionFreeExperience>0</iStateReligionFreeExperience> <YieldModifiers/> <CapitalYieldModifiers/> <TradeYieldModifiers/> <CommerceModifiers/> <CapitalCommerceModifiers/> <SpecialistExtraCommerces/> <Hurrys/> <SpecialBuildingNotRequireds/> <SpecialistValids/> <BuildingHappinessChanges/> <BuildingHealthChanges> <BuildingHealthChange> <BuildingType>BUILDINGCLASS_PUBLIC_TRANSPORTATION</BuildingType> <iHealthChange>2</iHealthChange> </BuildingHealthChange> </BuildingHealthChanges> <FeatureHappinessChanges/> <ImprovementYieldChanges> <ImprovementYieldChange> <ImprovementType>IMPROVEMENT_FOREST_PRESERVE</ImprovementType> <ImprovementYields> <iYield>0</iYield> <iYield>0</iYield> <iYield>2</iYield> </ImprovementYields> </ImprovementYieldChange> <ImprovementYieldChange> <ImprovementType>IMPROVEMENT_WINDMILL</ImprovementType> <ImprovementYields> <iYield>0</iYield> <iYield>0</iYield> <iYield>2</iYield> </ImprovementYields> </ImprovementYieldChange> </ImprovementYieldChanges> <WeLoveTheKing/> </CivicInfo>