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{{Civ4_XML_Files}} |
Latest revision as of 03:27, 3 October 2011
The Civ4CivilizationInfos 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" 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 |
---|---|
CivilizationInfo | Main bracket for each entry |
Type | Label that is used throughout all other XML files |
Text
Tag Name | Description |
---|---|
Description | 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. |
ShortDescription | 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. |
Adjective | References the Text which contains the civilization adjective (eg: "American", or "English"). The text is specified in any of the Assets\XML\Text files. |
Civilopedia | References the Text which contains the civilopedia content for that civilization. The text is specified in any of the Assets\XML\Text files. |
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 |
---|---|
bAIPlayable | Specifies if a civilization can be played by an AI player.
(0 for Minor and Barbarian, 1 for all the others) |
bPlayable | Specifies if a civilization can be played by a player (either human or AI).
(0 for Minor and Barbarian, 1 for all the others) |
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 |
---|---|
AnarchyCivics | Optional. Not used. |
Buildings | 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.
Example of unique building. Here, the American Mall is used instead of the standard Supermarket building class. <Building> <BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType> <BuildingType>BUILDING_AMERICAN_MALL</BuildingType> </Building> |
Cities | 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).
Example for an entry which specifies the name of the city: <City>Washington</City> Example for an entry which refers a defined text: <City>TXT_KEY_CITY_NAME_WASHINGTON</City> |
DisableTechs | Specifies the technologies this civilization cannot ever research.
Example: this prevents the civilization to research Hunting (and thus all the consequent tecnologies enabled by it): <DisableTech> <TechType>TECH_HUNTING</TechType> <bDisableTech>1</bDisableTech> </DisableTech> |
FreeBuildingClasses | 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.
Example. This allows a civilization to have a free Palace in his capital. <FreeBuildingClass> <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType> <bFreeBuildingClass>1</bFreeBuildingClass> </FreeBuildingClass> |
FreeTechs | 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.
Example. This allows a civilization to start the game with two techs: fishing and agriculture. <FreeTech> <TechType>TECH_FISHING</TechType> <bFreeTech>1</bFreeTech> </FreeTech> <FreeTech> <TechType>TECH_AGRICULTURE</TechType> <bFreeTech>1</bFreeTech> </FreeTech> |
FreeUnitClasses | 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.
Example. This allows a civilization to start with 1 free settler. <FreeUnitClass> <UnitClassType>UNITCLASS_SETTLER</UnitClassType> <iFreeUnits>1</iFreeUnits> </FreeUnitClass> |
InitialCivics | Specifies the civics this civilization starts in. The possible values are defined in the GameInfo\CIV4CivicInfos.xml file. |
Leaders | Lists the leaders for this civilization. The possible leaders are defined in the CIV4LeaderHeadInfos.xml file. |
Units | 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.
<Unit> <UnitClassType>UNITCLASS_MARINE</UnitClassType> <UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType> </Unit> |
Miscellaneous
These tags must be included when writing new entries, or the game will crash or otherwise malfunction.
Tag Name | Description |
---|---|
CivilizationActionSound | The sound set for the unit actions. The sound sets are defined in the Audio\Audio3DScripts.xml file. |
CivilizationSelectionSound | The sound set for the unit selections. The sound sets are defined in the Audio\Audio3DScripts.xml file. |
DerivativeCiv | Either NONE, or the civilization that is more likely to be created when a colony is splitted. |
Art
These tags are directly related to the rendering of art for the entry.
Tag Name | Description |
---|---|
ArtDefineTag | 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. |
ArtStyleType | 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". |
DefaultPlayerColor | References the default color for that civilization, in the game. The possible values are defined in the Assets\XML\Interface\CIV4PlayerColorInfos.xml file. |
UnitArtStyleType | 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. |
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.
<CivilizationInfo> <Type>CIVILIZATION_AMERICA</Type> <Description>TXT_KEY_CIV_AMERICA_DESC</Description> <ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC</ShortDescription> <Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective> <Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia> <DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor> <ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag> <ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType> <UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType> <bPlayable>1</bPlayable> <bAIPlayable>1</bAIPlayable> <Cities> <City>TXT_KEY_CITY_NAME_WASHINGTON</City> <City>TXT_KEY_CITY_NAME_NEW_YORK</City> <City>TXT_KEY_CITY_NAME_BOSTON</City> <City>TXT_KEY_CITY_NAME_PHILADELPHIA</City> <City>TXT_KEY_CITY_NAME_ATLANTA</City> <City>TXT_KEY_CITY_NAME_CHICAGO</City> <City>TXT_KEY_CITY_NAME_SEATTLE</City> <City>TXT_KEY_CITY_NAME_SAN_FRANCISCO</City> <City>TXT_KEY_CITY_NAME_LOS_ANGELES</City> <City>TXT_KEY_CITY_NAME_HOUSTON</City> <City>TXT_KEY_CITY_NAME_PORTLAND</City> <City>TXT_KEY_CITY_NAME_ST_LOUIS</City> <City>TXT_KEY_CITY_NAME_MIAMI</City> <City>TXT_KEY_CITY_NAME_BUFFALO</City> <City>TXT_KEY_CITY_NAME_DETROIT</City> <City>TXT_KEY_CITY_NAME_NEW_ORLEANS</City> <City>TXT_KEY_CITY_NAME_BALTIMORE</City> <City>TXT_KEY_CITY_NAME_DENVER</City> </Cities> <Buildings> <Building> <BuildingClassType>BUILDINGCLASS_SUPERMARKET</BuildingClassType> <BuildingType>BUILDING_AMERICAN_MALL</BuildingType> </Building> </Buildings> <Units> <Unit> <UnitClassType>UNITCLASS_MARINE</UnitClassType> <UnitType>UNIT_AMERICAN_NAVY_SEAL</UnitType> </Unit> </Units> <FreeUnitClasses> <FreeUnitClass> <UnitClassType>UNITCLASS_SETTLER</UnitClassType> <iFreeUnits>1</iFreeUnits> </FreeUnitClass> </FreeUnitClasses> <FreeBuildingClasses> <FreeBuildingClass> <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType> <bFreeBuildingClass>1</bFreeBuildingClass> </FreeBuildingClass> </FreeBuildingClasses> <FreeTechs> <FreeTech> <TechType>TECH_FISHING</TechType> <bFreeTech>1</bFreeTech> </FreeTech> <FreeTech> <TechType>TECH_AGRICULTURE</TechType> <bFreeTech>1</bFreeTech> </FreeTech> </FreeTechs> <DisableTechs/> <InitialCivics> <CivicType>CIVIC_DESPOTISM</CivicType> <CivicType>CIVIC_BARBARISM</CivicType> <CivicType>CIVIC_TRIBALISM</CivicType> <CivicType>CIVIC_DECENTRALIZATION</CivicType> <CivicType>CIVIC_PAGANISM</CivicType> </InitialCivics> <Leaders> <Leader> <LeaderName>LEADER_WASHINGTON</LeaderName> <bLeaderAvailability>1</bLeaderAvailability> </Leader> <Leader> <LeaderName>LEADER_FRANKLIN_ROOSEVELT</LeaderName> <bLeaderAvailability>1</bLeaderAvailability> </Leader> <Leader> <LeaderName>LEADER_LINCOLN</LeaderName> <bLeaderAvailability>1</bLeaderAvailability> </Leader> </Leaders> <DerivativeCiv>NONE</DerivativeCiv> <CivilizationSelectionSound>AS3D_AMERICA_SELECT</CivilizationSelectionSound> <CivilizationActionSound>AS3D_AMERICA_ORDER</CivilizationActionSound> </CivilizationInfo>