Civ4BuildingInfos: Difference between revisions
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!BonusHappinessChanges | !BonusHappinessChanges | ||
| | |This defines the changes in happiness provided by the building if you have the specified resources. The tag BonusHappinessChange, bracketed by BonusHappinessChanges, contains each individual resource and its effect. BonusType defines the type of resource, and iHappinessChange defines the amount of happiness increase. | ||
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!BonusHealthChanges | !BonusHealthChanges | ||
| | |This defines the changes in healthiness provided by the building if you have the specified resources. The tag BonusHealthChange, bracketed by BonusHealthChanges, contains each individual resource and its effect. BonusType defines the type of resource, and iHealthChange defines the amount of health increase. | ||
|- | |- | ||
!BonusProductionModifiers | !BonusProductionModifiers | ||
| | |This controls the production bonuses for the building as a result of specified resources. BonusProductionModifier contains each individual resources and its effect, BonusType defines the type of resource, and iProductionModifier is a percentage value defining the change in production (e.g. Walls have a value for BONUS_STONE of 100). | ||
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!BonusYieldModifiers | !BonusYieldModifiers | ||
| | |This defines the bonuses to resources' yields from a building. BonusYieldModifier declares each resource, BonusType defines the type of resource, YieldModifiers brackets the three yield tags, and iYield controls the percentage change in food, hammer, and commerce production in that city. | ||
|- | |- | ||
!BuildingClassNeededs | !BuildingClassNeededs | ||
| | |This tag defines the buildings in the city that are required for the particular city improvement. BuildingClassNeeded defines the individual building classes, BuildingClassType declares the specific type of building, bNeededInCity is a Boolean tag controlling whether the building is needed in this city, and BuildingInfo brackets the entire building group. | ||
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!CommerceChangeDoubleTimes | !CommerceChangeDoubleTimes | ||
| | |Defines how many turns must pass before a given commerce output is doubled. For example, Versailles starts giving 10 Culture per turn, but after 1000 turns, begins giving 20 Culture per turn. The three iCommerce tags presumably refer to beakers, gold, and culture per turn. | ||
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!CommerceChangeOriginalOwners | !CommerceChangeOriginalOwners | ||
| | |Unknown. Relies on the Boolean tag bCommerceChangeOriginalOwner and again has three separate tags, presumably for beakers, gold, and culture per turn. | ||
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!CommerceChanges | !CommerceChanges | ||
| | |Defines the increases in beakers, gold, culture, and espionage per turn that the building provides, using the iCommerce integer tag. | ||
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!CommerceFlexibles | !CommerceFlexibles | ||
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!CommerceModifiers | !CommerceModifiers | ||
| | |Percentage change to the commerce production for the entire city (e.g. 25 is 25% increase), using the iCommerce tag. The first tag controls beakers per turn, the second gold per turn, and the third culture per turn. | ||
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!DomainFreeExperiences | !DomainFreeExperiences | ||
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!GlobalSeaPlotYieldChanges | !GlobalSeaPlotYieldChanges | ||
| | |Change in sea square yield for all cities, using the iYield integer tag. | ||
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!HotKey | !HotKey | ||
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!ObsoleteSafeCommerceChanges | !ObsoleteSafeCommerceChanges | ||
| | |Additions to commerce outputs that aren't affected by other changes and the building going obsolete. Used primarily for culture per turn, this relies on the iCommerce integer tag. | ||
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!PrereqBuildingClasses | !PrereqBuildingClasses | ||
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!SpecialistExtraCommerces | !SpecialistExtraCommerces | ||
| | |Bonus provided to specialists by the building, uses iCommerce tag (e.g. Sistine Chapel provides extra culture per turn to each specialist). | ||
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!SpecialistYieldChanges | !SpecialistYieldChanges | ||
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!StateReligionCommerces | !StateReligionCommerces | ||
| | |Bonus provided by buildings of the state religion, uses iCommerce tag (again used by the Sistine Chapel to increase culture per turn output of religous buildings). | ||
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!TechTypes | !TechTypes | ||
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!YieldChanges | !YieldChanges | ||
| | |Defines the change in city yield, using iYield. There are three iYield tags: the first is for food per turn change, the second for hammers per turn, and the third for commerce per turn (e.g. the Palace provides 8 free commerce per turn). | ||
|} | |} | ||
Revision as of 01:57, 29 May 2009
The Civ4BuildingInfos file defines all of the game's buildings (city improvements) as well as their effects, like providing extra health and happiness or allowing production of certain units.
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.
This page is missing information. Do not remove this notice until it is complete.
Tags
Text
Tag Name | Description |
---|---|
Advisor | Defines the type of advisor that would recommend this building in the in-game menus. |
ArtDefineTag | Specifies the tag in the Civ4ArtDefines_Building file that provides graphic data for this building. |
Bonus | Bonus type that speeds production. |
BuildingClass | The class of the building, as defined in the Civ4BuildingClassInfos file. |
CivicOption | Free civics allowed with building (for example, the Pyramids enable all Government civics). |
Civilopedia | Refers to a tag in the Civ4GameText_Civilopedia_BuildingsProjects file which stores the Civilopedia description for the Building. |
ConstructSound | Sound used when building is completed. See the AudioDefines, Audio2DScripts, and Audio3DScripts files. |
Description | Refers to a tag in the Civ4GameTextInfos_Objects file that stores the in-game name of the Building. |
FreeBonus | Provides the city with iFreeBonus (see below) number of a certain resource, like Hit Musicals (BONUS_DRAMA), Hit Songs (BONUS_MUSIC), or Hit Movies (BONUS_MOVIES). |
FreeBuilding | Provides the listed building free to every city. For example, the Three Gorges Dam gives a Hydro Station to each city. |
FreePromotion | Allows building to give listed promotion to all units built in that city, like Red Cross and Medic I. |
FreeStartEra | Building is free if you start in this Era or later. |
GlobalReligionCommerce | Earns gold from every city with this religion. |
GreatPeopleUnitClass | Type of Great Person Points the building generates. |
HolyCity | If set, the building can only be constructed in the Holy City of the religion specified. |
MaxStartEra | Latest Era the building can be constructed. |
MovieDefineTag | Specifies the tag in the Civ4ArtDefines_Movie file that will play when this building is constructed. |
ObsoleteTech | Tech that makes the building obsolete (like Economics for Castles). |
PowerBonus | Any building with this bonus supplies power to the given city (i.e. BONUS_COAL for the Coal Plant). |
PrereqBonuses | Bonus type required for production. |
PrereqReligion | Defines Religion needed for production. |
ReligionType | If set, the Building can only be constructed if the specified Religion type is present in a city within the Civilization (though not necessarily in the city where it is being constructed). |
SpecialBuildingType | Determines whether or not the building is one the special types listed in the Civ4SpecialBuildingInfos file, like a monastery or cathedral. |
StateReligion | If set, the Building can only be constructed while the specified Religion type is the Civilization's State Religion. |
Strategy | Refers to a tag in the Civ4GameText_Strategy file that stores the strategic or usage info on the Building, displayed in mouseover pop-ups. |
Type | The type of Building (see the Civ4ArtDefines_Building file). |
VictoryPrereq | Victory type required for construction of the building (i.e. the Diplomacy victory condition must be enabled for the United Nations to be available). |
Integers
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
Tag Name | Description |
---|---|
iAirlift | The distance from city that units can be airlifted. |
iAirModifier | Damage change from air units. |
iAIWeight | Importance of building to the AI. |
iAllCityDefense | % change in defense in all cities (e.g. Chichen Itza increases defenses by 25% ). |
iAnarchyModifier | % change in anarchy length. |
iAreaHappiness | Change in happiness in all cities on this continent. |
iAreaHealth | Change in healthiness in all cities on this continent. |
iAreaFreeSpecialist | Free specialists allowed in all cities on this continent (e.g. Statue of Liberty grants +1 specialist per city). |
iAsset | Point value of building for victory score. |
iCitiesPrereq | Requisite number of cities for this building. |
iCoastalTradeRoutes | Increases the number of trade routes in all coastal cities by this amount. |
iConquestProb | Percentage chance building will survive if city is captured. |
iCost | Building cost in hammers. |
iDefense | % change in this city's defense bonus. |
iExperience | Experience bonus to units built in this city. |
iFoodKept | % of food kept after city grows. |
iFreeSpecialist | Free specialists allowed in this city. |
iFreeTechs | Number of free techs provided when built. |
iGlobalExperience | Experience bonus to units built in all cities (e.g. the Pentagon gives +2 XP to all units). |
iGlobalFreeSpecialist | Free specialists allowed in all cities. |
iGlobalGreatPeopleRateModifier | % increase of Great Person Points generation rate for civilization. |
iGlobalHappiness | Change in happiness in all cities. |
iGlobalHealth | Change in healthiness in all cities. |
iGlobalHurryModifier | % change in hurry cost in all cities. |
iGlobalPopulationChange | Change in population globally. |
iGlobalSpaceProductionModifier | % change in spaceship parts production in all cities. |
iGlobalTradeRoutes | Change in number of trade routes in all cities. |
iGlobalWarWearinessModifier | % change in war weariness in all cities. |
iGreatPeopleRateChange | Integer change in Great Person Points generation (i.e. used for wonders, like the Pyramid's +2 Great Engineer points per turn). |
iGreatPeopleRateModifier | % increase of Great Person Points generation rate in this city. |
iHappiness | Change in happiness in this city. |
iHealRateChange | % change in healing rates. |
iHealth | Change in healthiness in this city. |
iHurryCostModifier | Building hurry cost modifier (e.g. a value of 100 makes the building, usually a wonder, twice as expensive to rush via gold or population). |
iLevelPrereq | Requisite unit level (e.g. a level 6 unit is required for West Point). |
iMaintenanceModifier | % change in maintenance cost. |
iMaxLatitude | Maximum distance from equator. |
iMilitaryProductionModifier | % change in military units' production. |
iMinAreaSize | Size of adjacent body of water for sea buildings (usually 10). |
iMinLatitude | Minimum distance from equator. |
iNukeModifier | Damage change from nukes. |
iNukeExplosionRand | Chance that a nuclear power plant will randomly blow up, causing a meltdown (default 1 in 1000). |
iNumFreeBonuses | Connected to the FreeBonus tag, this determines how many of the specified resource to provide. -1 gives 5 of the above bonuses. Any number >= 0 is itself, i.e. 10 here with a BONUS_DRAMA in the FreeBonus tag means 10 Hit Musicals from your city. Anything below -1 shows up as that negative number. |
iPower | Value used by AI to calculate a player's relative strength (Forge, Heroic Epic, etc. influence this). |
iSpaceProductionModifier | % change in spaceship parts' production. |
iStateReligionHappiness | Change in happiness with state religion. |
iTeamsPrereq | Instances among a team in multiplayer (e.g. the Apostolic Palace and United Nations have the value 3, while most buildings have a value of 0). |
iTradeRouteModifier | % change in trade routes' yield in this city. |
iTradeRoutes | Change in number of trade routes in this city. |
iWarWearinessModifier | % change in war weariness. |
iWorkerSpeedModifier | % change in worker speed. |
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 |
---|---|
bAreaCleanPower | Provides clean power to all cities (e.g. Three Gorges Dam). |
bBuildingOnlyHealthy | Removes unhealthiness caused by buildings (e.g. used by Recycling Center). |
bCapital | Sets the Capital City. There can only be one per civilization. |
bCenterInCity | Appears to locate the building at the center of the city. Buildings with a value of 1 for this tag include Aqueduct, Castle, and Monument. |
bDiploVote | Allows diplomatic votes (e.g. the United Nations). |
bDirtyPower | Power provided is polluting. |
bForceTeamVoteEligible | Forces team members to vote with you. |
bGoldenAge | Starts a golden age (e.g. used by Taj Mahal). |
bGovernmentCenter | Makes the city a center of government (multiple allowed per civilization). Used by the Versailles wonder. |
bMapCentering | On completion, centers the map. |
bNeverCapture | Indicates if the building is destroyed when the city is captured. |
bNoUnhappiness | Removes all unhappiness from the city. Used by the Globe Theatre. |
bNoUnhealthyPopulation | Removes all unhealthiness from population. Used by the National Park. |
bNukeImmune | Makes the building immune to nuking. |
bPower | Provides power. |
bPrereqReligion | Indicates if a Religion must be present. |
bRiver | Requires river. |
bTeamShare | Allows team members to build together. |
bWater | Requires water. |
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 |
---|---|
BonusHappinessChanges | This defines the changes in happiness provided by the building if you have the specified resources. The tag BonusHappinessChange, bracketed by BonusHappinessChanges, contains each individual resource and its effect. BonusType defines the type of resource, and iHappinessChange defines the amount of happiness increase. |
BonusHealthChanges | This defines the changes in healthiness provided by the building if you have the specified resources. The tag BonusHealthChange, bracketed by BonusHealthChanges, contains each individual resource and its effect. BonusType defines the type of resource, and iHealthChange defines the amount of health increase. |
BonusProductionModifiers | This controls the production bonuses for the building as a result of specified resources. BonusProductionModifier contains each individual resources and its effect, BonusType defines the type of resource, and iProductionModifier is a percentage value defining the change in production (e.g. Walls have a value for BONUS_STONE of 100). |
BonusYieldModifiers | This defines the bonuses to resources' yields from a building. BonusYieldModifier declares each resource, BonusType defines the type of resource, YieldModifiers brackets the three yield tags, and iYield controls the percentage change in food, hammer, and commerce production in that city. |
BuildingClassNeededs | This tag defines the buildings in the city that are required for the particular city improvement. BuildingClassNeeded defines the individual building classes, BuildingClassType declares the specific type of building, bNeededInCity is a Boolean tag controlling whether the building is needed in this city, and BuildingInfo brackets the entire building group. |
CommerceChangeDoubleTimes | Defines how many turns must pass before a given commerce output is doubled. For example, Versailles starts giving 10 Culture per turn, but after 1000 turns, begins giving 20 Culture per turn. The three iCommerce tags presumably refer to beakers, gold, and culture per turn. |
CommerceChangeOriginalOwners | Unknown. Relies on the Boolean tag bCommerceChangeOriginalOwner and again has three separate tags, presumably for beakers, gold, and culture per turn. |
CommerceChanges | Defines the increases in beakers, gold, culture, and espionage per turn that the building provides, using the iCommerce integer tag. |
CommerceFlexibles | |
CommerceHappinesses | |
CommerceModifiers | Percentage change to the commerce production for the entire city (e.g. 25 is 25% increase), using the iCommerce tag. The first tag controls beakers per turn, the second gold per turn, and the third culture per turn. |
DomainFreeExperiences | |
DomainProductionModifiers | |
Flavors | |
FreeSpecialistCounts | |
GlobalSeaPlotYieldChanges | Change in sea square yield for all cities, using the iYield integer tag. |
HotKey | |
ObsoleteSafeCommerceChanges | Additions to commerce outputs that aren't affected by other changes and the building going obsolete. Used primarily for culture per turn, this relies on the iCommerce integer tag. |
PrereqBuildingClasses | |
ProductionTraits | |
ReligionChanges | |
SeaPlotYieldChanges | |
SpecialistCounts | |
SpecialistExtraCommerces | Bonus provided to specialists by the building, uses iCommerce tag (e.g. Sistine Chapel provides extra culture per turn to each specialist). |
SpecialistYieldChanges | |
StateReligionCommerces | Bonus provided by buildings of the state religion, uses iCommerce tag (again used by the Sistine Chapel to increase culture per turn output of religous buildings). |
TechTypes | |
UnitCombatFreeExperiences | |
YieldChanges | Defines the change in city yield, using iYield. There are three iYield tags: the first is for food per turn change, the second for hammers per turn, and the third for commerce per turn (e.g. the Palace provides 8 free commerce per turn). |
Art
These tags are directly related to the rendering of art for the entry.
Tag Name | Description |
---|---|
fVisibilityPriority | Used to give certain buildings priority when drawing them on the map. Most buildings have a value of 1.0, but the Aqueduct, for example, as a value of 10240000.0 in order to ensure that it is always drawn first. |
Multi-Line Tags
• BonusHappinessChanges = Changes to healthiness provided by the building if you have the specified resources.
BonusHappinessChange = Bracketed by BonusHappinessChanges, contains each individual resource and its effect.
BonusType = Type of resource (Text tag).
iHappinessChange = Amount of change to happiness (Integer tag).
• BonusHealthChanges = Changes to healthiness provided by the building if you have the specified resources.
BonusHealthChange = Bracketed by BonusHealthChanges, contains each individual resource and its effect.
BonusType = Type of resource (Text tag).
iHealthChange = Amount of change to healthiness (Integer tag).
• BonusProductionModifiers = Bonus to production for the building if you have the specified resources.
BonusProductionModifier = Bracketed by BonusProductionModifiers, contains each individual resource and its effect.
BonusType = Type of resource (Text tag).
iProductionModifier = Amount of change to production (Integer tag).
• BonusYieldModifiers = Bonuses to resource yield from a building.
BonusYieldModifier = Defines each resource.
BonusType = Type of resource (Text tag).
YieldModifiers = Bracket that covers the 3 Yield tags.
iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).
• BuildingClassNeededs = Building required in city to construct.
BuildingClassNeeded = Defines individual building classes and if thier needed in that city or not.
BuildingClassType = Building type.
bNeededInCity = If it's needed in this city.
BuildingInfo = Brackets entire building group.
• CommerceChangeDoubleTimes = Defines how many turns must pass before a given Commerce output is doubled. ie: Versailles starts giving 10 Culture, but after 1000 turns, begins giving 20 Culture. Uses iCommerce.
• CommerceChangeOriginalOwners = UNKNWON EFFECT ??? ??? ???.
bCommerceChangeOriginalOwner = UNKNWON EFFECT ??? ??? ???. Boolean tag.
• CommerceChanges = Additions to commerce/science/culture that the building provides, uses iCommerce. (Adds fourth tag as of BtS for Espionage)
• CommerceHappinesses = Determines change in tax/research/culture rates that produce happy faces, uses iCommerce.
iCommerce = There are three of these tags. The first is for Commerce (tax), the second for Research, and the third for Culture (Integer tag).
• CommerceModifiers = Percentage change to that commerce production for the entire city (e.g., 25 is 25% increase), uses iCommerce.
• DomainFreeExperiences = Experience bonus to a specified unit type.
DomainFreeExperience = Bracketed by DomainFreeExperiences, contains each individual unit type and its XP bonus.
DomainType = Type of unit (land/sea) (Text tag). (Includes Air as of BtS)
iExperience = Amount of experience provided (Integer tag).
• DomainProductionModifiers = Construction bonus to a specified unit type.
DomainProductionModifier = Bracketed by DomainProductionModifiers, contains each individual unit type and its production bonus.
DomainType = Type of unit (land/sea) (Text tag). (Includes Air as of BtS)
iProductionModifier = Bonus as a percent given to construction (Integer tag).
• Flavors = Unsure (Determines which advisor asks to build?)
Flavor = Contains each religion & flavour strength.
FlavorType = Religion (Text tag).
iFlavor = UNKNOWN EFFECT ??? ??? ???
• FreeSpecialistCounts = Free specialists allocated to city by the building.
FreeSpecialistCount = Bracketed by FreeSpecialistCounts, brackets each individual Specialist granted. Can have multiple entries.
SpecialistType = Type of specialist. (Text tag).
iFreeSpecialistCount = Amount allowed. (Integer tag).
• GlobalSeaPlotYieldChanges = Change in sea square yield for all cities, uses iYield.
• HotKey = Unsure (Hotkeys for building?)
bAltDown = UNKNOWN EFFECT ??? ??? ???
bShiftDown = UNKNOWN EFFECT ??? ??? ???
bCtrlDown = UNKNOWN EFFECT ??? ??? ???
• ObsoleteSafeCommerceChanges = Additions to commerce that aren't affected by other changes (usually culture), uses iCommerce.
• PrereqBuildingClasses = Amount of certain building class needed to construct.
PrereqBuildingClass = defines individual building class types & amounts.
BuildingClassType = Building type.
iNumBuildingNeeded = Amount of building class required.
• ProductionTraits = Contains all the Traits and their production bonus effects for the building.
ProductionTrait = Contains an individual trait it's production bonus effect. Is nested within the ProductionTraits tags.
ProductionTraitType = Trait type (Text tag).
iProductionTrait = % bonus to construction (Integer tag).
• ReligionChanges = UNKNOWN EFFECT ??? ??? ???
ReligionChange = Bracketed by ReligionChanges. UNKNOWN EFFECT ??? ??? ???
ReligionType = Inidicates the individual religion affecting the change. UNKNOWN EFFECT ??? ??? ??? (Text tag).
iReligionChange = UNKNOWN EFFECT ??? ??? ???. (Integer tag).
• SeaPlotYieldChanges = Change in sea square yield, uses iYield.
• SpecialistCounts = Specialist allowances.
SpecialistCount = Bracketed by SpecialistCounts, brackets each individual Specialist allowed. Can have multiple entries.
SpecialistType = Type of specialist (Text tag).
iSpecialistCount = Amount of specialists allowed.
• SpecialistExtraCommerces = Bonus provided to specialists by the building, uses iCommerce.
• SpecialistYieldChanges = Bonuses to specialist yield from a building.
SpecialistYieldChange = Defines each specialist.
SpecialistType = Type of specialist (Text tag).
YieldChanges = Bracket that covers the 3 Yield tags.
iYield = There are three of these tags. The first is for Commerce change, the second for Research change, and the third for Culture change (Integer tag).
• StateReligionCommerces = Bonus provided by buildings of the state religion, uses iCommerce.
• TechTypes = Lists all Techs that are required to allow construction (functionality is AND).
PrereqTech = Tech that is required to allow construction of the building (Text tag).
• YieldChanges = Change in city yield, uses iYield.
iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).
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.
<BuildingInfos> <BuildingInfo> <BuildingClass>BUILDINGCLASS_PALACE</BuildingClass> <Type>BUILDING_PALACE</Type> <SpecialBuildingType>NONE</SpecialBuildingType> <Description>TXT_KEY_BUILDING_PALACE</Description> <Civilopedia>TXT_KEY_BUILDING_PALACE_PEDIA</Civilopedia> <Strategy>TXT_KEY_BUILDING_PALACE_STRATEGY</Strategy> <Advisor>ADVISOR_ECONOMY</Advisor> <ArtDefineTag>ART_DEF_BUILDING_PALACE</ArtDefineTag> <MovieDefineTag>NONE</MovieDefineTag> <HolyCity>NONE</HolyCity> <ReligionType>NONE</ReligionType> <StateReligion>NONE</StateReligion> <bStateReligion>0</bStateReligion> <PrereqReligion>NONE</PrereqReligion> <PrereqCorporation>NONE</PrereqCorporation> <FoundsCorporation>NONE</FoundsCorporation> <GlobalReligionCommerce>NONE</GlobalReligionCommerce> <GlobalCorporationCommerce>NONE</GlobalCorporationCommerce> <VictoryPrereq>NONE</VictoryPrereq> <FreeStartEra>NONE</FreeStartEra> <MaxStartEra>NONE</MaxStartEra> <ObsoleteTech>NONE</ObsoleteTech> <PrereqTech>NONE</PrereqTech> <TechTypes/> <Bonus>NONE</Bonus> <PrereqBonuses/> <ProductionTraits/> <HappinessTraits/> <NoBonus>NONE</NoBonus> <PowerBonus>NONE</PowerBonus> <FreeBonus>NONE</FreeBonus> <iNumFreeBonuses>0</iNumFreeBonuses> <FreeBuilding>NONE</FreeBuilding> <FreePromotion>NONE</FreePromotion> <CivicOption>NONE</CivicOption> <GreatPeopleUnitClass>NONE</GreatPeopleUnitClass> <iGreatPeopleRateChange>0</iGreatPeopleRateChange> <iHurryAngerModifier>0</iHurryAngerModifier> <bBorderObstacle>0</bBorderObstacle> <bTeamShare>0</bTeamShare> <bWater>0</bWater> <bRiver>0</bRiver> <bPower>0</bPower> <bDirtyPower>0</bDirtyPower> <bAreaCleanPower>0</bAreaCleanPower> <DiploVoteType>NONE</DiploVoteType> <bForceTeamVoteEligible>0</bForceTeamVoteEligible> <bCapital>1</bCapital> <bGovernmentCenter>1</bGovernmentCenter> <bGoldenAge>0</bGoldenAge> <bAllowsNukes>0</bAllowsNukes> <bMapCentering>0</bMapCentering> <bNoUnhappiness>0</bNoUnhappiness> <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation> <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy> <bNeverCapture>0</bNeverCapture> <bNukeImmune>1</bNukeImmune> <bPrereqReligion>0</bPrereqReligion> <bCenterInCity>0</bCenterInCity> <iAIWeight>0</iAIWeight> <iCost>160</iCost> <iHurryCostModifier>50</iHurryCostModifier> <iAdvancedStartCost>-1</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMinAreaSize>-1</iMinAreaSize> <iConquestProb>0</iConquestProb> <iCitiesPrereq>4</iCitiesPrereq> <iTeamsPrereq>0</iTeamsPrereq> <iLevelPrereq>0</iLevelPrereq> <iMinLatitude>0</iMinLatitude> <iMaxLatitude>90</iMaxLatitude> <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier> <iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier> <iAnarchyModifier>0</iAnarchyModifier> <iGoldenAgeModifier>0</iGoldenAgeModifier> <iGlobalHurryModifier>0</iGlobalHurryModifier> <iExperience>0</iExperience> <iGlobalExperience>0</iGlobalExperience> <iFoodKept>0</iFoodKept> <iAirlift>0</iAirlift> <iAirModifier>0</iAirModifier> <iAirUnitCapacity>0</iAirUnitCapacity> <iNukeModifier>0</iNukeModifier> <iNukeExplosionRand>0</iNukeExplosionRand> <iFreeSpecialist>0</iFreeSpecialist> <iAreaFreeSpecialist>0</iAreaFreeSpecialist> <iGlobalFreeSpecialist>0</iGlobalFreeSpecialist> <iMaintenanceModifier>0</iMaintenanceModifier> <iWarWearinessModifier>0</iWarWearinessModifier> <iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier> <iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier> <iHealRateChange>0</iHealRateChange> <iHealth>0</iHealth> <iAreaHealth>0</iAreaHealth> <iGlobalHealth>0</iGlobalHealth> <iHappiness>1</iHappiness> <iAreaHappiness>0</iAreaHappiness> <iGlobalHappiness>0</iGlobalHappiness> <iStateReligionHappiness>0</iStateReligionHappiness> <iWorkerSpeedModifier>0</iWorkerSpeedModifier> <iMilitaryProductionModifier>0</iMilitaryProductionModifier> 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