Civ4HandicapInfo
The Civ4HandicapInfo file defines the differences between the game's difficulty levels.
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.
Note: Unless specified, effects are valid for every civilization, human or AI.
This page is missing information. Do not remove this notice until it is complete.
comment6, http://eulahassad6778.newmail.ru/dobroe-sayt-znakomstv.html äîáðîå ñàéò çíàêîìñòâ, =DD, http://leoniaflaimgg.pisem.net/site-40.html ñëóæáà çíàêîìñòâ â ñàÿíîãîðñêå, zvqrbv, http://lindoroffaaab.mail15.su/page-80.html ïîðíî çíàêîìñòâà ÷èòà, 390203, http://sapphire1122las.mail15.su/site-135.html çíàêîìñòâà ñ êàëìûêàìè âî âñåì ìèðå, >:-P, http://lloydconbb.mail15.su/doc_48.html àäðåñà ñàéòîâ çíàêîìñòâ, >:), http://alethiawxxmc.hotbox.ru/znakomstva-zagranicu/doc_72.html î ñàéòå çíàêîìñòâà ìàéë, 8D, http://ggrodinmn.rbcmail.ru/page-85.html ìîëîäàÿ ìàìà çàíèìàåòñÿ ñåêñîì ñûíîì, zlcv, http://jenise2233bjerk.hotmail.ru/znakomstva-uraya/page-121.html òðàíññåêñóàëêè ñàéò çíàêîìñòâ, 290819, http://lexia4555bon.krovatka.su/doc_9.html ñàéò çíàêîìñòâlîvå pla, :D, http://stehccde.mail333.su/doc_5.html ïîçíàêîìëþñü ñ ïàðíåì ñòàâøèì èíâàëèäîì, 914, http://bryonvwwrasor.hotmail.ru/transseksualy-poznakomitsya/site-101.html õî÷ó ñåêñà õàðüêîâ, 8-]]], http://lavona2223brear.hotbox.ru/znakomstvo-italyancy/doc_101.html âñòðå÷è çíàêîìñòâà äëÿ ñåêñà, >:(((, http://rhjohnny5677.mail333.su/page_63.html çíàêîìñòâà äëÿ ãååâ âî âëàäèâîñòîêå, ptxr, http://dominicabdd.mail333.su/sema-znakomstva/site-8.html èíòèì ïåòðîïàâëîâñêà êàçàõñòàí, 23049, http://rosstkopfer.front.ru/page_26.html çíàêîìñòâà áåëîðóñèÿ ãîðîä âèòåáñê, dosk,
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.
<HandicapInfo> <Type>HANDICAP_MONARCH</Type> <Description>TXT_KEY_HANDICAP_MONARCH</Description> <Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help> <iFreeWinsVsBarbs>0</iFreeWinsVsBarbs> <iAnimalAttackProb>90</iAnimalAttackProb> <iStartingLocPercent>60</iStartingLocPercent> <iAdvancedStartPointsMod>90</iAdvancedStartPointsMod> <iGold>0</iGold> <iFreeUnits>4</iFreeUnits> <iUnitCostPercent>70</iUnitCostPercent> <iResearchPercent>115</iResearchPercent> <iDistanceMaintenancePercent>90</iDistanceMaintenancePercent> <iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent> <iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance> <iColonyMaintenancePercent>120</iColonyMaintenancePercent> <iMaxColonyMaintenance>200</iMaxColonyMaintenance> <iCorporationMaintenancePercent>120</iCorporationMaintenancePercent> <iCivicUpkeepPercent>95</iCivicUpkeepPercent> <iInflationPercent>100</iInflationPercent> <iHealthBonus>2</iHealthBonus> <iHappyBonus>4</iHappyBonus> <iAttitudeChange>-1</iAttitudeChange> <iNoTechTradeModifier>50</iNoTechTradeModifier> <iTechTradeKnownModifier>0</iTechTradeKnownModifier> <iUnownedTilesPerGameAnimal>35</iUnownedTilesPerGameAnimal> <iUnownedTilesPerBarbarianUnit>40</iUnownedTilesPerBarbarianUnit> <iUnownedWaterTilesPerBarbarianUnit>400</iUnownedWaterTilesPerBarbarianUnit> <iUnownedTilesPerBarbarianCity>110</iUnownedTilesPerBarbarianCity> <iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed> <iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed> <iBarbarianCityCreationProb>7</iBarbarianCityCreationProb> <iAnimalBonus>-20</iAnimalBonus> <iBarbarianBonus>0</iBarbarianBonus> <iAIAnimalBonus>-40</iAIAnimalBonus> <iAIBarbarianBonus>-25</iAIBarbarianBonus> <iStartingDefenseUnits>0</iStartingDefenseUnits> <iStartingWorkerUnits>0</iStartingWorkerUnits> <iStartingExploreUnits>0</iStartingExploreUnits> <iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier> <iAIStartingDefenseUnits>1</iAIStartingDefenseUnits> <iAIStartingWorkerUnits>0</iAIStartingWorkerUnits> <iAIStartingExploreUnits>0</iAIStartingExploreUnits> <iBarbarianDefenders>3</iBarbarianDefenders> <iAIDeclareWarProb>100</iAIDeclareWarProb> <iAIWorkRateModifier>20</iAIWorkRateModifier> <iAIGrowthPercent>95</iAIGrowthPercent> <iAITrainPercent>90</iAITrainPercent> <iAIWorldTrainPercent>100</iAIWorldTrainPercent> <iAIConstructPercent>90</iAIConstructPercent> <iAIWorldConstructPercent>100</iAIWorldConstructPercent> <iAICreatePercent>90</iAICreatePercent> <iAIWorldCreatePercent>100</iAIWorldCreatePercent> <iAICivicUpkeepPercent>90</iAICivicUpkeepPercent> <iAIUnitCostPercent>90</iAIUnitCostPercent> <iAIUnitSupplyPercent>50</iAIUnitSupplyPercent> <iAIUnitUpgradePercent>50</iAIUnitUpgradePercent> <iAIInflationPercent>80</iAIInflationPercent> <iAIWarWearinessPercent>75</iAIWarWearinessPercent> <iAIPerEraModifier>-2</iAIPerEraModifier> <iAIAdvancedStartPercent>120</iAIAdvancedStartPercent> <Goodies> <GoodyType>GOODY_HIGH_GOLD</GoodyType> <GoodyType>GOODY_LOW_GOLD</GoodyType> <GoodyType>GOODY_LOW_GOLD</GoodyType> <GoodyType>GOODY_LOW_GOLD</GoodyType> <GoodyType>GOODY_LOW_GOLD</GoodyType> <GoodyType>GOODY_MAP</GoodyType> <GoodyType>GOODY_MAP</GoodyType> <GoodyType>GOODY_WARRIOR</GoodyType> <GoodyType>GOODY_WARRIOR</GoodyType> <GoodyType>GOODY_SCOUT</GoodyType> <GoodyType>GOODY_EXPERIENCE</GoodyType> <GoodyType>GOODY_EXPERIENCE</GoodyType> <GoodyType>GOODY_HEALING</GoodyType> <GoodyType>GOODY_TECH</GoodyType> <GoodyType>GOODY_TECH</GoodyType> <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType> <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType> <GoodyType>GOODY_BARBARIANS_WEAK</GoodyType> <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType> <GoodyType>GOODY_BARBARIANS_STRONG</GoodyType> </Goodies> <FreeTechs/> <AIFreeTechs> <FreeTech> <TechType>TECH_ARCHERY</TechType> <bFreeTech>1</bFreeTech> </FreeTech> </AIFreeTechs> </HandicapInfo>