Civ4BonusInfos
The Civ4BonusInfos file defines all of the game's resources as well as their effects, like providing extra health and happiness.
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.
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Tags
Text
Tag Name | Description |
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Type | The internal name of this Resource. |
Description | A reference to the text files, which contain an entry for this resource. |
Civilopedia | Refers to a tag in the Civ4GameText file which stores the Civilopedia description for the bonus. |
BonusClassType | Used to specify the category of the bonus. Must be a name coming from the file "Civ4BonusClassInfos" where a frequency for each bonus class can be stated. |
ArtDefineTag | Refers to a tag in the Civ4ArtDefines Bonus files |
TechReveal | States which technology enables the resource. |
TechCityTrade | The technology that enables the trading of this resource. |
TechObsolete | The technology that obsoletes the resource |
Integers
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
Tag Name | Description | ||||||||||||||||||||||||
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iAITradeModifier | The number defines how much the AI values the resource, the higher the number, the more the value. | ||||||||||||||||||||||||
iAIObjective | Unknown, the value is 0 for all resources | ||||||||||||||||||||||||
iHealth | change in healthiness the resource provides | ||||||||||||||||||||||||
iHappiness | change in happyness the resource provides | ||||||||||||||||||||||||
iPlacementOrder | How many of the resource are placed on the map, (-1 places none, higher numbers place more) | ||||||||||||||||||||||||
iConstAppearance | The chance that the resource will be placed on the map | ||||||||||||||||||||||||
iMinAreaSize | Minimum needed size of island or continent to make appear the resource | ||||||||||||||||||||||||
iMinLatitude | Minimum distance from equator. | ||||||||||||||||||||||||
iMaxLatitude | Maximum distance from equator. | ||||||||||||||||||||||||
iPlayer | Approximate occurances per player, in percent (%), so 150 is about 1.5 per player. | ||||||||||||||||||||||||
iTilesPer | The fixed number of additional occurances per x tiles, so 120 would mean an additional occurance every 120 tiles existing on the map. Note, an additional random number of this resource is added by iRandApp1 through iRandApp4. | ||||||||||||||||||||||||
iMinLandPercent | If a resource can be on land and ocean, this is percantage that will be located on land. | ||||||||||||||||||||||||
iUnique | - | iGroupRange | - | iGroupRand | }
BooleanAll 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".
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).
ExampleIn 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. <BonusInfos> <BonusInfo> <Type>BONUS_HORSE</Type> <Description>TXT_KEY_BONUS_HORSE</Description> <Civilopedia>TXT_KEY_BONUS_HORSE_PEDIA</Civilopedia> <BonusClassType>BONUSCLASS_RUSH</BonusClassType> <ArtDefineTag>ART_DEF_BONUS_HORSE</ArtDefineTag> <TechReveal>TECH_ANIMAL_HUSBANDRY</TechReveal> <TechCityTrade>TECH_ANIMAL_HUSBANDRY</TechCityTrade> <TechObsolete>NONE</TechObsolete> <YieldChanges> <iYieldChange>0</iYieldChange> <iYieldChange>1</iYieldChange> <iYieldChange>0</iYieldChange> </YieldChanges> <iAITradeModifier>0</iAITradeModifier> <iAIObjective>0</iAIObjective> <iHealth>0</iHealth> <iHappiness>0</iHappiness> <iPlacementOrder>1</iPlacementOrder> <iConstAppearance>100</iConstAppearance> <iMinAreaSize>3</iMinAreaSize> <iMinLatitude>0</iMinLatitude> <iMaxLatitude>80</iMaxLatitude> <Rands> <iRandApp1>10</iRandApp1> <iRandApp2>10</iRandApp2> <iRandApp3>0</iRandApp3> <iRandApp4>0</iRandApp4> </Rands> <iPlayer>100</iPlayer> <iTilesPer>256</iTilesPer> <iMinLandPercent>0</iMinLandPercent> <iUnique>6</iUnique> <iGroupRange>0</iGroupRange> <iGroupRand>0</iGroupRand> <bArea>0</bArea> <bHills>0</bHills> <bFlatlands>1</bFlatlands> <bNoRiverSide>1</bNoRiverSide> <bNormalize>0</bNormalize> <TerrainBooleans> <TerrainBoolean> <TerrainType>TERRAIN_GRASS</TerrainType> <bTerrain>1</bTerrain> </TerrainBoolean> <TerrainBoolean> <TerrainType>TERRAIN_PLAINS</TerrainType> <bTerrain>1</bTerrain> </TerrainBoolean> <TerrainBoolean> <TerrainType>TERRAIN_TUNDRA</TerrainType> <bTerrain>1</bTerrain> </TerrainBoolean> </TerrainBooleans> <FeatureBooleans/> <FeatureTerrainBooleans/> </BonusInfo> </BonusInfos>
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