Civ4PromotionInfos

From Civilization Modding Wiki
Revision as of 19:30, 10 May 2009 by Flying Pig (talk | contribs)
Jump to navigationJump to search

Tags are either text tags (no prefix; they should contain letters), boolean (prefixed by a b, can be 1 [on] or 0 [off]) or integer (prefixed by i, containing numbers)

Tag Usage
PromotionInfos This begins and ends the file. Everything must go in between these two, or it will not work.
PromotionInfo Encloses the entry for each promotion
Type The name of the promotion; which must be unique
Description The name given to the promotion in the game.
Sound In the game, always AS2D_IF_LEVELUP; the sound played when the promotion is given to a unit.
LayerAnimationPath Not sure what this does
PromotionPrereq Any unit needs this promotion to take the promotion. It can be NONE.
PromotionPrereqOr1 If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion.
PromotionPrereqOr2 If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion.
TechPrereq Can be NONE; the technology needed to get this promotion
StateReligionPrereq Can be NONE; the State Religion needed to get this promotion
bLeader The promotion gives the unit a Warlord
bBlitz The promotion lets the unit attack multiple times per turn
bAmphib The promotion lets the unit cross rivers and attack out of a transport without penalties
bRiver The promotion lets the unit ignore rivers
bEnemyRoute The promotion lets the unit use enemy roads
bAlwaysHeal The promotion lets the unit heal while moving
bHillsDoubleMove The promotion lets the unit move twice as fast in Hills
bImmuneToFirstStrikes The promotion means that the unit cannot be affected by enemy Fierst Strikes
iVisibilityChange The number of tiles that the unit's Line of Sight increases by
iMovesChange The number of extra moves that the promotion gives a unit
iMoveDiscountChange Lowers the cost of moving into difficult terrain
iAirRangeChange The amount by which the unit's Air Range increases
iInterceptChange The amount by which the unit's interception chance increases, in %.
iEvasionChange The amount by which the unit's evasion chance increases, in %.
iWithdrawalChange The amount by which the unit's withdrawal chance increases, in %.
iCargoChange The amount by which the unit's cargo capacity increases.
iCollateralDamageChange The amount by which the collateral damage inflicted by the unit increases.
iBombardRateChange The amount by which the damage which the unit does to fortifications increases.
iFirstStrikesChange The amount by which the number of First Strikes that the unit has increases.
iChanceFirstStrikesChange The amount by which the number of First Strike Chances that the unit has increases.
iEnemyHealChange The amount by which the rate of healing in enemy lands increases.

<iNeutralHealChange>0</iNeutralHealChange> <iFriendlyHealChange>0</iFriendlyHealChange> <iSameTileHealChange>0</iSameTileHealChange> <iAdjacentTileHealChange>0</iAdjacentTileHealChange> <iCombatPercent>10</iCombatPercent> <iCityAttack>0</iCityAttack> <iCityDefense>0</iCityDefense> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <iKamikazePercent>0</iKamikazePercent> <iRevoltProtection>0</iRevoltProtection> <iCollateralDamageProtection>0</iCollateralDamageProtection> <iPillageChange>0</iPillageChange> <iUpgradeDiscount>0</iUpgradeDiscount> <iExperiencePercent>0</iExperiencePercent> <TerrainAttacks/> <TerrainDefenses/> <FeatureAttacks/> <FeatureDefenses/> <UnitCombatMods/> <DomainMods/> <TerrainDoubleMoves/> <FeatureDoubleMoves/> <UnitCombats> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button>