GlobalDefines

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The GlobalDefines file defines various properties of the game. Mods can use the GlobalDefinesAlt file as a modular way to only include defines that have been changed. Each define only have one of the non-header tags.

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

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
Define Main bracket for each entry
DefineName Name used in other files


Text

Tag Name Description
DefineTextVal Text value of the define; often refers to other XML entires


Integers

All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.

Tag Name Description
iDefineIntVal Integer value for the define


Floats

All of these tags have a decimal value.

Tag Name Description
fDefineFloatVal Floating point value for a define


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.

<Define>
 <DefineName>NUKE_FEATURE</DefineName>
 <DefineTextVal>FEATURE_FALLOUT</DefineTextVal>
</Define>


The Defines

The following is a list of the defines in the file.

Define Name Description
CIV4_VERSION Version of civ4 used in the About screen on the main menu
MIN_VERSION Minimum version of civ4 a mod requires to run
SAVE_VERSION Last version of civ4 to break save game compatability
MAX_NUM_LANGUAGES Maximum number of languages that can be supported by the game
LAND_TERRAIN Default type of terrain used for land when generating the map
DEEP_WATER_TERRAIN Default type of terrain used for deep water when generating the map
SHALLOW_WATER_TERRAIN Default type of terrain used for shallow water when generating the map
LAND_IMPROVEMENT Improvement used to mark worked tile on land
WATER_IMPROVEMENT Improvement used to mark worked tile on water
RUINS_IMPROVEMENT Improvement used for city ruins
NUKE_FEATURE Feature used for nuclear fallout
GLOBAL_WARMING_TERRAIN Terrain used for global warming
CAPITAL_BUILDINGCLASS Buildingclass used to designate which city is the capital
DEFAULT_SPECIALIST Specialist allocated by default by city AI
INITIAL_CITY_ROUTE_TYPE Initial route placed on tiles cities are founded on
STANDARD_HANDICAP Default difficulty level
STANDARD_HANDICAP_QUICK Default difficulty level on quick game speed
STANDARD_GAMESPEED Default game speed
STANDARD_TURNTIMER Default turn timer used in multiplayer
STANDARD_CLIMATE Default climate
STANDARD_SEALEVEL Default sea level
STANDARD_ERA Default starting era
STANDARD_CALENDAR Default calendar
AI_HANDICAP Difficulty level used by the AI
BARBARIAN_HANDICAP Difficulty level used by the barbarians
BARBARIAN_CIVILIZATION Civilization used by the barbarians
BARBARIAN_LEADER Leader used by the barbarians
MAX_PLOT_LIST_SIZE Unknown
MAX_PLOT_LIST_ROWS Unknown
EVENT_MESSAGE_TIME Time (in seconds) messages are displayed by the game
EVENT_MESSAGE_TIME_LONG Unknown
EVENT_MESSAGE_STAGGER_TIME Time (in seconds) before another message can be displayed
START_YEAR Default starting year
WEEKS_PER_MONTHS Number of weeks in a month; used for the weekly calendar
TERRAIN_POINTS Number of points per terrain tile controlled
RECON_VISIBILITY_RANGE Unknown
PLOT_VISIBILITY_RANGE Unknown
UNIT_VISIBILITY_RANGE Unknown
PEAK_SEE_FROM_CHANGE Additional tile radius of visibility given to unit on a peak
PEAK_SEE_THROUGH_CHANGE Additional tile radius of visibility removed from unit where tile visibility is blocked by a peak
HILLS_SEE_FROM_CHANGE Additional tile radius of visibility given to unit on a hill
HILLS_SEE_THROUGH_CHANGE Additional tile radius of visibility removed from unit where tile visibility is blocked by a hill
SEAWATER_SEE_FROM_CHANGE Additional tile radius of visibility given to unit on sea water
SEAWATER_SEE_THROUGH_CHANGE Additional tile radius of visibility removed from unit where tile visibility is blocked by sea water
RAND_YIELD_PRESENCE_DIE_ROLLS Unknown
MAX_YIELD_STACK Unknown
MOVE_DENOMINATOR Unknown
STARTING_DISTANCE_PERCENT Unknown
OWN_TEAM_STARTING_MODIFIER Unknown
RIVAL_TEAM_STARTING_MODIFIER Unknown
MIN_CIV_STARTING_DISTANCE Minimum distance in starting locations between civilizations the game tries to uphold
MIN_ANIMAL_STARTING_DISTANCE Minimum distance from a civilization an animal can spawn on
MIN_BARBARIAN_STARTING_DISTANCE Minimum distance from a civilization a barbarian can spawn on
MIN_BARBARIAN_CITY_STARTING_DISTANCE Minimum distance from a civilization a barbarian city can spawn on
MIN_CITY_RANGE Minimum distance between cities
FREE_CITY_CULTURE Unknown
FREE_CITY_ADJACENT_CULTURE Unknown
CITY_FREE_CULTURE_GROWTH_FACTOR Unknown
GREAT_WORKS_CULTURE_TURNS Unknown
OWNERSHIP_SCORE_DURATION_THRESHOLD Unknown
NUM_DO_GOODY_ATTEMPTS Number of times the game can attempt to get something from a tribal village before giving up (ie, giving the player nothing from the tribal village)
MAX_CIVIC_OPTIONS Max number of civics that can be in a civic category
BASE_CIVIC_ANARCHY_LENGTH Minimum length of anarchy for civic changes
BASE_RELIGION_ANARCHY_LENGTH Length of anarchy for changing religions
COMMERCE_PERCENT_CHANGE_INCREMENTS Percent change in slider allocation for commerce types the user can change with the interface
INITIAL_TRADE_ROUTES Initial number of trade routes per city
NUM_OR_TECH_PREREQS Number of or tech prereqs a tech can have
MAX_AND_TECH_PREREQS Number of and tech prereqs a tech can have
NUM_UNIT_AND_TECH_PREREQS Number of and tech prereqs a unit can have
NUM_BUILDING_AND_TECH_PREREQS Number of and tech prereqs a building can have
BASE_RESEARCH_RATE Unknown
NUM_UNIT_PREREQ_OR_BONUSES Number of or resource prereqs a unit can have
NUM_CORPORATION_PREREQ_BONUSES Number of prereq resources a corporation can have
NUM_ROUTE_PREREQ_OR_BONUSES Number of or prereq resources a route can have
MAX_WORLD_WONDERS_PER_CITY Highest number of world wonders a city can have
MAX_TEAM_WONDERS_PER_CITY Highest number of team wonders a city can have
MAX_NATIONAL_WONDERS_PER_CITY Highest number of national wonders a city can have
MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC Highest number of national wonders a city can have in a one city challenge game
MAX_BUILDINGS_PER_CITY Highest number of buildings a city can have
INITIAL_CITY_POPULATION Initial population for newly founded cities
INITIAL_AI_CITY_PRODUCTION Unknown
BASE_CITY_GROWTH_THRESHOLD Base amount of food a city needs to growth
CITY_GROWTH_MULTIPLIER Multiplier for additional amount of food needed for each time a city gains a population point
FOOD_CONSUMPTION_PER_POPULATION Amount of food each population point consumes
NEW_HURRY_MODIFIER Unknown
CONSCRIPT_MIN_CITY_POPULATION Minimum population in a city needed to draft a unit
CONSCRIPT_POPULATION_PER_COST Unknown
CONSCRIPT_MIN_CULTURE_PERCENT Minimum percentage of city culture that has to be your own to draft a unit
FRESH_WATER_HEALTH_CHANGE Amount of health added to city from being near fresh water
POWER_HEALTH_CHANGE Health change from having power
DIRTY_POWER_HEALTH_CHANGE Health change from dirty power
INITIAL_CITY_MAINTENANCE Maintenance cost for the first city
MAX_DISTANCE_CITY_MAINTENANCE Maximum city maintenance from distance
MAX_TRADE_ROUTES Maximum number of trade routes a city can have
MIN_TIMER_UNIT_DOUBLE_MOVES Unknown
DYING_PAUSE Unknown
COMBAT_DAMAGE Unknown
AIR_COMBAT_DAMAGE Unknown
INTERCEPTION_MAX_ROUNDS Maximum number of combat rounds when aircraft intercepted
MAX_INTERCEPTION_DAMAGE Maximum amount of damage done to intercepted aircraft
MIN_INTERCEPTION_DAMAGE Minimum amount of damage done to intercepted aircraft
RANGE_COMBAT_DAMAGE Unknown
COLLATERAL_COMBAT_DAMAGE Unknown
MAX_HIT_POINTS Maximum number of hit points a unit can have
COMBAT_DIE_SIDES Unknown
HILLS_EXTRA_DEFENSE Defensive bonus from being on hills
RIVER_ATTACK_MODIFIER Penalty for attacking across a river
AMPHIB_ATTACK_MODIFIER Penalty for attacking from a transport
ENEMY_HEAL_RATE Rate of healing in enemy territory
NEUTRAL_HEAL_RATE Rate of healing in neutral territory
FRIENDLY_HEAL_RATE Rate of healing in team territory
CITY_HEAL_RATE Rate of healing in city
FOUND_RELIGION_CITY_RAND Unknown
FOUND_CORPORATION_CITY_RAND Unknown
GREAT_PEOPLE_THRESHOLD_INCREASE Increase in great people points needed for each additional great person in civilization
GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM Increase in great people points needed for each additional great person in team
GREAT_PEOPLE_THRESHOLD Initial number of great person points needed for great person
GREAT_GENERALS_THRESHOLD_INCREASE Increase in number of great general points needed for each additional great general in civilization
GREAT_GENERALS_THRESHOLD_INCREASE_TEAM Increase in number of great general points needed for each additional great general in team
GREAT_GENERALS_THRESHOLD Initial number of great general points needed for great general
BASE_SPY_SABOTAGE_COST Base cost for non-BtS sabotage production spy mission
BASE_SPY_DESTROY_COST Base cost for non-BtS destroy improvement spy mission
SPY_DESTROY_COST_MULTIPLIER_LIMITED Unknown
SPY_DESTROY_COST_MULTIPLIER Cost increase for non-BtS destroy improvement spy mission
BASE_SPY_STEAL_PLANS_COST Base cost for non-BtS steal plans spy mission
SPY_STEAL_PLANS_COST_MULTIPLIER Cost increase for non-BtS steal plans mission
QUICKSAVE Text name for QuickSave
LAKE_PLOT_RAND Unknown
PLOTS_PER_RIVER_EDGE Unknown
RIVER_SOURCE_MIN_RIVER_RANGE Unknown
RIVER_SOURCE_MIN_SEAWATER_RANGE Unknown
LAKE_MAX_AREA_SIZE Unknown
INITIAL_BASE_FREE_UNITS Base number of free units
INITIAL_BASE_FREE_MILITARY_UNITS Base number of free military units
INITIAL_FREE_UNITS_POPULATION_PERCENT Unknown
INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT Unknown
INITIAL_GOLD_PER_UNIT Initial maintenance cost per unit
INITIAL_FREE_OUTSIDE_UNITS Initial number of free units outside the civilization
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT Unknown
ANIMAL_MAX_XP_VALUE Maximum amount of XP a unit can have before not getting XP from animals
BARBARIAN_MAX_XP_VALUE Maximum amount of XP a unit can have before not getting XP from barbarians
BASE_GOLDEN_AGE_UNITS Base number of great people needed to start a golden age
GOLDEN_AGE_UNITS_MULTIPLIER Additional number of great people needed to start each golden age
GOLDEN_AGE_LENGTH Length of golden ages
GOLDEN_AGE_GREAT_PEOPLE_MODIFIER Percent increase in great people points in golden age
HILLS_EXTRA_MOVEMENT Extra movement points needed when moving onto a hill
FEATURE_GROWTH_MODIFIER Unknown
ROUTE_FEATURE_GROWTH_MODIFIER Percent decrease in feature growth on tiles with a route
THEIR_POPULATION_TRADE_PERCENT Unknown
CAPITAL_TRADE_MODIFIER Percent increase in trade yield from capital cities
OVERSEAS_TRADE_MODIFIER Percent increase in trade yield from overseas cities
FOREIGN_TRADE_MODIFIER Percent increase in trade yield from foreign cities
FOREIGN_TRADE_FULL_CREDIT_PEACE_TURNS Unknown
OUR_POPULATION_TRADE_MODIFIER Unknown
OUR_POPULATION_TRADE_MODIFIER_OFFSET Unknown
TRADE_PROFIT_PERCENT Unknown
EXTRA_YIELD Unknown
FORTIFY_MODIFIER_PER_TURN Percent defensive bonus applied each turn unit is fortified
MAX_FORTIFY_TURNS Maximum number of turns a unit can get an additional fortification defensive bonus
WW_UNIT_KILLED_ATTACKING War weariness from unit killed when attacking
WW_KILLED_UNIT_DEFENDING War weariness killing unit when defending
WW_UNIT_KILLED_DEFENDING War weariness from unit killed when defending
WW_KILLED_UNIT_ATTACKING War weariness killing unit when attacking
WW_UNIT_CAPTURED War weariness from unit captured
WW_CAPTURED_UNIT War weariness from capturing unit
WW_CAPTURED_CITY War weariness from captured city
WW_HIT_BY_NUKE War weariness from being hit by a nuke
WW_ATTACKED_WITH_NUKE War Weariness from using nuke
WW_DECAY_RATE Unknown
WW_DECAY_PEACE_PERCENT Unknown
NUKE_FALLOUT_PROB Percent chance a tile bordering a nuke attack gets fallout
NUKE_UNIT_DAMAGE_BASE Unknown
NUKE_UNIT_DAMAGE_RAND_1 Unknown
NUKE_UNIT_DAMAGE_RAND_2 Unknown
NUKE_NON_COMBAT_DEATH_THRESHOLD Unknown
NUKE_BUILDING_DESTRUCTION_PROB Percent chance for building to be destroyed by nuke
NUKE_POPULATION_DEATH_BASE Unknown
NUKE_POPULATION_DEATH_RAND_1 Unknown
NUKE_POPULATION_DEATH_RAND_2 Unknown
GLOBAL_WARMING_PROB Unknown
GLOBAL_WARMING_FOREST Unknown
GLOBAL_WARMING_UNHEALTH_WEIGHT Unknown
GLOBAL_WARMING_NUKE_WEIGHT Unknown
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER Unknown
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER Unknown
TECH_COST_KNOWN_PREREQ_MODIFIER Unknown
PEACE_TREATY_LENGTH Length of peace treaty
MAX_ANARCHY_TURNS Maximum number of turns for anarchy
MIN_REVOLUTION_TURNS Unknown
MIN_CONVERSION_TURNS Unknown
OCCUPATION_CULTURE_PERCENT_THRESHOLD Unknown
BASE_OCCUPATION_TURNS Unknown
OCCUPATION_TURNS_POPULATION_PERCENT Unknown
BASE_REVOLT_OCCUPATION_TURNS Unknown
REVOLT_OCCUPATION_TURNS_PERCENT Unknown
REVOLT_TOTAL_CULTURE_MODIFIER Unknown
REVOLT_OFFENSE_STATE_RELIGION_MODIFIER Unknown
REVOLT_DEFENSE_STATE_RELIGION_MODIFIER Unknown
REVOLT_TEST_PROB Unknown
NUM_WARNING_REVOLTS Number of revolts before a city culture flips
BASE_REVOLT_FREE_UNITS Unknown
REVOLT_FREE_UNITS_PERCENT Unknown
NO_MILITARY_PERCENT_ANGER Unknown
AT_WAR_CULTURE_ANGER_MODIFIER Unknown
CULTURE_PERCENT_ANGER Unknown
RELIGION_PERCENT_ANGER Unknown
HURRY_POP_ANGER Unknown
HURRY_ANGER_DIVISOR Unknown
CONSCRIPT_POP_ANGER Unknown
CONSCRIPT_ANGER_DIVISOR Unknown
DEFY_RESOLUTION_POP_ANGER Unknown
DEFY_RESOLUTION_ANGER_DIVISOR Unknown
TEMP_HAPPY Unknown
BASE_WAR_WEARINESS_MULTIPLIER Unknown
FORCED_WAR_WAR_WEARINESS_MODIFIER Unknown
MULTIPLAYER_WAR_WEARINESS_MODIFIER Unknown
PERCENT_ANGER_DIVISOR Unknown
BASE_FEATURE_PRODUCTION_PERCENT Unknown
FEATURE_PRODUCTION_PERCENT_MULTIPLIER Unknown
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT Unknown
UNIT_PRODUCTION_PERCENT Unknown
BUILDING_PRODUCTION_PERCENT Unknown
PROJECT_PRODUCTION_PERCENT Unknown
MAXED_UNIT_GOLD_PERCENT Unknown
MAXED_BUILDING_GOLD_PERCENT Unknown
MAXED_PROJECT_GOLD_PERCENT Unknown
MAX_CITY_DEFENSE_DAMAGE Unknown
CITY_DEFENSE_DAMAGE_HEAL_RATE Unknown
UPKEEP_POPULATION_OFFSET Unknown
UPKEEP_CITY_OFFSET Unknown
CIRCUMNAVIGATE_FREE_MOVES Free moves from circumnavigating the map
BARBARIAN_FREE_TECH_PERCENT Unknown
RAZING_CULTURAL_PERCENT_THRESHOLD Unknown
BASE_CAPTURE_GOLD Base amount of gold captured with city
CAPTURE_GOLD_PER_POPULATION Additional gold captured per population point
CAPTURE_GOLD_RAND1 Unknown
CAPTURE_GOLD_RAND2 Unknown
CAPTURE_GOLD_MAX_TURNS Unknown
CITY_BARBARIAN_DEFENSE_MODIFIER Unknown
MIN_EXPERIENCE_PER_COMBAT Minimum experience gained per combat
MAX_EXPERIENCE_PER_COMBAT Maximum experience gained per combat
EXPERIENCE_FROM_WITHDRAWL Experience gained when unit withdraws
MAX_EXPERIENCE_AFTER_UPGRADE Maximum experience a unit can retain when upgrading
BUILDING_PRODUCTION_DECAY_TIME Unknown
BUILDING_PRODUCTION_DECAY_PERCENT Unknown
UNIT_PRODUCTION_DECAY_TIME Unknown
UNIT_PRODUCTION_DECAY_PERCENT Unknown
BASE_UNIT_UPGRADE_COST Unknown
UNIT_UPGRADE_COST_PER_PRODUCTION Unknown
WAR_SUCCESS_DEFENDING Unknown
WAR_SUCCESS_ATTACKING Unknown
WAR_SUCCESS_UNIT_CAPTURING Unknown
WAR_SUCCESS_CITY_CAPTURING Unknown
WAR_SUCCESS_NUKE Unknown
GAME_CITY_SIZE_METHOD Method for computing visual city size; either METHOD_EXPONENTIAL or METHOD_LINMAP
GAME_CITY_SIZE_MAX_PERCENT_UNIQUE Percentage of a city that can be wonders
GAME_CITY_SIZE_EXP_MODIFIER Modifier to tweak city size when METHOD_EXPONENTIAL is chosen
GAME_CITY_SIZE_LINMAP_AT_0 Visual size of city in METHOD_LINMAP at population 0
GAME_CITY_SIZE_LINMAP_AT_50 Visual size of city in METHOD_LINMAP at population 50
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL Turn interval for UN and AP secretary general votes
TEAM_VOTE_MIN_CANDIDATES Minimum number of candidates for secretary general votes
DIPLOMACY_VALUE_REMAINDER Unknown
INITIAL_STATE_RELIGION_HAPPINESS Initial happiness from state relegion
INITIAL_NON_STATE_RELIGION_HAPPINESS Initial happiness from non-state religions
RELIGION_SPREAD_DISTANCE_DIVISOR Unknown
RELIGION_SPREAD_RAND Unknown
CORPORATION_FOREIGN_SPREAD_COST_PERCENT Unknown
HOLY_CITY_INFLUENCE Unknown
WE_LOVE_THE_KING_RAND Unknown
WE_LOVE_THE_KING_POPULATION_MIN_POPULATION Minimum population needed for a city to get the we love the king event
PLOT_SIZE Unknown
DISABLE_CLOSE_ZOOM_MODE Unknown
CAMERA_UPPER_PITCH Unknown
CAMERA_LOWER_PITCH Unknown
CAMERA_MIN_SCROLL_SPEED Unknown
CAMERA_MAX_SCROLL_SPEED Unknown
CAMERA_MIN_YAW Unknown
CAMERA_MAX_YAW Unknown
CAMERA_START_DISTANCE Unknown
CAMERA_MAX_TRAVEL_DISTANCE Unknown
CAMERA_MIN_DISTANCE Unknown
CAMERA_MAX_TURN_OFFSET Unknown
CAMERA_SMALLEST_MAX_DISTANCE Unknown
CAMERA_FORCE_TO_SMALLEST_MAX_DISTANCE Unknown
CAMERA_NEAR_FAR_PLANE_RATIO Unknown
ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM Unknown
RENDER_AREABORDER_UNDER_FEATURES Unknown
RENDER_GLOBEVIEW_CLOUDS Unknown
RENDER_WATER Unknown
CAMERA_CITY_ZOOM_IN_DISTANCE Unknown
CAMERA_BATTLE_ZOOM_IN_DISTANCE Unknown
CAMERA_SHRINE_ZOOM_IN_DISTANCE Unknown
CAMERA_FAR_CLIP_Z_HEIGHT Unknown
EFFECT_DEFAULT_SIZE Unknown
UNIT_MULTISELECT_MAX Unknown
UNIT_MULTISELECT_SCALE Unknown
UNIT_MULTISELECT_DISTANCE Unknown
FIELD_OF_VIEW Unknown
IMPROVEMENT_SCALE Unknown
BONUS_SCALE Unknown
SHADOW_SCALE Unknown
HEALTH_BAR_WIDTH Unknown
AIR_IDLE_HEIGHT Height of an idling air unit
AIR_PATROL_RADIUS Relative radius of an air unit while patrolling
AIR_PATROL_SPEED Speed of air unit while patrolling
AIR_PATROL_HEIGHT Height of a patrolling air unit
AIR_BOMB_HEIGHT Height of a bombing air unit
AIR_EXECUTE_DISTANCE Distance an attacker/recon travels during an air mission (start to target)
AIR_EXECUTE_FINISH Distance an attacker/recon travels during an air mission (after target)
AIR_DEFEND_DISTANCE Distance a defender travels during an air mission (start to target)
AIR_DEFEND_FINISH Distance a defender travels during an air mission (after target)
UNIT_ANIM_PAGE_MAX Maximum number of animations loaded in memory for any unit
DEFAULT_ANIM_PAGE_MAX Default number of animations loaded for an entity
FLAG_OFFSET_X The relative offset X offset of a flag within a square (-1..1)
FLAG_OFFSET_Y The relative offset Y offset of a flag within a square (-1..1)
FLAG_OFFSET2_X The relative offset X offset of the second flag within a square (-1..1)
FLAG_OFFSET2_Y The relative offset Y offset of the second flag within a square (-1..1)
UNIT_TRAIL_RESOLUTION The resolution of the wake/trail left by units
SCORE_POPULATION_FACTOR Score you get if you have the 'maximum' population possible on the current map
SCORE_LAND_FACTOR Score you get if you have all the land on the current map
SCORE_WONDER_FACTOR Score you get if you have all the wonders
SCORE_TECH_FACTOR Score you get if you have all the techs
SCORE_FREE_PERCENT Percentage of the maximum score you get for free
SCORE_VICTORY_PERCENT Percentage of your score that gets added if you win the game
SCORE_HANDICAP_PERCENT_OFFSET Offset to the score handicap modifier
SCORE_HANDICAP_PERCENT_PER The amount of the score modifier per handicap level
MINIMAP_RENDER_SIZE Minimap size in pixels
TURN_LOG_MAX_WIDTH Unknown
TURN_LOG_MAX_HEIGHT Unknown
TURN_LOG_MIN_HEIGHT Unknown
LEADERHEAD_RANDOM Unknown
SINGLE_UNIT_GFX_EXTRA_SCALE Unknown
VASSAL_REVOLT_OWN_LOSSES_FACTOR Unknown
VASSAL_REVOLT_MASTER_LOSSES_FACTOR Unknown
VASSAL_HAPPINESS Unknown
FREE_VASSAL_LAND_PERCENT Unknown
FREE_VASSAL_POPULATION_PERCENT Unknown
WARLORD_EXTRA_EXPERIENCE_PER_UNIT_PERCENT Unknown
COMBAT_EXPERIENCE_IN_BORDERS_PERCENT Unknown
VICTORY_SOUNDTRACK_AVAILABLE Unknown
MAX_WITHDRAWAL_PROBABILITY Maximum chance a unit can withdraw
MAX_INTERCEPTION_PROBABILITY Maximum chance an air unit can intercept another
MAX_EVASION_PROBABILITY Maximum chance an air unit can evade interception
PLAYER_ALWAYS_RAZES_CITIES Unknown
MIN_WATER_SIZE_FOR_OCEAN Unknown
MIN_CITY_ATTACK_MODIFIER_FOR_SIEGE_TOWER Minimum city attach modifier needed for the siege tower to appear
ESPIONAGE_CITY_POP_EACH_MOD Percent cost change in espionage mission due to each population point
ESPIONAGE_CITY_TRADE_ROUTE_MOD Percent cost change in espionage mission due to each city trade route
ESPIONAGE_CITY_RELIGION_STATE_MOD Percent cost change in espionage mission due to each city religion
ESPIONAGE_CITY_HOLY_CITY_MOD Percent cost change in espionage mission due to holy city
ESPIONAGE_CULTURE_MULTIPLIER_MOD Unknown
ESPIONAGE_DISTANCE_MULTIPLIER_MOD Unknown
ESPIONAGE_SPENDING_MULTIPLIER Unknown
ESPIONAGE_EACH_TURN_UNIT_COST_DECREASE Unknown
ESPIONAGE_INTERCEPT_SPENDING_MAX Unknown
ESPIONAGE_INTERCEPT_COUNTERSPY Unknown
ESPIONAGE_INTERCEPT_COUNTERESPIONAGE_MISSION Unknown
ESPIONAGE_INTERCEPT_RECENT_MISSION Unknown
ESPIONAGE_SPY_REVEAL_IDENTITY_PERCENT Unknown
ESPIONAGE_SPY_INTERCEPT_MOD Unknown
ESPIONAGE_SPY_NO_INTRUDE_INTERCEPT_MOD Unknown
ESPIONAGE_SPY_MISSION_ESCAPE_MOD Unknown
FOW_WAS_VISIBLE_COLOR Unknown
FOW_MINIMAP_WAS_VISIBLE_COLOR Unknown
CITY_SCREEN_FOG_ENABLED Unknown
AI_CAN_DISBAND_UNITS Whether or not the AI can disband units
CAMERA_CITY_TURN Unknown
CAMERA_CITY_NO_PITCH Unknown
CAMERA_SPECIAL_PITCH Unknown
CITY_SCREEN_CLICK_WILL_EXIT Whether clicking outside the city radius will exit the city screen
WATER_POTENTIAL_CITY_WORK_FOR_AREA Unknown
LAND_UNITS_CAN_ATTACK_WATER_CITIES Whether or not land units can attack cities on located on water
CITY_MAX_NUM_BUILDINGS Unknown
RANGED_ATTACKS_USE_MOVES Number of moves used in a ranged attack
AI_SHOULDNT_MANAGE_PLOT_ASSIGNMENT Unknown
ROUTE_Z_BIAS Unknown
RIVER_Z_BIAS Unknown
ADVANCED_START_ALLOW_UNITS_OUTSIDE_CITIES Whether to allow units outside cities in advanced start
ADVANCED_START_MAX_UNITS_PER_CITY Maximum units per city in advanced start
ADVANCED_START_SIGHT_RANGE Starting sight range in advanced start
ADVANCED_START_CITY_COST Base city cost in advanced start
ADVANCED_START_CITY_COST_INCREASE Cost increase for cities in advanced start
ADVANCED_START_POPULATION_COST Base population cost in advanced start
ADVANCED_START_POPULATION_COST_INCREASE Cost increase for population in advanced start
ADVANCED_START_CULTURE_COST Base cost of culture in advanced start
ADVANCED_START_CULTURE_COST_INCREASE Cost increase in culture in advanced start
ADVANCED_START_VISIBILITY_COST Base cost of tile visibility in advanced start
ADVANCED_START_VISIBILITY_COST_INCREASE Cost increase of tile visibility in advanced start
ADVANCED_START_CITY_PLACEMENT_MAX_RANGE maximum range for city placement in advanced start
NEW_CITY_BUILDING_VALUE_MODIFIER Unknown
IGNORE_PLOT_GROUP_FOR_TRADE_ROUTES Unknown
EVENT_PROBABILITY_ROLL_SIDES Unknown
FIRST_EVENT_DELAY_TURNS Number of turns before first random event can happen
CIVILOPEDIA_SHOW_ACTIVE_CIVS_ONLY Whether the civilopedia can show civs not in the current game
USE_MODDERS_PLAYEROPTION_1 Whether to show the additional player option left for modders
USE_MODDERS_PLAYEROPTION_2 Whether to show the additional player option left for modders
USE_MODDERS_PLAYEROPTION_3 Whether to show the additional player option left for modders
CITY_AIR_UNIT_CAPACITY Number of air units a city or fort can hold
COLONY_NUM_FREE_DEFENDERS Number of free units given to colonies
SHIP_BLOCKADE_RANGE Tile range that ships can blockade
PATH_DAMAGE_WEIGHT Unknown
USE_SPIES_NO_ENTER_BORDERS Whether or not spies can be blocked from entering borders
NO_ESPIONAGE_CULTURE_LEVEL_MODIFIER Percent change to culture level amounts when No Espionage is enabled
FORCE_UNOWNED_CITY_TIMER Unknown


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only