Civ4BuildingInfos

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Revision as of 08:57, 22 May 2009 by 86.9.10.49 (talk) (Created page with '== Text Tags == • Advisor = Defines the type of Advisor that would recommend this Building. • ArtDefineTag = Specifies the tag in CIV4ArtDefines_Building.xml that provides ...')
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Text Tags

• Advisor = Defines the type of Advisor that would recommend this Building.

• ArtDefineTag = Specifies the tag in CIV4ArtDefines_Building.xml that provides graphic data for this building.

• Bonus = Bonus type that speeds production..

• BuildingClass = The class (name) of the Building (see CIV4BuildingClassInfos.xml)

• CivicOption = Free civics allowed with building. used by Pyramids.

• Civilopedia = Refers to a tag in CIV4GameText_Civilopedia_BuildingsProjects.xml which stores the Civilopedia description for the Building

• ConstructSound = Sound used when building finished. See the AudioDefines, Audio2DScripts, & Audio3DScripts files.

• Description = Refers to a tag in CIV4GameTextInfos_Objects.xml that stores the in-game name of the Building

• FreeBonus = i.e. BONUS_DRAMA - Provides the city with # (this number is based on the tag iFreeBonus) Hit Musicals. Other choices for this tag include BONUS_MUSIC and BONUS_MOVIES but I'm not sure if these are the only three that can go here.

• FreeBuilding = Provides the listed building free to every city. eg: Is used by Three Gorges Dam to give Hydro Station to each city.

• FreePromotion = Allows building to give listed promotion to all units built in that city.

• 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 building creates.

• HolyCity = If set, the Building can only be constructed in the Holy City of the Religion type specified.

• MaxStartEra = Latest Era the building can be constructed .

• MovieDefineTag = Specifies the tag in CIV4ArtDefines_Movie.xml that will play with this building is constructed.

• ObsoleteTech = Tech that makes the building obsolete.

• PowerBonus = i.e. BONUS_COAL - any building with this bonus supplies the city power with coal

• 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 (Not necessarily in the city where it is being constructed)

• SpecialBuildingType = Whether or not the building is one the special types listed in CIV4SpecialBuildingInfos.xml

• 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 CIV4GameText_Strategy.xml that stores the strategic or usage info on the Building, displayed in mouseover pop-ups.

• Type = The type of Building (see CIV4ArtDefines_Building.xml)

• VictoryPrereq = Victory type required for construction of the building.

Boolean Tags

• bAreaCleanPower = Provides clean power to all cities a la Three Gorges Dam.

• bBuildingOnlyHealthy = Removes unhealthiness caused by buildings. Used by Recycling Centre.

• bCapital = Sets Capitol city. Can only have one.

• bCenterInCity =

• bDiploVote = Allows diplomatic votes.

• bDirtyPower = Power provided is polluting.

• bForceTeamVoteEligible = Forces team members to vote with you.

• bGoldenAge = Starts a golden age. Used by Taj Mahal.

• bGovernmentCenter = Center of Government (multiple allowed). Used by Versailles.

• 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 unhealthiness. Used by ???.

• 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.


Integer Tags

• iAirlift = Distance from city units can be airlifted.

• iAirModifier = Damage change from air units.

• iAIWeight = Importance of building to the AI.

• iAllCityDefense = % change in defence in all cities.

• 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.

• iAsset = Point value of building for victory score.

• iCitiesPrereq = Pre required number of cities.

• iCoastalTradeRoutes = Change in coastal trade routes in all cities.

• iConquestProb = Percentage chance building will survive if city is captured.

• iCost = Building cost.

• iDefense = % change in defence in this city.

• 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.

• iGlobalFreeSpecialist = Free specialists allow in all cities.

• iGlobalGreatPeopleRateModifier = % increase of Great Person 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 SS part production in all cities.

• iGlobalTradeRoutes = Change in trade routes in all cities.

• iGlobalWarWearinessModifier = % change in war weariness in all cities.

• iGreatPeopleRateChange = Integer change in Great Person birth rate.

• iGreatPeopleRateModifier = % increase of Great Person 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.

• iLevelPrereq = Pre required unit level.

• iMaintenanceModifier = % change in maintenance cost.

• iMaxLatitude = Maximum distance from equator.

• iMilitaryProductionModifier = % change in military 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 (default 1 in 1000).

• iNumFreeBonuses = -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).

• iSpaceProductionModifier = % change in SS part production.

• iStateReligionHappiness = Change in happiness with state religion.

• iTeamsPrereq = Instances among a team in multiplay.

• iTradeRouteModifier = % change in trade routes in this city.

• iTradeRoutes = Change in trade routes in this city.

• iWarWearinessModifier = % change in war weariness.

• iWorkerSpeedModifier = % change in worker speed.

Floating-Point Tags

• fVisibilityPriority = Priority for the building to be seen on the map.


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).


Unsorted

• BuildingHappinessChanges

• CommerceFlexibles

• UnitCombatFreeExperiences