Civ4BuildingInfos
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