Civ4SpecialUnitInfos
The Civ4SpecialUnitInfos file defines various properties for fighters, great people, and missiles.
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.
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 |
---|---|
Civ4SpecialUnitInfos | This begins and ends the file. Everything must go in between these two, or it will not work. |
SpecialUnitInfo | Each different unit type's data is enclosed in a separate tag like this. |
Text
Tag Name | Description |
---|---|
Type | The name of the unit; which must be unique |
Description | Either from one of the text files or the name of the unit as displayed in game. |
Boolean
All 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".
Tag Name | Description |
---|---|
bValid | Always 1 |
bCityLoad | If 1, the unit is a missile (not sure of the exact effect) |
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).
Tag Name | Description |
---|---|
CarrierUnitAIs | List tag - contains CarrierUnitAI tags |
CarrierUnitAI | How a unit carrying this unit will behave if controlled by the AI |
ProductionTraits | Traits which impact on the speed at which this unit is produced. |
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.
<SpecialUnitInfos> <SpecialUnitInfo> <Type>SPECIALUNIT_FIGHTER</Type> <Description>TXT_KEY_SPECIALUNIT_FIGHTER</Description> <bValid>1</bValid> <bCityLoad>0</bCityLoad> <CarrierUnitAIs> <CarrierUnitAI> <UnitAIType>UNITAI_CARRIER_SEA</UnitAIType> <bUnitAI>1</bUnitAI> </CarrierUnitAI> </CarrierUnitAIs> <ProductionTraits/> </SpecialUnitInfo> </SpecialUnitInfos>