Civ4PromotionInfos
The Civ4PromotionInfos defines the characteristics of each of the game's promotions, or bonuses that units receive as they acquire experience points.
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.
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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 |
---|---|
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 |
Text
Tag Name | Description |
---|---|
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 |
Button |
Integers
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.
Tag Name | Description |
---|---|
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 | |
iFriendlyHealChange | |
iSameTileHealChange | |
iAdjacentTileHealChange | |
iCombatPercent | |
iCityAttack | |
iCityDefense | |
iHillsAttack | |
iHillsDefense | |
iKamikazePercent | |
iRevoltProtection | |
iCollateralDamageProtection | |
iPillageChange | |
iUpgradeDiscount | |
iExperiencePercent | |
iHotKeyPriority |
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 |
---|---|
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 |
bAltDown | |
bShiftDown | |
bCtrlDown |
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 |
---|---|
TerrainAttacks | |
TerrainDefenses | |
FeatureAttacks | |
FeatureDefenses | |
UnitCombatMods | |
DomainMods | |
TerrainDoubleMoves | |
FeatureDoubleMoves | |
UnitCombats | |
HotKey |
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.
<PromotionInfos> <PromotionInfo> <Type>PROMOTION_COMBAT1</Type> <Description>TXT_KEY_PROMOTION_COMBAT1</Description> <Sound>AS2D_IF_LEVELUP</Sound> <LayerAnimationPath>NONE</LayerAnimationPath> <PromotionPrereq>NONE</PromotionPrereq> <PromotionPrereqOr1>NONE</PromotionPrereqOr1> <PromotionPrereqOr2>NONE</PromotionPrereqOr2> <TechPrereq>NONE</TechPrereq> <StateReligionPrereq>NONE</StateReligionPrereq> <bLeader>0</bLeader> <bBlitz>0</bBlitz> <bAmphib>0</bAmphib> <bRiver>0</bRiver> <bEnemyRoute>0</bEnemyRoute> <bAlwaysHeal>0</bAlwaysHeal> <bHillsDoubleMove>0</bHillsDoubleMove> <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes> <iVisibilityChange>0</iVisibilityChange> <iMovesChange>0</iMovesChange> <iMoveDiscountChange>0</iMoveDiscountChange> <iAirRangeChange>0</iAirRangeChange> <iInterceptChange>0</iInterceptChange> <iEvasionChange>0</iEvasionChange> <iWithdrawalChange>0</iWithdrawalChange> <iCargoChange>0</iCargoChange> <iCollateralDamageChange>0</iCollateralDamageChange> <iBombardRateChange>0</iBombardRateChange> <iFirstStrikesChange>0</iFirstStrikesChange> <iChanceFirstStrikesChange>0</iChanceFirstStrikesChange> <iEnemyHealChange>0</iEnemyHealChange> <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> <UnitCombat> <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_GUN</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> <UnitCombat> <UnitCombatType>UNITCOMBAT_AIR</UnitCombatType> <bUnitCombat>1</bUnitCombat> </UnitCombat> </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> </PromotionInfo> </PromotionInfos>