Civ4HandicapInfo
The Civ4HandicapInfo file defines the differences between the game's difficulty levels.
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.
Note: Unless specified, effects are valid for every civilization, human or AI.
This page is missing information. Do not remove this notice until it is complete.
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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.
<HandicapInfo>
<Type>HANDICAP_MONARCH</Type>
<Description>TXT_KEY_HANDICAP_MONARCH</Description>
<Help>TXT_KEY_HANDICAP_MONARCH_HELP</Help>
<iFreeWinsVsBarbs>0</iFreeWinsVsBarbs>
<iAnimalAttackProb>90</iAnimalAttackProb>
<iStartingLocPercent>60</iStartingLocPercent>
<iAdvancedStartPointsMod>90</iAdvancedStartPointsMod>
<iGold>0</iGold>
<iFreeUnits>4</iFreeUnits>
<iUnitCostPercent>70</iUnitCostPercent>
<iResearchPercent>115</iResearchPercent>
<iDistanceMaintenancePercent>90</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>85</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>6</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>120</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>120</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>95</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>50</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>35</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>40</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>400</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>110</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>25</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>30</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>7</iBarbarianCityCreationProb>
<iAnimalBonus>-20</iAnimalBonus>
<iBarbarianBonus>0</iBarbarianBonus>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>0</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>1</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>0</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>0</iAIStartingExploreUnits>
<iBarbarianDefenders>3</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>20</iAIWorkRateModifier>
<iAIGrowthPercent>95</iAIGrowthPercent>
<iAITrainPercent>90</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>90</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>90</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>90</iAICivicUpkeepPercent>
<iAIUnitCostPercent>90</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>75</iAIWarWearinessPercent>
<iAIPerEraModifier>-2</iAIPerEraModifier>
<iAIAdvancedStartPercent>120</iAIAdvancedStartPercent>
<Goodies>
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_LOW_GOLD</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_MAP</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_WARRIOR</GoodyType>
<GoodyType>GOODY_SCOUT</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_EXPERIENCE</GoodyType>
<GoodyType>GOODY_HEALING</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_TECH</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_WEAK</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
<GoodyType>GOODY_BARBARIANS_STRONG</GoodyType>
</Goodies>
<FreeTechs/>
<AIFreeTechs>
<FreeTech>
<TechType>TECH_ARCHERY</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</AIFreeTechs>
</HandicapInfo>