Civ4FeatureInfos

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The Civ4FeatureInfos file defines the various feature on the map (forest, jungle, etc.) that exist in the game.

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.

This page is missing information. Do not remove this notice until it is complete.


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
FeatureInfos This tag surrounds the entries in the file
FeatureInfo Main bracket for each entry


Text

Tag Name Description
Type How the feature is referred to in other files
Description The text for the feature in the game
Civilopedia The pedia entry for the feature
Help Any additional text displayed for the feature
OnUnitChangeTo unknown
WorldSoundscapeAudioScript Audio played on close zooms for plots with the feature


Integers

All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.

Tag Name Description
iMovement Movement cost for units entering a plot due to the feature
iSeeThrough unknown
iHealthPercent Modifier to health of city with feature nearby; ex: iHeathPercent = -25 means that each plot with the feature causes .25 unhealthiness to the city
iDefense Defensive bonus (percent) given to unit on a plot with the feature
iAppearance unknown; affects amount generated by map at the start of the game
iDisappearance unknown
iGrowth unknown; affects chance for feature to spread to surrounding tiles with no other features, improvements, or routes
iTurnDamage Damage, in hit points, given to each unit on a plot with the feature each turn
iEffectProbability Chance for effect listed in EffectType to occur when a unit enters the plot with the feature
iAdvancedStartRemoveCost Cost to remove the feature in advanced start


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
bNoCoast Whether the feature is allowed on a tile next to the coast
bNoRiver Whether the feature is allowed on a tile next to a river
bNoAdjacent Whether the feature is allowed on a tile next to a tile with the same feature
bRequiresFlatlands Whether the feature requires a flat tile (as in, not hills or peaks)
bRequiresRiver Whether the feature must be next to the river
bAddsFreshWater Whether the feature is counted as fresh water
bImpassible Whether the feature is impassible or not
bNoCity Whether or not the feature removes the ability to found a city on the tile
bNoImprovement Whether or not the feature makes it impossible to build an improvement on the tile
bVisibleAlways unknown
bNukeImmune Whether the feature is immune to destruction by nukes or not


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
YieldChanges Change to yield of the plot due to feature; first is food, then production, then commerce
<iYieldChange>0</iYieldChange>
RiverYieldChange Additional change to yield of the plot due to feature when next to river; first is food, then production, then commerce
<iYieldChange>0</iYieldChange>
HillsYieldChange Additional change to yield of the plot due to feature when on a hill; first is food, then production, then commerce
<iYieldChange>0</iYieldChange>
TerrainBooleans Terrains the feature can appear on
<TerrainBoolean>
 <TerrainType>TERRAIN_COAST</TerrainType>
 <bTerrain>1</bTerrain>
</TerrainBoolean>
FootstepSounds Sound played when unit enters a plot with the feature for different unit types
<FootstepSound>
 <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
 <FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
</FootstepSound>


Art

These tags are directly related to the rendering of art for the entry.

Tag Name Description
ArtDefineTag The tag for the art define, in Civ4ArtDefines_Feature
EffectType Effect that can occur when a unit enters a plot with the feature


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.

<FeatureInfo>
 <Type>FEATURE_JUNGLE</Type>
 <Description>TXT_KEY_FEATURE_JUNGLE</Description>
 <Civilopedia>TXT_KEY_FEATURE_JUNGLE_PEDIA</Civilopedia>
 <ArtDefineTag>ART_DEF_FEATURE_JUNGLE</ArtDefineTag>
 <YieldChanges>
   <iYieldChange>-1</iYieldChange>
  <iYieldChange>0</iYieldChange>
  <iYieldChange>0</iYieldChange>
 </YieldChanges>
 <RiverYieldChange/>
 <HillsYieldChange/>
 <iMovement>2</iMovement>
 <iSeeThrough>1</iSeeThrough>
 <iHealthPercent>-25</iHealthPercent>
 <iDefense>50</iDefense>
 <iAppearance>0</iAppearance>
 <iDisappearance>0</iDisappearance>
 <iGrowth>16</iGrowth>
 <iTurnDamage>0</iTurnDamage>
 <bNoCoast>0</bNoCoast>
 <bNoRiver>0</bNoRiver>
 <bNoAdjacent>0</bNoAdjacent>
 <bRequiresFlatlands>0</bRequiresFlatlands>
 <bRequiresRiver>0</bRequiresRiver>
 <bAddsFreshWater>0</bAddsFreshWater>
 <bImpassable>0</bImpassable>
 <bNoCity>0</bNoCity>
 <bNoImprovement>0</bNoImprovement>
 <bVisibleAlways>0</bVisibleAlways>
 <bNukeImmune>0</bNukeImmune>
 <OnUnitChangeTo/>
 <TerrainBooleans>
  <TerrainBoolean>
   <TerrainType>TERRAIN_GRASS</TerrainType>
   <bTerrain>1</bTerrain>
  </TerrainBoolean>
 </TerrainBooleans>
 <FootstepSounds>
  <FootstepSound>
   <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
   <FootstepAudioScript/>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
   <FootstepAudioScript/>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
   <FootstepAudioScript/>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
   <FootstepAudioScript/>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
  </FootstepSound>
  <FootstepSound>
   <FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
   <FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
   </FootstepSound>
 </FootstepSounds>
 <WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>
 <EffectType>EFFECT_BIRDSCATTER</EffectType>
 <iEffectProbability>15</iEffectProbability>
 <iAdvancedStartRemoveCost>40</iAdvancedStartRemoveCost>
</FeatureInfo>


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only