The Civ4UnitInfos XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.
All tags must be opened and closed; the first is the 'open', the second the 'closed' 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.
Tag |
Usage
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UnitInfos
|
This begins and ends the file. Everything must go in between these two, or it will not work.
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UnitInfo
|
Each different unit's data is enclosed in a seperate tag like this.
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Class
|
The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.
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Type
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The name of the unit; which must be unique
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UniqueNames
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Only ever a closing tag. Just put it in, OK?
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Special
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Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that.
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Capture
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Either NONE, or the unit which the unit turns into when captured
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Combat
|
The combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat.
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Domain
|
DOMAIN_ - then AIR, SEA or LAND
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DefaultUnitAI
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The default way in which the AI uses the unit.
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Invisible
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Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE
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SeeInvisible
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Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility
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Text Tags
Description
|
Either text or a key from the text files. The name displayed for the unit.
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Civilopedia
|
As above for the Civiliopedia entry
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Strategy
|
As above for the Sid's Tips, also displayed above the Civilopedia entry
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Advisor
|
Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit.
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Boolean Tags
All of these can either be 1 (on) or 0 (off)
Tag |
Usage
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bAnimal
|
The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders.
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bFood
|
A city does not generate food while building this unit
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bNoBadGoodies
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When this unit is entering a Tribal Village, the villagers will never be hostile
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bOnlyDefensive
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This unit cannot attack other units
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bNoCapture
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This unit cannot capture cities
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bQuickCombat
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ALways 0; not sure what it actually does
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bRivalTerritory
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Can explore rival territory
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bMilitaryHappiness
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Counts as a Military Unit in the eyes of the rabble
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bMilitarySupport
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Costs money to maintain as part of your military, affected by Pacifism and the like.
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bMilitaryProduction
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Counts as a military unit for production bonuses/penalties
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bPillage
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Can pillage enemy tiles
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bSpy
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Is a spy
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bSabotage
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Should only be 1 in Vanilla or Warlords; can Sabotage Production
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bDestroy
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Should only be 1 in Vanilla or Warlords; can Destroy Improvement
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bStealPlans
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Should only be 1 in Vanilla or Warlords; can Steal Plans
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bInvestigate
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Should only be 1 in Vanilla or Warlords; can Investigate City
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bCounterSpy
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Should only be 1 in Vanilla or Warlords; can Perform Counterespionage
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bFound
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Can found a city
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bGoldenAge
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Counts as a Great Person to start a Golden Age
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bInvisible
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Is invisible to all units
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bFirstStrikeImmune
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Is immune to all First Strikes
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bNoDefensiveBonus
|
Does not receive defensive bonuses
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bIgnoreBuildingDefense
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Ignores defensive bonuses from enemy buildings, like Walls and Castles
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bCanMoveImpassible
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If the unit is a Submarine, it can go under Ice.
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bCanMoveAllTerrain
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Can move across all terrain
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bFlatMovementCost
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Pays a flat movement cost to enter all terrain
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bIgnoreTerrainCost
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Ignores movement penalties from terrain
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bNukeInnume
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Takes no damage from enemy nukes
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bPrereqBonuses
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Needs the mentioned resources to be built (can be NONE)
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bPrereqReligion
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Needs the mentioned religion to be built (can be NONE)
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bMechanized
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Not sure what this does - used for all land units in a vehicle
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bSuicide
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Kills itself upon attacking, like a Kamikaze in the Defence mod
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bHiddenNationality
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Bears no marking of nationality
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bAlwaysHostile
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Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit.
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All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.
List Tags
Tag |
Usage
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UnitClassUpgrades
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The Classes of unit to which this unit upgrades
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UnitClassTargets
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Not sure what this one does
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UnitCombatTargets
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Does whatever UnitClassTargets does, but is directed at a particular combat
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UnitClassDefenders
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Not sure what this one does
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UnitCombatDefenders
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Does whatever UnitClassDefenders does, but is directed at a particular combat
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FlankingStrikes
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All unit classes against which the unit gets a Flank Attack
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UnitAIs
|
Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for.
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NotUnitAIs
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As UnitAIs, but for the tasks which the AI will never consider the unit for.
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Builds
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For all the things that the unit can build on tiles; but not wonders that it can build in cities.
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ReligionSpreads
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Put the religions which the unit can spread here, if it is a missionary.
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CorporationSpreads
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Put the Corporations which the unit can spread here, if it is a CEO.
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GreatPeoples
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If the unit can settle in a city, put the type of specialist it becomes here.
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Buildings
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The buildings which the unit can construct in a city.
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ForceBuildings
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Not sure what this does
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Prerequisite Tags
Tag |
Usage
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HolyCity
|
If not NONE, then it is the Holy City needed to build the unit
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ReligionType
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For units, always NONE.
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StateReligion
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If not NONE, the State Religion needed to build this unit
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PrereqReligion
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Either NONE, or the religion needed in a city to build this unit
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PrereqCorporation
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Either NONE, or the corporation needed in a city to build this unit
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PrereqBuilding
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Either NONE, or the building needed in a city to build this unit
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PrereqTech
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Either NONE, or the technology that you need to build this unit
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TechTypes
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Used as a list tag to enclose PrereqTech tags.
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BonusType
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The resource needed to build this unit.
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PrereqBonuses
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Used as a list tag to enclose BonusType tags.
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ProductionTraits
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The leader traits which affect production of this unit, along with the value.
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Flavors
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The 'flavours' of the unit - not sure what they actually do
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Integer Tags
Tag |
Usage
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iAIWeight
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The preference given by the AI to this unit, generally for Unique Units.
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iCost
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The cost in hammers of the unit
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HurryCostModifier
|
Impacts the Gold Hurry cost of the unit.
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AdvancedStartCost
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The cost in points of the unit on Advanced Start.
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AdvancedStartCostIncrease
|
Affects the cost in points of the unit on Advanced Start
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MinAreaSize
|
Don't know what this does
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Moves
|
The number of movement points that the unit has.
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bNoRevealMap
|
A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on
|
iAirRange
|
Only for Air Units; the range at which it can operate
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iAirUnitCap
|
Should be 0
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iDropRange
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The range at which the unit can 'jump' from a friendly city
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iNukeRange
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The range at which the 'nuke' can be launched - missiles only
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iWorkRate
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The rate at which the unit improves tiles
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iBaseDiscover
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The rate at which the unit discovers new tiles
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iDiscoverMultiplier
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Affects the rate at which the unit discovers new tiles
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iBaseHurry
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Don't know what this does
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iHurryMultiplier
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Don't know what this does - affects the hurry cost in some way.
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iBaseTrade
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The basic amount of money that the unit makes from a Trade Mission
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iTradeMultiplier
|
Affects the amount of money that the unit makes from a Trade Mission
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iGreatWorkCulture
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The amount of culture that the unit generates with a Great Work
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iEspionagePoints
|
Used for Spies - not sure of the exact effect
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Miscellaneous Tags
Tag |
Usage
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TerrainImpassables
|
Types of terrain that the unit cannot enter - generally Ocean
|
FeatureImpassables
|
As above for terrain features - like Forests and Jungle
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TerrainPassableTechs
|
With these technologies, the unit can enter the terrain defined in TerrainImpassables
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FeatureImpassables
|
With these technologies, the unit can enter the features defined in FeatureImpassables
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iCombat
|
The unit's base strength
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iCombatLimit
|
Always 100 - purpose unclear
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iAirCombat
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The unit's base strength for Air Units
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iAirCombatLimit
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Always 100 - purpose unclear
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iXPValueAttack
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The value, in Experience Points, that this unit is worth on the attack
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iXPValueDefense
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The value, in Experience Points, that this unit is worth on the defence
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iFirstStrikes
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The number of automatic First Strikes that the unit has
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iChanceFirstStrikes
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The number of First Strike Chances that the unit has
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iInterceptionProbability
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The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area.
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iEvasionProbability
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For air and parachute units; the odds of evading interception
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iWithdrawalProb
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The amount of Withdrawal Chance that the unit has
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iCollateralDamage
|
The amount of Collateral Damage that the unit does
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iCollateralDamageLimit
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The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at.
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iCollateralDamageMaxUnits
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The greatest number of enemy unit that the unit can inflict damage on
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iCityAttack
|
The bonus that the unit gets when attacking cities
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iCityDefense
|
The bonus that the unit gets when defending cities
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iAnimalCombat
|
The bonus that the unit gets against Animals, in attack or defence.
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iHillsAttack
|
The bonus that the unit gets when attacking hills
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iHillsDefense
|
The bonus that the unit gets when defending hills
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TerrainNatives
|
List tag - not sure what it does
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FeatureNatives
|
List tag - not sure what it does
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TerrainAttacks
|
Attack bonuses that the unit gets in different terrain
|
TerrainDefenses
|
Defence bonuses that the unit gets in different terrain
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FeatureAttacks
|
Attack bonuses that the unit gets in different features
|
FeatureDefenses
|
Defence bonuses that the unit gets in different features
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UnitClassAttackMods
|
The bonuses/penalties that the unit gets against specific units in attack
|
UnitClassDefenseMods
|
The bonuses/penalties that the unit gets against specific units in defence
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UnitCombatMods
|
The bonuses/penalties that the unit gets against different combats
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UnitCombatCollateralImmunes
|
The unit combats that this unit does not recieve collateral damage from
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DomainMods
|
The bonuses/penalties that the unit gets against Air, Sea or Land units
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BonusProductionModifiers
|
Resources that make the unit produce faster
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iBombRate
|
The damage that a unit does when carrying out an Air Bomb mission
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iBombardRate
|
The rate at which a unit Bombards a city
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SpecialCargo
|
Any types of Special Unit that the unit can carry
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DomainCargo
|
The Domains (AIR, SEA, or LAND) that the unit can carry.
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iCargo
|
The number of units that the unit can carry
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iConscription
|
The number of this unit that can be drafted
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iCultureGarrison
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Don't know what this does
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iExtraCost
|
Affects the cost of the unit
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iAsset
|
Affects the AI's behaviour towards it in some way.
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iPower
|
Affects the amount that the AI factors it into the equation when determining your military power
|
Art Tags
iGroupSize
|
The number of models in the unit
|
fMaxSpeed
|
Not sure what this does
|
fPadTime
|
Not sure what this does
|
iMeleeWaveSize
|
The number of models that engage in melee combat
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iRangedWaveSize
|
The number of models that engage in ranged combat at once
|
UnitMeshGroups
|
Holds the unit's art data
|
EarlyArtDefineTag
|
From CIV4ArtDefinesUnit - what the unit looks like in-game
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FormationType
|
The formation that the unit adopts
|
Ending Tags
! HotKey
| The button
|-
<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>