Difference between revisions of "Civ4HandicapInfo"

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Each entry is in the form:  
 
Each entry is in the form:  
  
<GoodyType>GOODY_HIGH_GOLD</GoodyType>
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:<GoodyType>GOODY_HIGH_GOLD</GoodyType>
 
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Each entry is in the form:  
 
Each entry is in the form:  
  
<FreeTech>
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:<FreeTech>
  
<TechType>TECH_THE_WHEEL</TechType>
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::<TechType>TECH_THE_WHEEL</TechType>
  
<bFreeTech>1</bFreeTech>
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::<bFreeTech>1</bFreeTech>
  
</FreeTech>
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:</FreeTech>
  
 
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Revision as of 12:11, 19 May 2009

Tags are either text tags (no prefix; they should contain letters), boolean (prefixed by a b, can be 1 [on] or 0 [off]) or integer (prefixed by i, containing numbers).

Note: unless specified, effects are valid for every civ (both humans and AIs)

Tag Usage Default values
HandicapInfos This begins and ends the file. Everything must go in between these two, or it will not work.
HandicapInfo Encloses the entry for each handicap set (one for each difficulty level)
Type The name that can be used in other files and in the SDK to refer to a particular handicap.
Description References the Text which contains the difficulty description (eg: "settler", or "noble"). The text is specified in any of the Assets\XML\Text files.
Help References the Text which contains the tooltip for this difficulty. The text is specified in any of the Assets\XML\Text files.
iFreeWinsVsBarbs Sets how many battles are granted to be won against barbarians 5 for chieftain, 2 for noble, 0 for deity
iAnimalAttackProb Sets the aggressivity of animals, specifying their attack chance in percentage 25 for chieftain, 85 for noble, 90 for deity
iStartingLocPercent Unknown 10 for chieftain, 40 for noble, 90 for deity
iAdvancedStartPointsMod Sets the advanced start points modifier (in percentage) 150 for chieftain, 100 for noble, 75 for deity
iGold Sets how much gold every civ starts with 0 for chieftain, 0 for noble, 0 for deity
iFreeUnits Sets how many units don't need maintainance 24 for chieftain, 8 for noble, 1 for deity
iUnitCostPercent Sets the unit support cost modifier (in percentage) 20 for chieftain, 50 for noble, 100 for deity
iResearchPercent Sets the technology cost modifier (in percentage) 60 for chieftain, 100 for noble, 130 for deity
iDistanceMaintenancePercent Sets the city maintainance cost modifier for distance (in percentage) 45 for chieftain, 75 for noble, 100 for deity
iNumCitiesMaintenancePercent Sets the city maintainance cost modifier for number of cities (in percentage) 40 for chieftain, 70 for noble, 100 for deity
iMaxNumCitiesMaintenance Sets the max number of cities that contribute to the city maintainance cost 4 for chieftain, 5 for noble, 8 for deity
iColonyMaintenancePercent Sets the maintainance cost modifier for colonies (in percentage) 60 for chieftain, 100 for noble, 150 for deity
iMaxColonyMaintenance A factor used to determine the maximum maintainance cost for colonies (in percentage) 200 for chieftain, 200 for noble, 200 for deity
iCorporationMaintenancePercent Sets the corporations maintainance modifier (in percentage) 60 for chieftain, 100 for noble, 150 for deity
iCivicUpkeepPercent Sets the civics maintainance modifier (in percentage) 50 for chieftain, 80 for noble, 100 for deity
iInflationPercent Sets the inflation modifier (how much expenses increase as the game goes on) (in percentage) 60 for chieftain, 90 for noble, 100 for deity
iHealthBonus Sets the health bonus/malus for every city 4 for chieftain, 2 for noble, 2 for deity
iHappyBonus Sets the happiness bonus/malus for every city 6 for chieftain, 4 for noble, 4 for deity
iAttitudeChange Sets the attitude bonus/malus for an AI with anyone else 2 for chieftain, -1 for noble, -1 for deity
iNoTechTradeModifier Sets a percent modifier for an AI, that determines how many techs a rival can get by trade, before the AI thinks he is becoming too advanced. 100 for chieftain, 70 for noble, 20 for deity
iTechTradeKnownModifier Sets a percent modifier for an AI, that determines how much he will monopoly his techs -100 for chieftain, 0 for noble, 0 for deity
iUnownedTilesPerGameAnimal Sets how many animals can appear in a given continent or island (a value of n means that a size 50 island, with no owners, may have 10/n animals) 100 for chieftain, 50 for noble, 20 for deity
iUnownedTilesPerBarbarianUnit A factor that determines how many barbarians can appear in a given continent or island with a given unowned size 150 for chieftain, 60 for noble, 25 for deity
iUnownedWaterTilesPerBarbarianUnit A factor that determines how many barbarian ships can appear in a world with a given size 750 for chieftain, 500 for noble, 250 for deity
iUnownedTilesPerBarbarianCity A factor that determines how many barbarian cities can appear in a given continent or island with a given unowned size 160 for chieftain, 130 for noble, 80 for deity
iBarbarianCreationTurnsElapsed Set how many turns have to be elapsed before barbarian units may appear 50 for chieftain, 35 for noble, 10 for deity
iBarbarianCityCreationTurnsElapsed Set how many turns have to be elapsed before barbarian cities may appear 55 for chieftain, 40 for noble, 15 for deity
iBarbarianCityCreationProb A factor that determines how likely barbarian cities can appear 4 for chieftain, 6 for noble, 8 for deity
iAnimalBonus Sets the combat bonus animals receive against human players -70 for chieftain, -40 for noble, 0 for deity
iBarbarianBonus Sets the combat bonus barbarians receive against human players -40 for chieftain, -10 for noble, 0 for deity
iAIAnimalBonus Sets the combat bonus animals receive against AI players -40 for chieftain, -40 for noble, -40 for deity
iAIBarbarianBonus Sets the combat bonus barbarians receive against AI players -25 for chieftain, -25 for noble, -25 for deity
iStartingDefenseUnits Sets how many extra defensive units every player starts with 0 for chieftain, 0 for noble, 0 for deity
iStartingWorkerUnits Sets how many extra workers every player starts with 0 for chieftain, 0 for noble, 0 for deity
iStartingExploreUnits Sets how many explorer units every player starts with 0 for chieftain, 0 for noble, 0 for deity
iAIStartingUnitMultiplier A factor that determinates how many extra units (per unit type) AI players receive at the game starts 0 for chieftain, 0 for noble, 1 for deity
iAIStartingDefenseUnits Sets how many extra defensive units AI players start with 0 for chieftain, 0 for noble, 4 for deity
iAIStartingWorkerUnits Sets how many extra workers AI players start with 0 for chieftain, 0 for noble, 1 for deity
iAIStartingExploreUnits Sets how many explorer units AI players start with 0 for chieftain, 0 for noble, 1 for deity
iBarbarianDefenders Sets how many units barbarian cities will have for defense 1 for chieftain, 2 for noble, 4 for deity
iAIDeclareWarProb A factor that determines how likely an AI will declare war 25 for chieftain, 100 for noble, 100 for deity
iAIWorkRateModifier Sets the worker work rate modifier for AI (in percent) 0 for chieftain, 0 for noble, 100 for deity
iAIGrowthPercent Modifies how much food an AI city requires to growth (in percent) 160 for chieftain, 100 for noble, 80 for deity
iAITrainPercent Modifies the standard units cost for AI (in percent) 160 for chieftain, 100 for noble, 60 for deity
iAIWorldTrainPercent Modifies the world-class units cost for AI (in percent) 160 for chieftain, 100 for noble, 100 for deity
iAIConstructPercent Modifies the buildings cost for AI (in percent) 160 for chieftain, 100 for noble, 60 for deity
iAIWorldConstructPercent Modifies the wonders cost for AI (in percent) 160 for chieftain, 100 for noble, 100 for deity
iAICreatePercent Modifies the non-world projects cost for AI (in percent) 160 for chieftain, 100 for noble, 60 for deity
iAIWorldCreatePercent Modifies the world projects cost for AI (in percent) 160 for chieftain, 100 for noble, 100 for deity
iAICivicUpkeepPercent Modifies the civic maintainance cost for AI (in percent) 100 for chieftain, 100 for noble, 60 for deity
iAIUnitCostPercent Modifies the unit support costs for AI (in percent) 100 for chieftain, 100 for noble, 60 for deity
iAIUnitSupplyPercent Modifies the unit supply costs for AI (in percent) 50 for chieftain, 50 for noble, 50 for deity
iAIUnitUpgradePercent Modifies the unit upgrade costs for AI (in percent) 50 for chieftain, 50 for noble, 50 for deity
iAIInflationPercent Sets the inflation modifier for AI (how much expenses increase as the game goes on) (in percentage) 100 for chieftain, 80 for noble, 80 for deity
iAIWarWearinessPercent Modifies the war weariness in AI cities (in percent) 100 for chieftain, 80 for noble, 50 for deity
iAIPerEraModifier A modifier which, multiplied for the current era, affects units cost, buildings cost, projects cost, unit support, unit supply, inflation rate, war weariness, civic upkeep, required food for city growth, unit upgrade cost. (in percent) 0 for chieftain, 0 for noble, -5 for deity
iAIAdvancedStartPercent Modifies the points an AI starts with in an advanced start (in percent) 100 for chieftain, 100 for noble, 170 for deity
Goodies Contains a set of GoodyType. When entering a goody hut, the result is randomly picked between the entries in this set. The same item can be repeated, if you want it more likely to be picked. The possible values are specified in the Assets\Xml\GameInfo\CIV4GoodyInfo.xml file.

Each entry is in the form:

<GoodyType>GOODY_HIGH_GOLD</GoodyType>
FreeTechs Contains a set of FreeTech nodes. Each specified tech is given to every player when the game starts. The possible values are specified in the Assets\Xml\Technologies\CIV4TechInfos.xml file.

Each entry is in the form:

<FreeTech>
<TechType>TECH_THE_WHEEL</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
AIFreeTechs Contains a set of FreeTech nodes. Each specified tech is given to AI players when the game starts. The possible values are specified in the Assets\Xml\Technologies\CIV4TechInfos.xml file.