CIV4BuildingInfos

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Summary

This file defines all the buildings, and their attributes.

Single-Line Tags

Text Tags

  • Advisor = Defines the type of Advisor that would recommend this Building.
  • ArtDefineTag = Specifies the tag in CIV4ArtDefines_Building.xml that provides graphic data for this building.
  • Bonus = Bonus type that speeds production..
  • BuildingClass = The class (name) of the Building (see CIV4BuildingClassInfos.xml)
  • CivicOption = Free civics allowed with building. used by Pyramids.
  • Civilopedia = Refers to a tag in CIV4GameText_Civilopedia_BuildingsProjects.xml which stores the Civilopedia description for the Building
  • ConstructSound = Sound used when building finished. See the AudioDefines, Audio2DScripts, & Audio3DScripts files.
  • Description = Refers to a tag in CIV4GameTextInfos_Objects.xml that stores the in-game name of the Building
  • FreeBonus = i.e. BONUS_DRAMA - Provides the city with # (this number is based on the tag iFreeBonus) Hit Musicals. Other choices for this tag include BONUS_MUSIC and BONUS_MOVIES but I'm not sure if these are the only three that can go here.
  • FreeBuilding = Provides the listed building free to every city. eg: Is used by Three Gorges Dam to give Hydro Station to each city.
  • FreePromotion = Allows building to give listed promotion to all units built in that city.
  • FreeStartEra = Building is free if you start in this Era or later.
  • GlobalReligionCommerce = Earns gold from every city with this religion.
  • GreatPeopleUnitClass = Type of Great Person building creates.
  • HolyCity = If set, the Building can only be constructed in the Holy City of the Religion type specified.
  • MaxStartEra = Latest Era the building can be constructed .
  • MovieDefineTag = Specifies the tag in CIV4ArtDefines_Movie.xml that will play with this building is constructed.
  • ObsoleteTech = Tech that makes the building obsolete.
  • PowerBonus = i.e. BONUS_COAL - any building with this bonus supplies the city power with coal
  • PrereqBonuses = Bonus type required for production.
  • PrereqReligion = Defines Religion needed for production.
  • ReligionType = If set, the Building can only be constructed if the specified Religion type is present in a city within the Civilization (Not necessarily in the city where it is being constructed)
  • SpecialBuildingType = Whether or not the building is one the special types listed in CIV4SpecialBuildingInfos.xml
  • StateReligion = If set, the Building can only be constructed while the specified Religion type is the Civilization's State Religion.
  • Strategy = Refers to a tag in CIV4GameText_Strategy.xml that stores the strategic or usage info on the Building, displayed in mouseover pop-ups.
  • Type = The type of Building (see CIV4ArtDefines_Building.xml)
  • VictoryPrereq = Victory type required for construction of the building.

Boolean Tags

  • bAreaCleanPower = Provides clean power to all cities a la Three Gorges Dam.
  • bBuildingOnlyHealthy = Removes unhealthiness caused by buildings. Used by Recycling Centre.
  • bCapital = Sets Capitol city. Can only have one.
  • bCenterInCity =
  • bDiploVote = Allows diplomatic votes.
  • bDirtyPower = Power provided is polluting.
  • bForceTeamVoteEligible = Forces team members to vote with you.
  • bGoldenAge = Starts a golden age. Used by Taj Mahal.
  • bGovernmentCenter = Center of Government (multiple allowed). Used by Versailles.
  • bMapCentering = On completion, centers the map.
  • bNeverCapture = Indicates if the building is destroyed when the city is captured.
  • bNoUnhappiness = Removes all unhappiness from the city. Used by the Globe Theatre.
  • bNoUnhealthyPopulation = Removes unhealthiness. Used by ???.
  • bNukeImmune = Makes the building immune to nuking.
  • bPower = Provides power.
  • bPrereqReligion = Indicates if a Religion must be present.
  • bRiver = Requires river.
  • bTeamShare = Allows team members to build together.
  • bWater = Requires water.

Integer Tags

  • iAirlift = Distance from city units can be airlifted.
  • iAirModifier = Damage change from air units.
  • iAIWeight = Importance of building to the AI.
  • iAllCityDefense = % change in defence in all cities.
  • iAnarchyModifier = % change in anarchy length.
  • iAreaHappiness = Change in happiness in all cities on this continent.
  • iAreaHealth = Change in healthiness in all cities on this continent.
  • iAreaFreeSpecialist = Free specialists allowed in all cities on this continent.
  • iAsset = Point value of building for victory score.
  • iCitiesPrereq = Pre required number of cities.
  • iCoastalTradeRoutes = Change in coastal trade routes in all cities.
  • iConquestProb = Percentage chance building will survive if city is captured.
  • iCost = Building cost.
  • iDefense = % change in defence in this city.
  • iExperience = Experience bonus to units built in this city.
  • iFoodKept = % of food kept after city grows.
  • iFreeSpecialist = Free specialists allowed in this city.
  • iFreeTechs = Number of free techs provided when built.
  • iGlobalExperience = Experience bonus to units built in all cities.
  • iGlobalFreeSpecialist = Free specialists allow in all cities.
  • iGlobalGreatPeopleRateModifier = % increase of Great Person rate for civilization.
  • iGlobalHappiness = Change in happiness in all cities.
  • iGlobalHealth = Change in healthiness in all cities.
  • iGlobalHurryModifier = % change in hurry cost in all cities.
  • iGlobalPopulationChange = Change in population globally.
  • iGlobalSpaceProductionModifier % change in SS part production in all cities.
  • iGlobalTradeRoutes = Change in trade routes in all cities.
  • iGlobalWarWearinessModifier = % change in war weariness in all cities.
  • iGreatPeopleRateChange = Integer change in Great Person birth rate.
  • iGreatPeopleRateModifier = % increase of Great Person rate in this city.
  • iHappiness = Change in happiness in this city.
  • iHealRateChange = % change in healing rates.
  • iHealth = Change in healthiness in this city.
  • iHurryCostModifier = Building hurry cost modifier.
  • iLevelPrereq = Pre required unit level.
  • iMaintenanceModifier = % change in maintenance cost.
  • iMaxLatitude = Maximum distance from equator.
  • iMilitaryProductionModifier = % change in military production.
  • iMinAreaSize = Size of adjacent body of water for sea buildings (usually 10).
  • iMinLatitude = Minimum distance from equator.
  • iNukeModifier = Damage change from nukes.
  • iNukeExplosionRand = Chance that a nuclear power plant will randomly blow up (default 1 in 1000).
  • iNumFreeBonuses = -1 gives 5 of the above bonuses. Any number >= 0 is itself, i.e. 10 here with a BONUS_DRAMA in the FreeBonus tag means 10 Hit Musicals from your city. Anything below -1 shows up as that negative number
  • iPower = Value used by AI to calculate a player's relative strength (forge, heroic epic, etc).
  • iSpaceProductionModifier = % change in SS part production.
  • iStateReligionHappiness = Change in happiness with state religion.
  • iTeamsPrereq = Instances among a team in multiplay.
  • iTradeRouteModifier = % change in trade routes in this city.
  • iTradeRoutes = Change in trade routes in this city.
  • iWarWearinessModifier = % change in war weariness.
  • iWorkerSpeedModifier = % change in worker speed.

Floating-Point Tags

  • fVisibilityPriority = Priority for the building to be seen on the map.

Multi-Line Tags

  • BonusHappinessChanges = Changes to healthiness provided by the building if you have the specified resources.
    • BonusHappinessChange = Bracketed by BonusHappinessChanges, contains each individual resource and its effect.
      • BonusType = Type of resource (Text tag).
      • iHappinessChange = Amount of change to happiness (Integer tag).
  • BonusHealthChanges = Changes to healthiness provided by the building if you have the specified resources.
    • BonusHealthChange = Bracketed by BonusHealthChanges, contains each individual resource and its effect.
      • BonusType = Type of resource (Text tag).
      • iHealthChange = Amount of change to healthiness (Integer tag).
  • BonusProductionModifiers = Bonus to production for the building if you have the specified resources.
    • BonusProductionModifier = Bracketed by BonusProductionModifiers, contains each individual resource and its effect.
      • BonusType = Type of resource (Text tag).
      • iProductionModifier = Amount of change to production (Integer tag).
  • BonusYieldModifiers = Bonuses to resource yield from a building.
    • BonusYieldModifier = Defines each resource.
      • BonusType = Type of resource (Text tag).
      • YieldModifiers = Bracket that covers the 3 Yield tags.
        • iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).
  • BuildingClassNeededs = Building required in city to construct.
    • BuildingClassNeeded = Defines individual building classes and if thier needed in that city or not.
      • BuildingClassType = Building type.
      • bNeededInCity = If it's needed in this city.
  • BuildingInfo = Brackets entire building group.
  • CommerceChangeDoubleTimes = Defines how many turns must pass before a given Commerce output is doubled. ie: Versailles starts giving 10 Culture, but after 1000 turns, begins giving 20 Culture. Uses iCommerce.
  • CommerceChangeOriginalOwners = UNKNWON EFFECT ??? ??? ???.
    • bCommerceChangeOriginalOwner = UNKNWON EFFECT ??? ??? ???. Boolean tag.
  • CommerceChanges = Additions to commerce/science/culture that the building provides, uses iCommerce. (Adds fourth tag as of BtS for Espionage)
  • CommerceHappinesses = Determines change in tax/research/culture rates that produce happy faces, uses iCommerce.
    • iCommerce = There are three of these tags. The first is for Commerce (tax), the second for Research, and the third for Culture (Integer tag).
  • CommerceModifiers = Percentage change to that commerce production for the entire city (e.g., 25 is 25% increase), uses iCommerce.
  • DomainFreeExperiences = Experience bonus to a specified unit type.
    • DomainFreeExperience = Bracketed by DomainFreeExperiences, contains each individual unit type and its XP bonus.
      • DomainType = Type of unit (land/sea) (Text tag). (Includes Air as of BtS)
      • iExperience = Amount of experience provided (Integer tag).
  • DomainProductionModifiers = Construction bonus to a specified unit type.
    • DomainProductionModifier = Bracketed by DomainProductionModifiers, contains each individual unit type and its production bonus.
      • DomainType = Type of unit (land/sea) (Text tag). (Includes Air as of BtS)
      • iProductionModifier = Bonus as a percent given to construction (Integer tag).
  • Flavors = Unsure (Determines which advisor asks to build?)
    • Flavor = Contains each religion & flavour strength.
      • FlavorType = Religion (Text tag).
      • iFlavor = UNKNOWN EFFECT ??? ??? ???
  • FreeSpecialistCounts = Free specialists allocated to city by the building.
    • FreeSpecialistCount = Bracketed by FreeSpecialistCounts, brackets each individual Specialist granted. Can have multiple entries.
      • SpecialistType = Type of specialist. (Text tag).
      • iFreeSpecialistCount = Amount allowed. (Integer tag).
  • GlobalSeaPlotYieldChanges = Change in sea square yield for all cities, uses iYield.
  • HotKey = Unsure (Hotkeys for building?)
    • bAltDown = UNKNOWN EFFECT ??? ??? ???
    • bShiftDown = UNKNOWN EFFECT ??? ??? ???
    • bCtrlDown = UNKNOWN EFFECT ??? ??? ???
  • ObsoleteSafeCommerceChanges = Additions to commerce that aren't affected by other changes (usually culture), uses iCommerce.
  • PrereqBuildingClasses = Amount of certain building class needed to construct.
    • PrereqBuildingClass = defines individual building class types & amounts.
      • BuildingClassType = Building type.
      • iNumBuildingNeeded = Amount of building class required.
  • ProductionTraits = Contains all the Traits and their production bonus effects for the building.
    • ProductionTrait = Contains an individual trait it's production bonus effect. Is nested within the ProductionTraits tags.
      • ProductionTraitType = Trait type (Text tag).
      • iProductionTrait = % bonus to construction (Integer tag).
  • ReligionChanges = UNKNOWN EFFECT ??? ??? ???
    • ReligionChange = Bracketed by ReligionChanges. UNKNOWN EFFECT ??? ??? ???
      • ReligionType = Inidicates the individual religion affecting the change. UNKNOWN EFFECT ??? ??? ??? (Text tag).
      • iReligionChange = UNKNOWN EFFECT ??? ??? ???. (Integer tag).
  • SeaPlotYieldChanges = Change in sea square yield, uses iYield.
  • SpecialistCounts = Specialist allowances.
    • SpecialistCount = Bracketed by SpecialistCounts, brackets each individual Specialist allowed. Can have multiple entries.
      • SpecialistType = Type of specialist (Text tag).
      • iSpecialistCount = Amount of specialists allowed.
  • SpecialistExtraCommerces = Bonus provided to specialists by the building, uses iCommerce.
  • SpecialistYieldChanges = Bonuses to specialist yield from a building.
    • SpecialistYieldChange = Defines each specialist.
      • SpecialistType = Type of specialist (Text tag).
      • YieldChanges = Bracket that covers the 3 Yield tags.
        • iYield = There are three of these tags. The first is for Commerce change, the second for Research change, and the third for Culture change (Integer tag).
  • StateReligionCommerces = Bonus provided by buildings of the state religion, uses iCommerce.
  • TechTypes = Lists all Techs that are required to allow construction (functionality is AND).
    • PrereqTech = Tech that is required to allow construction of the building (Text tag).
  • YieldChanges = Change in city yield, uses iYield.
    • iYield = There are three of these tags. The first is for Food change, the second for Production change, and the third for Trade change (Integer tag).

Unsorted

  • BuildingHappinessChanges
  • CommerceFlexibles
  • UnitCombatFreeExperiences

Example

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