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).
- BonusHappinessChange = Bracketed by BonusHappinessChanges, contains each individual resource and its effect.
- 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).
- BonusHealthChange = Bracketed by BonusHealthChanges, contains each individual resource and its effect.
- 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).
- BonusProductionModifier = Bracketed by BonusProductionModifiers, contains each individual resource and its effect.
- 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).
- BonusYieldModifier = Defines each resource.
- 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.
- BuildingClassNeeded = Defines individual building classes and if thier needed in that city or not.
- 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).
- DomainFreeExperience = Bracketed by DomainFreeExperiences, contains each individual unit type and its XP bonus.
- 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).
- DomainProductionModifier = Bracketed by DomainProductionModifiers, contains each individual unit type and its production bonus.
- Flavors = Unsure (Determines which advisor asks to build?)
- Flavor = Contains each religion & flavour strength.
- FlavorType = Religion (Text tag).
- iFlavor = UNKNOWN EFFECT ??? ??? ???
- Flavor = Contains each religion & flavour strength.
- 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).
- FreeSpecialistCount = Bracketed by FreeSpecialistCounts, brackets each individual Specialist granted. Can have multiple entries.
- 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.
- PrereqBuildingClass = defines individual building class types & amounts.
- 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).
- ProductionTrait = Contains an individual trait it's production bonus effect. Is nested within the ProductionTraits tags.
- 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).
- ReligionChange = Bracketed by ReligionChanges. UNKNOWN EFFECT ??? ??? ???
- 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.
- SpecialistCount = Bracketed by SpecialistCounts, brackets each individual Specialist allowed. Can have multiple entries.
- 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).
- SpecialistYieldChange = Defines each specialist.
- 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
page revision: 5, last edited: 31 Aug 2008 16:40