CIV4CivicInfos

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Summary

The CIV4CivicInfos XML describes all the parameters of Civ IV's 25 Civics.

Single-Line Tags

Text Tags

  • CivicOptionType = Defines the Civic type, with "CIVICOPTION_" in front of the name (ie: Economy, Industry, etc.). The types are listed in Civ4CivicOptionInfos.xml.
  • Type = Defines the Civic name, with "CIVIC_" in front of it (ie: Mercantalism, Environmentalism, Free Speech, etc.).
  • Description = Defines the location of the text that floats over the Civic when you mouse-over.
  • Civilopedia = Defines the Civilopedia entry for the Civic.
  • Strategy = Defines the Strategy text for the Civic.
  • Button = Defines the location of the artwork for the Civic. Example: <button>,Art/Interface/Buttons/Civics/testism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,5,1</button> UNSURE what the first file does (it doesn't seem to show up ever in the game), but the second file looks up the icons for the civic in the civics_civilizations_religions_atlas.dds file. Here, it returns the icon in the 5th column, 1st row. Edit the file with a dds editor and change these coordinates if needed to change the picture.
  • TechPrereq = Defines the prerequisite technology.
  • Upkeep = Defines the upkeep for the Civic (ie: UPKEEP_NONE, UPKEEP_LOW, UPKEEP_MEDIUM, UPKEEP_HIGH).

Integer Tags

  • iAnarchyLength = UNSURE This tag probably controls how long Anarchy will be after switching to this Civic, but I don't know how it works.
  • iAIWeight = UNSURE Indicates preference for AI
  • iGreatPeopleRateModifier = Global percent modifier for Great People birthrate. This is a % bonus to great people production in each city. Put in values like 50, 23, 18, etc…
  • iStateReligionGreatPeopleRateModifier = UNSURE Percent modifier for Great People birthrate in cities that have your state religion?
  • iDistanceMaintenanceModifier = Percent reduction (or increase) in the maintenance charged due to distance from your capital (positive or negavite values okay)
  • iNumCitiesMaintenanceModifier = Percent reduction (or increase) in the maintenance charged due to the number of cities that you have (positive or negavite values okay).
  • iExtraHealth = UNSURE Number of extra health per city
  • iFreeExperience = Amount of free XP provided to units built while you have this Civic.
  • iWorkerSpeedModifier = Percent increase in speed of Worker actions (ie: = 40 would result in a Worker action that is normally 10 turns taking only 6). Unsure, but may be able to accept negative numbers, thus increasing time needed for worker actions
  • iImprovementUpgradeRateModifier = the modifier for cottage, hamlet, village, etc. growth rates.
  • iMilitaryProductionModifier = Percent bonus to military production spead (+/- probably okay)
  • iBaseFreeUnits = UNSURE number of units provided free per city?
  • iBaseFreeMilitaryUnits = number of units provided free.
  • iFreeUnitsPopulationPercent = UNSURE Free units based on a percentage of population
  • iFreeMilitaryUnitsPopulationPercent = UNSURE Free military units based on percentage of population
  • iGoldPerUnit = Defines upkeep cost per unit. Any unit (negative doesn't work… i.e. getting paid for units).
  • iGoldPerMilitaryUnit = Defines upkeep cost per military unit (negative doesn't work… i.e. getting paid for units).
  • iHappyPerMilitaryUnit = Number of happy faces created in a city per stationed military unit (negative has weird effects)
  • iMaxConscript = Number of units you may conscript per turn
  • iLargestCityHappiness = Number of happy faces created in your largest cities
  • iWarWearinessModifier = Defines percent reduction in War Weariness (+/- values okay, use whole numbers).
  • iFreeSpecialist = Number of free specialists per city
  • iTradeRoutes = Number of extra trade routes per city
  • iCivicPercentAnger = Causes unhappiness in civs without this civic. Emancipation has this value set to 400, but unsure what the exact value means.
  • iStateReligionHappiness = Defines number of happy faces given if your State Religion is in a city.
  • iNonStateReligionHappiness = Defines number of happy faces given for each NON-State-Religion in a city. Negative values may or may not cause unhappiness… I tried it and on the civics screen it said -1 unhappiness… needs further testing of negative values.
  • iStateReligionUnitProductionModifier = Defines percent decrease in cost of constructing units for cities with your state religion.
  • iStateReligionBuildingProductionModifier = Defines percent decrease in cost of constructing buildings for cities with your state religion.
  • iStateReligionFreeExperience = Defines percent building production bonus in cities with state religion. (e.g. 50, 75, 1000).

Boolean Tags

  • bMilitaryFoodProduction = bMilitaryFoodProduction> Food produces military units (like workers, settlers?)
  • bNoUnhealthyPopulation = UNSURE Eliminates unhealthiness from buildings? 1=yes, 0=no
  • bBuildingOnlyHealthy = UNSURE Eliminates unhealthiness from buildings? 1=yes, 0=no
  • bNoForeignTrade = If 1, Civic doesn't allow any foreign trade.
  • bStateReligion = If 1, Civic requires a State religion to be effective.
  • bNoNonStateReligionSpread = If 1, Civic will prevent the spread of any Religions that are not your State Religion.

Multi-Line Tags

  • YieldModifiers = Changes production bonuses for food, commerce, and shields in each city. Replace this with the following to get an effect (% bonus to food, hammers, and commerce):

<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</YieldModifiers>

  • CapitalYieldModifiers = This would use the iYield tag trio to define how Food/Hammers/Gold would be changed in the Capital.
  • TradeYieldModifiers = UNKNOWN EFFECT
  • CommerceModifiers = Changes science, culture, and tax level bonuses in each city. Replace with the following to get an effect (% bonus to taxes, science, and culture):

<CommerceModifiers>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</CommerceModifiers>

  • CapitalCommerceModifiers = This would use the iCommerce tag trio to define how Tax/Science/Culture would be changed in the Capital.
  • SpecialistExtraCommerces = Adds extra commerce for specialists, e.g. each specialist produses. Implement as follows using integers rather than % (else each priest would have, like +50 culture).

<SpecialistExtraCommerces>
<iCommerce>0</iCommerce> ;# bonus to tax per specialist
<iCommerce>0</iCommerce> ;# bonus to science per specialist
<iCommerce>0</iCommerce> ;# bonus to culture per specialist
</SpecialistExtraCommerces>

  • Hurrys = For hurrying.

For gold rushing:
<Hurry>
<HurryType>HURRY_GOLD</HurryType>
<bHurry>1</bHurry>
</Hurry>
For population rushing:
<Hurry>
<HurryType>HURRY_POPULATION</HurryType>
<bHurry>1</bHurry>
</Hurry>

  • SpecialBuildingNotRequireds = Makes monasteries not required for missionaries. Haven't experimented with others. Here's what that looks like:

<SpecialBuildingNotRequireds>
<SpecialBuildingNotRequired> <SpecialBuildingType>SPECIALBUILDING_MONASTERY</SpecialBuildingType>
<bNotRequired>1</bNotRequired>
</SpecialBuildingNotRequired>

  • SpecialistValids = Enables unlimited specialists of various types in cities (like Caste System). Put in as may as you'd like. Example:

<SpecialistValids>
<SpecialistValid>
<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
<bValid>1</bValid>
</SpecialistValid>
Try it with ARTIST, MERCHANT, SCIENTIST, PRIEST, ENGINEER. I think those should all work.

  • BuildingHappinessChanges = Buildings make more happiness. I haven't experimented with unhappiness, but I'm interested to know if it'd work.

Example (make the palace give 400 happiness):
<BuildingHappinessChanges>
<BuildingHappinessChange>
<BuildingType>BUILDING_PALACE</BuildingType>
<iHappinessChange>400</iHappinessChange>
</BuildingHappinessChange>
</BuildingHappinessChanges>
Just put in a valid building name and you're all set.

  • FeatureHappinessChanges = Happiness from terrain feature. Example:

<FeatureHappinessChange>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iHappinessChange>1</iHappinessChange>
</FeatureHappinessChange>
Haven't experimented with other terrains (other than the ones for environmental economic civic) yet, but it should work.

  • ImprovementYieldChanges = This would use a Text tag to define which improvement is being modified, and then the iYield trio of tags to define how Food/Hammers/Gold was being modified. Example:

<ImprovementYieldChanges>
<ImprovementYieldChange>
<ImprovementType>IMPROVEMENT_WORKSHOP</ImprovementType>
<ImprovementYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</ImprovementYields>
</ImprovementYieldChange>
</ImprovementYieldChanges>

  • WeLoveTheKing = <WeLoveTheKing>TXT_KEY_CIVIC_WE_LOVE_DESPOT</WeLoveTheKing> Replace "TXT…DESPOT" with new text the "We love the XXXXXX" day.

Note

Important, you MAY HAVE TO EDIT the following other files:

/GameInfo/Civ4CivicOptionInfos.xml
Changing the name of civics catagories. Just change the descriptions with normal text. I wouldn't mess around with the option types.

Note: If you change any <Type>'s or add new ones, make sure you do the proper adjustments to the following files. Or you may need to adjust them for your scenario anyway:

/GameInfo/Civ4VoteInfo.xml
To change civics appearing in UN resolutions.

/Civilizations/Civ4LeaderHeadInfos.xml
To change perferred (favorite) civics.

/Civilizations/Civ4CivilizationInfos.xml
To change default (beginning game) civics.

Example

Civic: Mercantilism

<CivicInfo>
    <CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
    <Type>CIVIC_MERCANTILISM</Type>
    <Description>TXT_KEY_CIVIC_MERCANTILISM</Description>
    <Civilopedia>TXT_KEY_CIVIC_MERCANTILISM_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_CIVIC_MERCANTILISM_STRATEGY</Strategy> 
    <Button>,Art/Interface/Buttons/Civics/Mercantilism.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,4,3</Button>
    <TechPrereq>TECH_BANKING</TechPrereq>
    <iAnarchyLength>1</iAnarchyLength>
    <Upkeep>UPKEEP_MEDIUM</Upkeep>
    <iAIWeight>0</iAIWeight>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
    <iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
    <iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
    <iExtraHealth>0</iExtraHealth>
    <iFreeExperience>0</iFreeExperience>
    <iWorkerSpeedModifier>0</iWorkerSpeedModifier>
    <iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
    <iMilitaryProductionModifier>0</iMilitaryProductionModifier>
    <iBaseFreeUnits>0</iBaseFreeUnits>
    <iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
    <iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
    <iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
    <iGoldPerUnit>0</iGoldPerUnit>
    <iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
    <iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
    <bMilitaryFoodProduction>0</bMilitaryFoodProduction>
    <iMaxConscript>0</iMaxConscript>
    <bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
    <bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
    <iLargestCityHappiness>0</iLargestCityHappiness>
    <iWarWearinessModifier>0</iWarWearinessModifier>
    <iFreeSpecialist>1</iFreeSpecialist>
    <iTradeRoutes>0</iTradeRoutes>
    <bNoForeignTrade>1</bNoForeignTrade>
    <iCivicPercentAnger>0</iCivicPercentAnger>
    <bStateReligion>0</bStateReligion>
    <bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
    <iStateReligionHappiness>0</iStateReligionHappiness> <iNonStateReligionHappiness>0</iNonStateReligionHappiness>
    <iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
    <iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
    <iStateReligionFreeExperience>0</iStateReligionFreeExperience>
    <YieldModifiers/>
    <CapitalYieldModifiers/>
    <TradeYieldModifiers/>
    <CommerceModifiers/>
    <CapitalCommerceModifiers/>
    <SpecialistExtraCommerces/>
    <Hurrys/>
    <SpecialBuildingNotRequireds/>
    <SpecialistValids/>
    <BuildingHappinessChanges/>
    <FeatureHappinessChanges/>
    <ImprovementYieldChanges/>
    <WeLoveTheKing/>
</CivicInfo>
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