Civ4featureinfos

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Summary

This file defines what features do (e.g., forest, jungle)

Single-Line Tags

Text Tags

  • Type = The internal tag for the bonus.
  • Description = What the text entry is named for that bonus.
  • Civilopedia = The tag for the civilopedia entry for the bonus.
  • ArtDefineTag = The art files used to draw the bonus on the map.
  • WorldSoundscapeAudioScript = The sound effect played for the feature if you zoom in.
  • EffectType = Visual special effects which sometimes occur when a unit entires the tile.

Integer Tags

  • iMovement = The movement point cost of that feature.
  • iSeeThrough = Whether or not the feature blocks units LOS (1 is yes, 0 is no).
  • iHappiness = The amount of happiness added to the city.
  • iHealthPercent = The percentage that health is increased or reduced if a city is built on that feature.
  • iDefense = The percentage that defense is increased or decreased for units in tiles with that feature.
  • iAppearance = The chance that the feature will randomly appear in a tile each game turn.
  • iDisappearance = The chance that the feature will randomly disappear in a tile each game turn.
  • iGrowth = The chance that the feature will grow (for forests and jungles).
  • iEffectProbability = The chance that a visual effect will occur, as defined by EffectType.

Boolean Tags

  • bNoCoast = Whether or not the feature can appear in a coast tile.
  • bNoRiver = Whether or not the feature can appear next to a river.
  • bNoAdjacent = Whether or not the feature can appear next to another feature.
  • bRequiresFlatlands = Whether or not the feature must appear in flatlands.
  • bRequiresRiver = Whether or not the feature must appear next to a river.
  • bAddsFreshWater = Whether or not the feature acts as a source of fresh water for irrigation.
  • bImpassable = Whether or not the feature is normally impassable to units.
  • bNoCity = Whether or not cities are barred from being built on that feature.
  • bNoImprovement = Whether or not improvements are barred from being built on that feature.

Multi line Tags

  • Yield Changes = This lists the food, hammer, and gold production values of the feature, in that order. Each is defined by iYieldChange.
  • RiverYieldChange = This lists the additional food, hammer, and gold production values of the feature when a river is present, in that order. Each is defined by iYieldChange.
  • HillsYieldChange = This lists the additional food, hammer, and gold production values of the feature when a hill is present, in that order. Each is defined by iYieldChange.
  • TerrainBooleans = This defines a specific terrain type that the feature can only appear in, or never appear in. It's defined by the variables TerrainType, which lists the specific terrain, and bTerrain, which is set to 0 (never here) or 1 (always here).
  • SymbolPaths = Not sure. Appears to be the art file referenced for placing the feature on the map.
  • VarietyButtons = Not sure.
  • FootstepSounds = Defines the sound made by units traveling through the feature, normally heard if you zoom in close enough on the map. This includes the variables FootstepAudioType and FootstepAudioScript.

Example

Please put an example of this file here.
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