CIV4TechInfos

The example is incomplete. Please post a full copy of a tech entry. Thank-you.

Summary

CIV4TechInfos.xml is where all the technologies are defined.

Single-Line Tags

Text Tags

  • Advisor = Advisor type, must be pre-defined.
  • Button = comma seperated field, whose format is: >,A,B,X,Y<. A = normal image. B = smaller image among others in a file. X,Y = grid location of image to use in item B. Either list only A or list all four.
  • Civilopedia = Entry for civilopedia text, this field may reference a file in assets\xml\text if preceeded with TXT_KEY_.
  • Description = Label used in-game, this field may reference a file in assets\xml\text if preceeded with TXT_KEY_.
  • Era = Era this technology belongs to, must be pre-defined.
  • FirstFreeUnitClass = Gives the first player to research this technology 1 of the specified unit class.
  • Help = Entry for help tips, this field may reference a file in assets\xml\text if preceeded with TXT_KEY_.
  • Quote = Text entry for quote in civilopedia, this field may reference a file in assets\xml\text if preceeded with TXT_KEY_.
  • Sound = sound played when researched.
  • SoundMP = sound played when researched during multiplayer game.
  • Strategy = Entry for strategy text, this field may reference a file in assets\xml\text if preceeded with TXT_KEY_.
  • Type = Internal label, unique.

Boolean Tags

  • bBridgeBuilding = enables bridge building for player.
  • bDefensivePactTrading = enables defensive pacts to be negotiated by/with player.
  • bDisable = this item is disabled (unresearchable).
  • bExtraWaterSeeFrom = enables extra sight for naval vessels.
  • bGoldTrading = enables gold trading for player.
  • bGoodyTech = this item is allowed as Goody Tech (tech from huts).
  • bIgnoreIrrigation = enables farms to be built on any valid plot without fresh water.
  • bIrrigation = enables farms to spread irrigation for player.
  • bMapCentering = centers the world map for player.
  • bMapTrading = enables map trading for player.
  • bMapVisible = reveals whole map to player.
  • bOpenBordersTrading = enables open borders to be negotiated by/with player.
  • bPermanentAllianceTrading = enables permanent alliances to be negotiated by/with player.
  • bRepeat = this item is repeatable. Used for FutureTech.
  • bTechTrading = enables tech trading for player.
  • bTrade = this item tradable.
  • bWaterWork = enables player's cities to utilize water tiles.

Integer Tags

  • iAITradeModifier = percent value, AI trade modifier for this tech.
  • iAIWeight = Base AI point value of this tech.
  • iAsset = incremental modifier to player score.
  • iCost = default research cost, usually modified after by other values, ie: difficulty level.
  • iFeatureProductionModifier = percent value, modifier to production output of some worker actions (chop forest). Added in patch 1.61.
  • iFirstFreeTechs = number of free techs for first player to research this item.
  • iGridX = row position to place item in tech tree.
  • iGridY = column position to place item in tech tree.
  • iHappiness = incremental modifier to happiness per city.
  • iHealth = incremental modifier to health per city.
  • iPower = incremental modifier to player power, as percieved by AI.
  • iTradeRoutes = incremental modifier to available trade routes per city.
  • iWorkerSpeedModifier = percent value, modifier to speed of player's worker units.

Multi-Line Tags

  • AndPreReqs = all technologies in this section must be researched. Items listed do no generate lines on the tech chart, instead places a button in the top right corner of the tech.
  • DomainExtraMoves = grants # extra moves for specified domain.
  • CommerceFlexible = allows use/adjustment of science/culture/gold sliders.
  • Flavors = modifies AI point weight based on research flavors.
  • OrPreReqs = as least one technology in this section must be researched. Items listed generate lines on the tech chart.
  • SpecialBuilding = Unknown use, defined in schema but not listed within TechInfo bounds.
  • TerrainTrades = enables trade across specified terrain.

Example

<Button>,Art/Interface/Buttons/TechTree/Economics.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,3</Button>
<DomainExtraMoves>
    <DomainExtraMove>
        <DomainType>DOMAIN_LAND</DomainType>
    <iExtraMoves>2</iExtraMoves>
    </DomainExtraMove>
<DomainExtraMoves>
<CommerceFlexible>
    <bFlexible>0</bFlexible>  <!--?science-->
    <bFlexible>0</bFlexible>  <!--?gold-->
    <bFlexible>1</bFlexible>  <!--culture-->
</CommerceFlexible>
<TerrainTrades>
    <TerrainTrade>TERRAIN_COAST</TerrainTrade>
    <bTerrainTrade>1</bTerraintrade>
</TerrainTrades>
<Flavors>
    <Flavor>
        <FlavorType>FLAVOR_SCIENCE</FlavorType>
        <iFlavor>8</iFlavor>
    </Flavor>
</Flavors>
<OrPreReqs>
    <PrereqTech>TECH_MYSTICISM</PrereqTech>
</OrPreReqs>
<AndPreReqs>
    <PrereqTech>TECH_MASONRY</PrereqTech>
</AndPreReqs>
<SpecialBuilding>
    <SpecialBuildingType>text field</SpecialBuildingType>
    <bSpecialBuilding>1</bSpecialBuilding>
</SpecialBuilding>
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