CIV4TraitInfos

Summary

This file defines what effects leader traits have.

Single-Line Tags

Text Tags

  • Type = The internal tag for the trait.
  • Description = What the text entry is named for that trait.
  • ShortDescription = What the short text entry is named for that trait.
  • PromotionType = Name of the promotion granted.
  • UnitCombatType = Unit Class that will benefit from the defined promotion.

Integer Tags

  • iHealth = The extra health each city in the empire gets because of the leader trait. If set to a negative integer, it decreases health.
  • iMaxAnarchy = If set to -1, this trait doesn't affect anarchy; if set to 0, this civilization won't experience anarchy when it changes civics.
  • iUpkeepModifier = If set to a positive percentage, the trait increase upkeep costs; if set to a negative number (e.g., -50) it reduces upkeep costs.
  • iGreatPeopleRateModifier = If set to a positive percentage, the trait increases the chance of getting a Great Person (e.g., 100 doubles the rate); if set to a negative number it decreases the chance of getting a Great Person.
  • iMaxGlobalBuildingProductionModifier = If set to a positive percentage, this gives a bonus to World Wonder production. If set to a negative percentage will reduce World Wonder production. (e.g., -25 reduces the rate of construction by 25%).
  • iMaxTeamBuildingProductionModifier = If set to a positive percentage, this gives a bonus to Team Wonder production. If set to a negative percentage it will reduce Team Wonder production. (e.g., -25 reduces the rate of construction by 25%).
  • iMaxPlayerBuildingProductionModifier = If set to a positive percentage, this gives a bonus to National Wonder production. If set to a negative percentage will reduce National Wonder production. (e.g., -25 reduces the rate of construction by 25%).

Boolean Tags

  • bFreePromotion = UNKNOWN EFFECT
  • bFreePromotionUnitCombat = UNKNOWN EFFECT

Multi-Line Tags

  • ExtraYieldThresholds = The number of food, hammers, or gold per tile required to produce a bonus yield of one additional food, hammer, or gold on that tile, as defined by iExtraYieldThreshold. Setting iExtraYieldThreshold to 0 means that no bonus yield will be produced. NB: you need all three entries, even if only one is non-zero. The amount of additional food, hammers, or gold for a bonus yield can be set in GlobalDefines.xml under EXTRA_YIELD.
  • TradeYieldModifiers = The additional food, production, or gold per city produced by that trait, as defined by iYield. NB: you need all three entries, even if only one is non-zero.
  • CommerceChanges = The additional commerce, science, or culture per city produced by that trait, as defined by iCommerce. NB: you need all three entries, even if only one is non-zero.
  • CommerceModifiers = The percentage increase or decrease in commerce, science, or culture, as defined by iCommerce. Setting iCommerce to 25 for culture would increase the culture production of all cities by 25%.
  • FreePromotions = The promotions that units of civilization with that trait start with when created. Contains FreePromotion.
    • FreePromotion = Defines each promotion given. Contains PromotionType & bFreePromotion.
  • FreePromotionUnitCombats = Defines which unit combat classes start with the free promotions defined above.
    • FreePromotionUnitCombat = Defines each individual Unit Class. Contains UnitCombatType & bFreePromotionUnitCombat.

Example

Aggressive Trait 
<TraitInfo>
    <Type>TRAIT_AGGRESSIVE</Type>
    <Description>TXT_KEY_TRAIT_AGGRESSIVE</Description>
    <ShortDescription>TXT_KEY_TRAIT_AGGRESSIVE_SHORT</ShortDescription>
    <iHealth>0</iHealth>
    <iMaxAnarchy>-1</iMaxAnarchy>
    <iUpkeepModifier>0</iUpkeepModifier>
    <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
    <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
    <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
    <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
    <ExtraYieldThresholds/>
    <TradeYieldModifiers/>
    <CommerceChanges/>
    <CommerceModifiers/>
    <FreePromotions>
        <FreePromotion>
            <PromotionType>PROMOTION_COMBAT1</PromotionType>
            <bFreePromotion>1</bFreePromotion>
        </FreePromotion>
    </FreePromotions>
    <FreePromotionUnitCombats>
        <FreePromotionUnitCombat>
            <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
            <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
        </FreePromotionUnitCombat>
        <FreePromotionUnitCombat>
            <UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
            <bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
        </FreePromotionUnitCombat>
    </FreePromotionUnitCombats>
</TraitInfo>
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