GlobalDefines

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Summary

GlobalDefines.xml defines the game's global variables, which are values loaded during the initialization of the game. For the purpose of simplification, it must be stated here that the following values are actually contained within multi-line tags. The typical structure of the entries involves the Define tag, within which is contained a DefineName tag, then either a DefineTextVal, iDefineIntVal, or fDefineFloatVal tag. Instead of pointlessly describing tags that do not vary in their functions, this article explains the function of the entries.

Text Values

DefineName
DefineTextVal
Function Value Definitions
LAND_TERRAIN
TERRAIN_GRASS
Defines the base terrain for land. CIV4TerrainInfos
DEEP_WATER_TERRAIN
TERRAIN_OCEAN
Defines the base terrain for water. CIV4TerrainInfos
SHALLOW_WATER_TERRAIN
TERRAIN_COAST
Defines the base terrain for the border between land and water. CIV4TerrainInfos
LAND_IMPROVEMENT
IMPROVEMENT_LAND_WORKED
Defines the improvement which is applied to land worked by a city. CIV4ImprovementInfos
WATER_IMPROVEMENT
IMPROVEMENT_WATER_WORKED
Defines the improvement which is applied to water worked by a city. CIV4ImprovementInfos
RUINS_IMPROVEMENT
IMPROVEMENT_CITY_RUINS
Defines the improvement which is applied after destruction of a city. CIV4ImprovementInfos
]NUKE_FEATURE
FEATURE_FALLOUT
Defines the feature which is applied to land after the effect of a nuke. CIV4FeatureInfos
GLOBAL_WARMING_TERRAIN
TERRAIN_DESERT
Defines the terrain which is applied to land by global warming events. CIV4TerrainInfo
CAPITAL_BUILDINGCLASS
BUILDINGCLASS_PALACE
Defines the building class which establishes a civilization's capital. CIV4BuildingClassInfos
DEFAULT_SPECIALIST
SPECIALIST_CITIZEN
Defines the default specialist for city populations. CIV4SpecialistInfos
NUKE_FEATURE
FEATURE_FALLOUT
Defines the feature which is applied to land after the effect of a nuke. CIV4FeatureInfos
INITIAL_CITY_ROUTE_TYPE
ROUTE_ROAD
Defines the route which is applied to nearby land after founding of a city. CIV4RouteInfos
STANDARD_HANDICAP
HANDICAP_NOBLE
Defines the default handicap for human players. CIV4HandicapInfo
STANDARD_HANDICAP_QUICK
HANDICAP_CHIEFTAIN
Defines the default handicap for human players in a quick game. CIV4HandicapInfo
STANDARD_GAMESPEED
GAMESPEED_NORMAL
Defines the default game speed. CIV4GameSpeedInfo
STANDARD_TURNTIMER
TURNTIMER_MEDIUM
Defines the default turntimer for timed gameplay. CIV4TurnTimerInfo
STANDARD_CLIMATE
CLIMATE_TEMPERATE
Defines the default climate. CIV4ClimateInfo
STANDARD_SEALEVEL
SEALEVEL_MEDIUM
Defines the default sea level. CIV4SeaLevelInfo
STANDARD_ERA
ERA_ANCIENT
Defines the default starting era. CIV4EraInfos
STANDARD_CALENDAR
CALENDAR_DEFAULT
Defines the default calendar; precise function is unknown. CIV4BasicInfos
AI_HANDICAP
HANDICAP_NOBLE
Defines the handicap for AI players. CIV4HandicapInfo
BARBARIAN_HANDICAP
HANDICAP_CHIEFTAIN
Defines the handicap for the barbarian player. CIV4HandicapInfo
BARBARIAN_CIVILIZATION
CIVILIZATION_BARBARIAN
Defines the civilization of the barbarian player. CIV4CivilizationInfos
BARBARIAN_LEADER
LEADER_BARBARIAN
Defines the leader of the barbarian player. CIV4LeaderHeadInfos
QUICKSAVE
Quicksave
Defines the text value used for quick save identification.
GAME_CITY_SIZE_METHOD
METHOD_EXPONENTIAL
Defines the method of computing visual city size from actual city size. The available options are METHOD_EXPONENTIAL and METHOD_LINMAP.
LEADERHEAD_RANDOM
Art/LeaderHeads/RandomLeader.dds
Defines the graphic displayed when Leader is random during game setup. Requires the directory of the graphic file; file is missing.

Integer Values

CIV4_VERSION = Sets the version number of Civilization 4
SAVE_VERSION = The version number of the Save Game files
MAX_NUM_LANGUAGES = Set to 100, but doesn't seem to be used in the XML files
MAX_PLOT_LIST_SIZE = unknown
EVENT_MESSAGE_TIME = Defines the duration that a text message in the log at the top center of the screen will remain before another one can pop up. This allows the user a certain amount of time to read the message log before having to access the message log manually.
EVENT_MESSAGE_TIME_LONG = Defines the duration that a message (like a minimized announcement icon- or a quick-link location icon for city culture growth) remains on screen for the player to select before disappearing on its own.
EVENT_MESSAGE_STAGGER_TIME = unknown
START_YEAR = Sets the basic starting year of the game
WEEKS_PER_MONTHS = Defines the number of weeks that make up one month
PLOT_VISIBILITY_RANGE = Defines basic visibility range for Plots
UNIT_VISIBILITY_RANGE = Defines basic visibility range of Units
PEAK_SEE_FROM_CHANGE = Defines modification to visibility range from Peaks
PEAK_SEE_THROUGH_CHANGE = Defines modification to the range from which a Peak is visible
HILLS_SEE_FROM_CHANGE = Defines modification to visibility range from Hills
HILLS_SEE_THROUGH_CHANGE = Defines modification to the range from which a Hill is visible
SEAWATER_SEE_FROM_CHANGE = Defines modification to visibility range from Seawater tiles
SEAWATER_SEE_THROUGH_CHANGE = Defines modification to the range from which a Seawater tile is visible
RAND_YIELD_PRESENCE_DIE_ROLLS = unknown
MAX_YIELD_STACK = unknown
MOVE_DENOMINATOR = unknown
STARTING_DISTANCE_PERCENT = unknown
OWN_TEAM_STARTING_MODIFIER = unknown
RIVAL_TEAM_STARTING_MODIFIER = unknown
MIN_CIV_STARTING_DISTANCE = Base value that is modified by world size, etc., to determine how far apart each civ's initial settler is from the others.
MIN_ANIMAL_STARTING_DISTANCE = Base value that is modified by world size, etc., to determine how far away from a civ's initial settler animals can spawn.
MIN_BARBARIAN_STARTING_DISTANCE = Base value that is modified by world size, etc., to determine how away from a civ's initial settler barbarians can spawn.
MIN_BARBARIAN_CITY_STARTING_DISTANCE = Base value that is modified by world size, etc., to determine how away from a civ's initial settler/city a barbarian city can be founded.
MIN_CITY_RANGE = Number of tiles long each arm of a city's "fat cross" is.
FREE_CITY_CULTURE = Amount of culture that a newly founded city starts with.
FREE_CITY_ADJACENT_CULTURE = Amount of culture each tile around a newly founded city starts with.
OWNERSHIP_SCORE_DURATION_THRESHOLD = unknown
NUM_DO_GOODY_ATTEMPTS = unknown
MAX_CIVIC_OPTIONS = Defines the maximum number of Civic options in each category.
BASE_CIVIC_ANARCHY_LENGTH = Defines the basic amount of anarchy turns from changing Civics.
BASE_RELIGION_ANARCHY_LENGTH = Defines the basic amount of anarchy turns from converting religion.
COMMERCE_PERCENT_CHANGE_INCREMENTS = unknown
INITIAL_TRADE_ROUTES = Max number of trade routes a city can have without modifications.
NUM_OR_TECH_PREREQS = Number of "or" branches in the tech tree
NUM_AND_TECH_PREREQS = Number of "and" branches in the tech tree
NUM_UNIT_AND_TECH_PREREQS = unknown
NUM_BUILDING_AND_TECH_PREREQS = unknown
BASE_RESEARCH_RATE = unknown
NUM_UNIT_PREREQ_OR_BONUSES = unknown
NUM_BUILDING_PREREQ_OR_BONUSES = unknown
MAX_WORLD_WONDERS_PER_CITY = Defines the maximum number of world wonders (such as Colossus) allowed in a single city. A value of -1 represents infinite.
MAX_TEAM_WONDERS_PER_CITY = Defines the maximum number of team wonders (such as space ship parts) allowed in a single city. A value of -1 represents infinite.
MAX_NATIONAL_WONDERS_PER_CITY = Defines the maximum number of national wonders (such as the iron works) allowed in a single city. A value of -1 represents infinite.
MAX_BUILDINGS_PER_CITY = Defines the maximum number of normal buildings (such as the library or granary) allowed in a single city. A value of -1 represents infinite.
INITIAL_CITY_POPULATION = Defines the population size of cities when they are first constructed.
INITIAL_AI_CITY_PRODUCTION = Instant production points granted to an AI city when it is founded. The player gets 0.
BASE_CITY_GROWTH_THRESHOLD = Defines the base amount of food required for a city to grow.
CITY_GROWTH_MULTIPLIER = Defines the amount of food required in addition to the base for each level of growth. Amount required to grow = BASE_CITY_GROWTH_THRESHOLD + current city level * CITY_GROWTH_MULTIPLIER
FOOD_CONSUMPTION_PER_POPULATION = Defines the number of food units consumed per turn by each civilian living in a city.
NEW_HURRY_MODIFIER = Defines the percentage of extra cost applied to a hurry-production order when the hurry order is issued before any production begins.
CONSCRIPT_MIN_CITY_POPULATION = unknown
CONSCRIPT_POPULATION_PER_COST = unknown
CONSCRIPT_MIN_CULTURE_PERCENT = Minimum city percent of population that must be native to the controller before the controller of the city can conscript a soldier.
FRESH_WATER_HEALTH_CHANGE = Defines the health bonus received when fresh water is within a city's tile consumption range.
DIRTY_POWER_HEALTH_CHANGE = Defines the health bonus received when a city has unclean power (In the default settings, coal power is the only unclean power).
INITIAL_CITY_MAINTENANCE = Defines cities' initial maintenance.
MAX_DISTANCE_CITY_MAINTENANCE = Defines the maximum amount of distance maintenance a city can incur.
MAX_TRADE_ROUTES = unknown
MIN_TIMER_UNIT_DOUBLE_MOVES = unknown
DYING_PAUSE = unknown
COMBAT_DAMAGE = unknown
AIR_COMBAT_DAMAGE = unknown
COLLATERAL_COMBAT_DAMAGE = unknown
MAX_HIT_POINTS = Defines number of hit points that make up a perfectly healthy unit.
COMBAT_DIE_SIDES = Number of "sides" a die will have when rolled in combat: 1000 means the die is 1000 sided so a number between 1 and 1000 will be generated.
HILLS_EXTRA_DEFENSE = Defines the percentage defense gained from a tile with hills.
RIVER_ATTACK_MODIFIER = Defines the percentage penalty for attacking across a river.
AMPHIB_ATTACK_MODIFIER = Defines the percentage penalty from attacking amphibiously.
ENEMY_HEAL_RATE = Defines the percentage of health naturally healed per turn in enemy territory.
NEUTRAL_HEAL_RATE = Defines the percentage of health naturally healed per turn in neutral territory.
FRIENDLY_HEAL_RATE = Defines the percentage of health naturally healed per turn in friendly territory.
CITY_HEAL_RATE = Defines the percentage of health naturally healed per turn in a friendly city.
FOUND_RELIGION_CITY_RAND = unknown
GREAT_PEOPLE_THRESHOLD_INCREASE = Defines the amount of additional Great People points required to get a great person for each Great Person already born.
GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM = unknown
GREAT_PEOPLE_THRESHOLD = Defines the amount of Great People points required to get a great person. The formula is Required points = GREAT_PEOPLE_THRESHOLD + GREAT_PEOPLE_THRESHOLD_INCREASE * number of Great People born in Civilization so far.
BASE_SPY_SABOTAGE_COST = unknown
BASE_SPY_DESTROY_COST = unknown
SPY_DESTROY_COST_MULTIPLIER_LIMITED = unknown
SPY_DESTROY_COST_MULTIPLIER = unknown
BASE_SPY_STEAL_PLANS_COST = unknown
SPY_STEAL_PLANS_COST_MULTIPLIER = unknown
LAKE_PLOT_RAND = unknown
PLOTS_PER_RIVER_EDGE = unknown
RIVER_SOURCE_MIN_RIVER_RANGE = unknown
RIVER_SOURCE_MIN_SEAWATER_RANGE = unknown
LAKE_MAX_AREA_SIZE = unknown
INITIAL_BASE_FREE_UNITS = unknown
INITIAL_BASE_FREE_MILITARY_UNITS = unknown
INITIAL_FREE_UNITS_POPULATION_PERCENT = unknown
INITIAL_FREE_UNITS_POPULATION_PERCENT = unknown
INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT = unknown
INITIAL_GOLD_PER_UNIT = Cost to support one military unit in gold- used to calculate military upkeep overall.
INITIAL_FREE_OUTSIDE_UNITS = unknown
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT = unknown
ANIMAL_MAX_XP_VALUE = Defines the maximum amount of experience you can get from killing animals.
BARBARIAN_MAX_XP_VALUE = Defines the maximum amount of experience you can get from killing Barbarian units.
BASE_GOLDEN_AGE_UNITS = Defines the amount of Great People required to initiate a Golden Age.
GOLDEN_AGE_UNITS_MULTIPLIER = Defines the additional number of Great People required to initiate a Golden Age for each previous Golden Age initiated.
GOLDEN_AGE_LENGTH = Defines the number of turns a Golden Age will last.
HILLS_EXTRA_MOVEMENT = unknown
FEATURE_GROWTH_MODIFIER = Higher number equals more often that forest or jungle will grow into unsettled plots.
ROUTE_FEATURE_GROWTH_MODIFIER = Higher numbers equal more common to grow new forests/jungles into plots that have been developed with roads- lower means that a plot with roads/rails only will experience less terrain regrowth or none.
THEIR_POPULATION_TRADE_PERCENT = unknown
CAPITAL_TRADE_MODIFIER = Modification to base trade route benefits when the trade route is with a capital city and not a regular one.
FOREIGN_TRADE_MODIFIER = Modification to base trade route benefits when the trade route is with a foreign city and not a domestic one.
OUR_POPULATION_TRADE_MODIFIER = Affect player's population has on a trade route's return in gold.
OUR_POPULATION_TRADE_MODIFIER_OFFSET = unknown
TRADE_PROFIT_PERCENT = unknown
EXTRA_YIELD = Defines how many additional food, hammers, or gold a tile will receive when it generates an "Extra Yield."
FORTIFY_MODIFIER_PER_TURN = Defines the amount of defense each turn a unit gains while fortifying.
MAX_FORTIFY_TURNS = Defines the number of turns defense will increase during fortification.
WW_UNIT_KILLED_ATTACKING = unknown
WW_KILLED_UNIT_DEFENDING = unknown
WW_UNIT_KILLED_DEFENDING = unknown
WW_KILLED_UNIT_ATTACKING = unknown
WW_UNIT_CAPTURED = unknown
WW_CAPTURED_UNIT = unknown
WW_CAPTURED_CITY = unknown
WW_HIT_BY_NUKE = unknown
WW_ATTACKED_WITH_NUKE = unknown
WW_DECAY_RATE = unknown
WW_DECAY_PEACE_PERCENT = unknown
NUKE_FALLOUT_PROB = unknown
NUKE_UNIT_DAMAGE_BASE = Base damage nukes cause
NUKE_UNIT_DAMAGE_RAND_1 = Random effect on nuke damage.
NUKE_UNIT_DAMAGE_RAND_2 = unknown
NUKE_NON_COMBAT_DEATH_THRESHOLD = unknown
NUKE_BUILDING_DESTRUCTION_PROB = Chance for a building to be destroyed in a city by the nuke.
NUKE_POPULATION_DEATH_BASE = Base pop killed by a nuke as a percentage of the city.
NUKE_POPULATION_DEATH_RAND_1 = Additional pop killed as a random percent.
NUKE_POPULATION_DEATH_RAND_2 = unknown
GLOBAL_WARMING_PROB = the higher the number, the more global warming you get with nukes. 0 = off
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER = unknown
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER = unknown
TECH_COST_KNOWN_PREREQ_MODIFIER = unknown
PEACE_TREATY_LENGTH = Defines the length of peace before war can be redeclared.
MIN_REVOLUTION_TURNS = unknown
MIN_CONVERSION_TURNS = unknown
OCCUPATION_CULTURE_PERCENT_THRESHOLD = unknown
BASE_OCCUPATION_TURNS = unknown
OCCUPATION_TURNS_POPULATION_PERCENT = unknown
BASE_REVOLT_OCCUPATION_TURNS = unknown
REVOLT_OCCUPATION_TURNS_PERCENT = unknown
REVOLT_TOTAL_CULTURE_MODIFIER = unknown
REVOLT_OFFENSE_STATE_RELIGION_MODIFIER = unknown
REVOLT_DEFENSE_STATE_RELIGION_MODIFIER = unknown
REVOLT_TEST_PROB = % chance each turn of checking to see if a city goes into a revolt when it has a chance to. So a city with a "7%" chance of revolt will only check against that 7% chance 10% of the time.
NUM_WARNING_REVOLTS = Revolts you get before the next revolt automatically makes the city flip to another civ.
BASE_REVOLT_FREE_UNITS = Units a flipping city gets when it does so.
REVOLT_FREE_UNITS_PERCENT = unknown
NO_MILITARY_PERCENT_ANGER = unknown
AT_WAR_CULTURE_ANGER_MODIFIER = unknown
CULTURE_PERCENT_ANGER = unknown
RELIGION_PERCENT_ANGER = unknown
HURRY_POP_ANGER = unknown
HURRY_ANGER_DIVISOR = unknown
CONSCRIPT_POP_ANGER = Pop of city that will be angered when you recruit someone by conscription.
CONSCRIPT_ANGER_DIVISOR = Turns the pop remains angry about it.
BASE_WAR_WEARINESS_MULTIPLIER = unknown
FORCED_WAR_WAR_WEARINESS_MODIFIER = WW modifier when a civ is forced into a war (meaning defending itself or has war declared on it). So if a civ is in a defensive war because an aggressor attacked it, it will not experience WW as much as the aggressor.
MULTIPLAYER_WAR_WEARINESS_MODIFIER = unknown
PERCENT_ANGER_DIVISOR = unknown
UNIT_PRODUCTION_PERCENT = unknown
BUILDING_PRODUCTION_PERCENT = unknown
PROJECT_PRODUCTION_PERCENT = unknown
MAXED_UNIT_GOLD_PERCENT = unknown
MAXED_BUILDING_GOLD_PERCENT = unknown
MAXED_PROJECT_GOLD_PERCENT = unknown
MAX_CITY_DEFENSE_DAMAGE = unknown
CITY_DEFENSE_DAMAGE_HEAL_RATE = unknown
UPKEEP_POPULATION_OFFSET = unknown
UPKEEP_CITY_OFFSET = unknown
CIRCUMNAVIGATE_FREE_MOVES = Free moves given to ships of a civ if it is the first civ to circumnavigate the globe.
BARBARIAN_FREE_TECH_PERCENT = unknown
RAZING_CULTURAL_PERCENT_THRESHOLD = unknown
BASE_CAPTURE_GOLD = Base gold acquired when capturing a city.
CAPTURE_GOLD_PER_POPULATION = unknown
CAPTURE_GOLD_RAND1 = unknown
CAPTURE_GOLD_RAND2 = unknown
CAPTURE_GOLD_MAX_TURNS = unknown
CITY_BARBARIAN_DEFENSE_MODIFIER = unknown
MIN_EXPERIENCE_PER_COMBAT = unknown
MAX_EXPERIENCE_PER_COMBAT = unknown
EXPERIENCE_FROM_WITHDRAWL = Defines the amount of experience earned for units when they withdraw from combat
MAX_EXPERIENCE_AFTER_UPGRADE = Maximum experience retained by a unit after it upgrades.
BUILDING_PRODUCTION_DECAY_TIME = unknown
BUILDING_PRODUCTION_DECAY_PERCENT = unknown
UNIT_PRODUCTION_DECAY_TIME = unknown
UNIT_PRODUCTION_DECAY_PERCENT = unknown
BASE_UNIT_UPGRADE_COST = unknown
UNIT_UPGRADE_COST_PER_PRODUCTION = unknown
WAR_SUCCESS_DEFENDING = This and below are numbers gained to keep track of how a war is going for the AI.
WAR_SUCCESS_ATTACKING = unknown
WAR_SUCCESS_UNIT_CAPTURING = unknown
WAR_SUCCESS_CITY_CAPTURING = unknown
WAR_SUCCESS_NUKE = unknown
DIPLO_VOTE_TURN_FREQUENCY = unknown
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL = unknown
TEAM_VOTE_MIN_CANDIDATES = unknown
DIPLOMACY_VALUE_REMAINDER = unknown
INITIAL_STATE_RELIGION_HAPPINESS = unknown
INITIAL_NON_STATE_RELIGION_HAPPINESS = unknown
RELIGION_SPREAD_DISTANCE_DIVISOR = unknown
RELIGION_SPREAD_RAND = unknown
HOLY_CITY_INFLUENCE = unknown
WE_LOVE_THE_KING_RAND = unknown
WE_LOVE_THE_KING_POPULATION_MIN_POPULATION = unknown
ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM = unknown
COMBAT_SYNCH_DIE_FADE = unknown
UNIT_MULTISELECT_MAX = unknown
UNIT_ANIM_PAGE_MAX = unknown
DEFAULT_ANIM_PAGE_MAX = unknown
SCORE_POPULATION_FACTOR = unknown
SCORE_LAND_FACTOR = unknown
SCORE_WONDER_FACTOR = unknown
SCORE_TECH_FACTOR = unknown
SCORE_FREE_PERCENT = unknown
SCORE_VICTORY_PERCENT = unknown
SCORE_HANDICAP_PERCENT_OFFSET = unknown
SCORE_HANDICAP_PERCENT_PER = unknown
MINIMAP_RENDER_SIZE = unknown
TURN_LOG_MAX_WIDTH = unknown
TURN_LOG_MAX_HEIGHT = unknown
TURN_LOG_MIN_HEIGHT = unknown

Floating Point Values

TERRAIN_POINTS = unknown
GAME_CITY_SIZE_MAX_PERCENT_UNIQUE = unknown
GAME_CITY_SIZE_EXP_MODIFIER = unknown
GAME_CITY_SIZE_LINMAP_AT_0 = unknown
GAME_CITY_SIZE_LINMAP_AT_50 = unknown
PLOT_SIZE = unknown
CAMERA_START_DISTANCE = unknown
CAMERA_MAX_TRAVEL_DISTANCE = unknown
CAMERA_MIN_DISTANCE = unknown
CAMERA_SMALLEST_MAX_DISTANCE = unknown
CAMERA_CITY_ZOOM_IN_DISTANCE = unknown
CAMERA_BATTLE_ZOOM_IN_DISTANCE = unknown
CAMERA_SHRINE_ZOOM_IN_DISTANCE = unknown
EFFECT_DEFAULT_SIZE = unknown
UNIT_MULTISELECT_SCALE = unknown
UNIT_MULTISELECT_DISTANCE = unknown
FIELD_OF_VIEW = unknown
IMPROVEMENT_SCALE = unknown
BONUS_SCALE = unknown
SHADOW_SCALE = unknown
HEALTH_BAR_WIDTH = unknown
AIR_IDLE_HEIGHT = unknown
AIR_PATROL_RADIUS = unknown
AIR_PATROL_SPEED = unknown
AIR_PATROL_HEIGHT = unknown
AIR_BOMB_HEIGHT = unknown
AIR_EXECUTE_DISTANCE = unknown
AIR_EXECUTE_FINISH = unknown
AIR_DEFEND_DISTANCE = unknown
AIR_DEFEND_FINISH = unknown
FLAG_OFFSET_X = unknown
FLAG_OFFSET_Y = unknown
FLAG_OFFSET2_X = unknown
FLAG_OFFSET2_Y = unknown
UNIT_TRAIL_RESOLUTION = unknown
SINGLE_UNIT_GFX_EXTRA_SCALE =

Example

Insert
Example
Here
/Insert

This page explains how to modify a XML file (GlobalDefines). Click here to access the list of the XML files coming with the game.

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