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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.