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XML/Documentation/GlobalDefines.xml

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This is a page for the documentation of the file GlobalDefines.xml, located in "Game folder\Assets\XML\".

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.

Note: This page is incomplete and is missing information. Missing info is usually marked with something like "not sure or simply left blank. Do not remove this until this is complete.

Text ValuesEdit

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
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 ValuesEdit

Variable Explanation
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
EVENT_MESSAGE_TIME
EVENT_MESSAGE_TIME_LONG
EVENT_MESSAGE_STAGGER_TIME
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
MAX_YIELD_STACK
MOVE_DENOMINATOR
STARTING_DISTANCE_PERCENT
OWN_TEAM_STARTING_MODIFIER
RIVAL_TEAM_STARTING_MODIFIER
MIN_CIV_STARTING_DISTANCE
MIN_ANIMAL_STARTING_DISTANCE
MIN_BARBARIAN_STARTING_DISTANCE
MIN_BARBARIAN_CITY_STARTING_DISTANCE
MIN_CITY_RANGE
FREE_CITY_CULTURE
FREE_CITY_ADJACENT_CULTURE
OWNERSHIP_SCORE_DURATION_THRESHOLD
NUM_DO_GOODY_ATTEMPTS
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
INITIAL_TRADE_ROUTES
NUM_OR_TECH_PREREQS
NUM_OR_TECH_PREREQS
NUM_AND_TECH_PREREQS
NUM_UNIT_AND_TECH_PREREQS
NUM_BUILDING_AND_TECH_PREREQS
BASE_RESEARCH_RATE
NUM_UNIT_PREREQ_OR_BONUSES
NUM_BUILDING_PREREQ_OR_BONUSES
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
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
CONSCRIPT_POPULATION_PER_COST
CONSCRIPT_MIN_CULTURE_PERCENT
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
MIN_TIMER_UNIT_DOUBLE_MOVES
DYING_PAUSE
COMBAT_DAMAGE
AIR_COMBAT_DAMAGE
COLLATERAL_COMBAT_DAMAGE
MAX_HIT_POINTS
COMBAT_DIE_SIDES
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
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
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
BASE_SPY_DESTROY_COST
SPY_DESTROY_COST_MULTIPLIER_LIMITED
SPY_DESTROY_COST_MULTIPLIER
BASE_SPY_STEAL_PLANS_COST
SPY_STEAL_PLANS_COST_MULTIPLIER
LAKE_PLOT_RAND
PLOTS_PER_RIVER_EDGE
RIVER_SOURCE_MIN_RIVER_RANGE
RIVER_SOURCE_MIN_SEAWATER_RANGE
LAKE_MAX_AREA_SIZE
INITIAL_BASE_FREE_UNITS
INITIAL_BASE_FREE_MILITARY_UNITS
INITIAL_FREE_UNITS_POPULATION_PERCENT
INITIAL_FREE_UNITS_POPULATION_PERCENT
INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT
INITIAL_GOLD_PER_UNIT
INITIAL_FREE_OUTSIDE_UNITS
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT
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
FEATURE_GROWTH_MODIFIER
ROUTE_FEATURE_GROWTH_MODIFIER
THEIR_POPULATION_TRADE_PERCENT
CAPITAL_TRADE_MODIFIER
FOREIGN_TRADE_MODIFIER
OUR_POPULATION_TRADE_MODIFIER
OUR_POPULATION_TRADE_MODIFIER_OFFSET
TRADE_PROFIT_PERCENT
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 War Weariness gained, by attacker, if friendly attacking unit dies
WW_KILLED_UNIT_DEFENDING War Weariness gained, by attacker, if enemy defending unit dies
WW_UNIT_KILLED_DEFENDING War Weariness gained, by defender, if friendly defending unit dies
WW_KILLED_UNIT_ATTACKING War Weariness gained, by defender, if enemy attacking unit dies
WW_UNIT_CAPTURED War Weariness gained, by victim, if its non-combat unit is captured
WW_CAPTURED_UNIT War Weariness gained, by attacker, if it captures a non-combat unit
WW_CAPTURED_CITY War Weariness gained, by attacker, if it captures a city
WW_HIT_BY_NUKE War Weariness gained, by victim, if it is hit by a nuke
WW_ATTACKED_WITH_NUKE War Weariness gained, by attacker, if it is hit by a nuke
WW_DECAY_RATE War Weariness decay per turn (negative number by default)
WW_DECAY_PEACE_PERCENT War Weariness decay percentage (%) per turn. Percentage is multiplied with current War Weariness each turn. Default: 99%
NUKE_FALLOUT_PROB Probability for each hit-square of a nuclear blast (default: 3x3) to produce fallout.
NUKE_UNIT_DAMAGE_BASE
NUKE_UNIT_DAMAGE_RAND_1
NUKE_UNIT_DAMAGE_RAND_2
NUKE_NON_COMBAT_DEATH_THRESHOLD Probability for a non-combat unit to die in a nuclear blast.
NUKE_BUILDING_DESTRUCTION_PROB Probability for a city improvement to crumble in a nuclear blast. Certain buildings, such as World/National Wonders, are not affected.
NUKE_POPULATION_DEATH_BASE
NUKE_POPULATION_DEATH_RAND_1
NUKE_POPULATION_DEATH_RAND_2
GLOBAL_WARMING_PROB the higher the number, the more global warming you get with nukes. 0 = off
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER
TECH_COST_KNOWN_PREREQ_MODIFIER
PEACE_TREATY_LENGTH Defines the length of peace before war can be redeclared.
MIN_REVOLUTION_TURNS
MIN_CONVERSION_TURNS
OCCUPATION_CULTURE_PERCENT_THRESHOLD
BASE_OCCUPATION_TURNS
OCCUPATION_TURNS_POPULATION_PERCENT
BASE_REVOLT_OCCUPATION_TURNS
REVOLT_OCCUPATION_TURNS_PERCENT
REVOLT_TOTAL_CULTURE_MODIFIER
REVOLT_OFFENSE_STATE_RELIGION_MODIFIER
REVOLT_DEFENSE_STATE_RELIGION_MODIFIER
REVOLT_TEST_PROB
NUM_WARNING_REVOLTS
BASE_REVOLT_FREE_UNITS
REVOLT_FREE_UNITS_PERCENT
NO_MILITARY_PERCENT_ANGER Regulates the severity of unhappiness caused by lack of city protection ("We demand military protection!")
AT_WAR_CULTURE_ANGER_MODIFIER Regulates the severity of unhappiness caused by war weariness ("War, what's it good for? Absolutely nothing!")
CULTURE_PERCENT_ANGER Regulates the severity of unhappiness caused by alien culture ("We yearn to join our motherland!")
RELIGION_PERCENT_ANGER Regulates the severity of unhappiness caused by war with civilizations with identical state religions ("We will not fight with our brothers and sisters of the faith!")
HURRY_POP_ANGER The number of unhappy faces gained by sacrificing population. ("We cannot forget your cruel oppression!")
HURRY_ANGER_DIVISOR The number of turns for the unhappy faces gained by sacrificing population to go away.
CONSCRIPT_POP_ANGER The number of unhappy faces gained by drafting.
CONSCRIPT_ANGER_DIVISOR The number of turns for the unhappy faces gained by drafting to go away
BASE_WAR_WEARINESS_MULTIPLIER
FORCED_WAR_WAR_WEARINESS_MODIFIER
MULTIPLAYER_WAR_WEARINESS_MODIFIER
PERCENT_ANGER_DIVISOR
UNIT_PRODUCTION_PERCENT
BUILDING_PRODUCTION_PERCENT
PROJECT_PRODUCTION_PERCENT
MAXED_UNIT_GOLD_PERCENT
MAXED_BUILDING_GOLD_PERCENT
MAXED_PROJECT_GOLD_PERCENT
MAX_CITY_DEFENSE_DAMAGE
CITY_DEFENSE_DAMAGE_HEAL_RATE
UPKEEP_POPULATION_OFFSET
UPKEEP_CITY_OFFSET
CIRCUMNAVIGATE_FREE_MOVES
BARBARIAN_FREE_TECH_PERCENT
RAZING_CULTURAL_PERCENT_THRESHOLD
BASE_CAPTURE_GOLD The base number for treasury gold looted when pillaging a foreign city.
CAPTURE_GOLD_PER_POPULATION
CAPTURE_GOLD_RAND1
CAPTURE_GOLD_RAND2
CAPTURE_GOLD_MAX_TURNS
CITY_BARBARIAN_DEFENSE_MODIFIER
MIN_EXPERIENCE_PER_COMBAT Minimum experience points gained from combat. Default: 1
MAX_EXPERIENCE_PER_COMBAT Maximum experience points gained from combat. Default: 20
EXPERIENCE_FROM_WITHDRAWL Defines the amount of experience earned for units when they withdraw from combat. Default: 1
MAX_EXPERIENCE_AFTER_UPGRADE Defines the amount of experience kept when an obsolete veteran unit is upgraded.
BUILDING_PRODUCTION_DECAY_TIME Defines the number of turns it takes for an unfinished building to start "decaying" and losing hammers. Default: 50 turns
BUILDING_PRODUCTION_DECAY_PERCENT Defines the percentage of hammers kept each turn when a building is in "decay". Default: 99%
UNIT_PRODUCTION_DECAY_TIME Defines the number of turns it takes for an unfinished unit to start "decaying" and losing hammers. Default: 10 turns
UNIT_PRODUCTION_DECAY_PERCENT Defines the percentage of hammers kept each turn when a unit is in "decay". Default: 98%
BASE_UNIT_UPGRADE_COST Base cost for upgrading obsolete units. Default: 20
UNIT_UPGRADE_COST_PER_PRODUCTION
WAR_SUCCESS_DEFENDING
WAR_SUCCESS_ATTACKING
WAR_SUCCESS_UNIT_CAPTURING
WAR_SUCCESS_CITY_CAPTURING
WAR_SUCCESS_NUKE
DIPLO_VOTE_TURN_FREQUENCY
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL
TEAM_VOTE_MIN_CANDIDATES
DIPLOMACY_VALUE_REMAINDER
INITIAL_STATE_RELIGION_HAPPINESS Number of happy faces gained by a present religion when that religion is acknowledged by the Civ as its state religion. Default: 1
INITIAL_NON_STATE_RELIGION_HAPPINESS Number of happy faces gained by each non-state religion present in a city.
RELIGION_SPREAD_DISTANCE_DIVISOR
RELIGION_SPREAD_RAND
HOLY_CITY_INFLUENCE How much a Holy City contributes to the spreading of religion.
WE_LOVE_THE_KING_RAND
WE_LOVE_THE_KING_POPULATION_MIN_POPULATION The minimum number of population points needed to trigger the "We love the king"-day
ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM
COMBAT_SYNCH_DIE_FADE
UNIT_MULTISELECT_MAX
UNIT_ANIM_PAGE_MAX
DEFAULT_ANIM_PAGE_MAX
SCORE_POPULATION_FACTOR Factor calculating game score based on population numbers
SCORE_LAND_FACTOR Factor calculating game score based on number of plots under cultural control
SCORE_WONDER_FACTOR Factor calculating game score based on possession of Wonders.
SCORE_TECH_FACTOR Factor calculating game score based on researched technologies.
SCORE_FREE_PERCENT
SCORE_VICTORY_PERCENT Factor calculating final score if winning a game.
SCORE_HANDICAP_PERCENT_OFFSET
SCORE_HANDICAP_PERCENT_PER
MINIMAP_RENDER_SIZE
TURN_LOG_MAX_WIDTH
TURN_LOG_MAX_HEIGHT
TURN_LOG_MIN_HEIGHT

Floating Point ValuesEdit

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

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