Deciphering tags in the buildings XML. Example building is Library.
(Thanks, PJ)
[BuildingInfo]
[BuildingClass]BUILDINGCLASS_LIBRARY[/BuildingClass]
[Type]BUILDING_LIBRARY[/Type]
PJ: >>Theoretically, you can have 3 buildingtypes in one class (ie: coal power plant, hydro dam and nucl. power plant could all have the same "power" class). You can limit the number of allowed buildings per class (ie: only one "power" building allowed). However, this is currently not used in vanilla civ (all buildings have their own class).
[SpecialBuildingType]NONE[/SpecialBuildingType]
Sen: Seem to be several values can go in here, including temples.
PJ: >>See : Civ4SpecialBuildinInfos.xml
[Description]TXT_KEY_BUILDING_LIBRARY[/Description]
Sen: [ Pop-up help?
[Civilopedia]TXT_KEY_BUILDING_LIBRARY_PEDIA[/Civilopedia]
Sen: Civilopedia link
[Strategy]TXT_KEY_BUILDING_LIBRARY_STRATEGY[/Strategy]
PJ: >>, the text next to Sid's portrait if you play with tips & tricks on.
[Advisor]ADVISOR_SCIENCE[/Advisor]
PJ: >>nope, when the new build list pops up at the right, you see 2 proposed builds, plus the reason. This is the reason (ie : it will show proposed : Library (science)). It might have an influence on AI too.
[ArtDefineTag]ART_DEF_BUILDING_LIBRARY[/ArtDefineTag]
Sen: Which art is this tied to?
PJ : >> xml/Art/Civ4ArtDefines_Building.xml
[MovieDefineTag]NONE[/MovieDefineTag]
Sen: Wonder movie.
[HolyCity]NONE[/HolyCity]
Sen: Requires holy city to build. Shrine.
[ReligionType]NONE[/ReligionType] Associates with a particular religion, but the function not clear.
[StateReligion]NONE[/StateReligion]
Sen: Don't know - Guessing that this causes you to require a state religion to build.
[PrereqReligion]NONE[/PrereqReligion]
Sen: Don't know
[GlobalReligionCommerce]NONE[/GlobalReligionCommerce]
Sen: Possibly causes city this is built in to receive +1 gold per city of that religion.
[VictoryPrereq]NONE[/VictoryPrereq]
Sen: Constructing this building enables a victory type - UN Building
[FreeStartEra]NONE[/FreeStartEra]
Sen: Don't know - Free in all cities when playing in a late starting era?
[MaxStartEra]NONE[/MaxStartEra]
Sen: DOn't know - Must be built before a particular starting era?
[ObsoleteTech]NONE[/ObsoleteTech]
Sen: Obsoleted with this tech.
[PrereqTech]TECH_WRITING[/PrereqTech]
Sen: Requires this tech to build.
[TechTypes/]
[Bonus]NONE[/Bonus]
[PrereqBonuses/]
[ProductionTraits/]
[PowerBonus]NONE[/PowerBonus]
Sen: Don't know.
[FreeBonus]NONE[/FreeBonus]
Sen: Don't know.
[iNumFreeBonuses]0[/iNumFreeBonuses]
Sen: Don't know
[FreeBuilding]NONE[/FreeBuilding]
Sen: Don't know
[FreePromotion]NONE[/FreePromotion]
Sen: Guess - All units built gain a particular promotion. (That national wonder that gives free Medic I promotion)
[CivicOption]NONE[/CivicOption]
Sen: Don't know. Enables Civic?
[GreatPeopleUnitClass]NONE[/GreatPeopleUnitClass]
Sen: Type of Great Person assocated with this building. [iGreatPeopleRateChange]0[/iGreatPeopleRateChange]
Sen: Number of great person points generated.
[bTeamShare]0[/bTeamShare]
[bWater]0[/bWater]
Sen: BUilding requires a water tile to build. Lighthouse.
[bRiver]0[/bRiver]
Sen: Building requires river to build. Hydro dam
[bPower]0[/bPower]
Sen: Building generates power.
Hydro dam.
[bDirtyPower]0[/bDirtyPower]
Sen: Building generates dirty power. Coal plant.
[bAreaCleanPower]0[/bAreaCleanPower]
Sen: Building generates clean power for whole continent. Great Dam.
[bDiploVote]0[/bDiploVote]
Sen: Don't know. Only UN building wonder has a value other than 0.
[bForceTeamVoteEligible]0[/bForceTeamVoteEligible]
Sen: Don't know. ONly UN building wonder has a value other than 0.
[bCapital]0[/bCapital]
Sen: Your capital. Palace only.
[bGovernmentCenter]0[/bGovernmentCenter]
Sen: Centre from which city distance maintenance costs are calculated. Palace, forbidden palace, Versaille.
[bGoldenAge]0[/bGoldenAge]
Sen: Initiates a golden age. Taj Mahal.
[bMapCentering]0[/bMapCentering]
Sen: This tag also featured in Tech. Centres map. Stonehenge.
[bNoUnhappiness]0[/bNoUnhappiness]
Sen: No unhappiness in this city. Shakespeares Theatre.
[bNoUnhealthyPopulation]0[/bNoUnhealthyPopulation]
Sen: Obvious, but I don't think a wonder has this affect.
[bBuildingOnlyHealthy]0[/bBuildingOnlyHealthy]
Sen: Recycling centre function. Only counters unhealthiness produced by buildings, but I don't remember how.
[bNeverCapture]1[/bNeverCapture]
Sen: Building can never be captured. Culture buildings.
[bNukeImmune]0[/bNukeImmune]
Sen: Building is nuke immune. Palace
[bPrereqReligion]0[/bPrereqReligion]
Sen: Don't know.
[bCenterInCity]0[/bCenterInCity]
Sen: Don't know.
[iAIWeight]0[/iAIWeight]
Sen: Don't know.
[iCost]90[/iCost]
Sen: Cost in hammers.
[iHurryCostModifier]0[/iHurryCostModifier]
Sen: Don't know.
[iMinAreaSize]-1[/iMinAreaSize]
[iConquestProb]0[/iConquestProb]
[iCitiesPrereq]0[/iCitiesPrereq]
[iTeamsPrereq]0[/iTeamsPrereq]
[iLevelPrereq]0[/iLevelPrereq]
[iMinLatitude]0[/iMinLatitude]
[iMaxLatitude]90[/iMaxLatitude]
[iGreatPeopleRateModifier]0[/iGreatPeopleRateModifier]
[iGlobalGreatPeopleRateModifier]0[/iGlobalGreatPeopleRateModifier]
[iAnarchyModifier]0[/iAnarchyModifier]
[iGlobalHurryModifier]0[/iGlobalHurryModifier]
[iExperience]0[/iExperience]
[iGlobalExperience]0[/iGlobalExperience]
[iFoodKept]0[/iFoodKept]
[iAirlift]0[/iAirlift]
[iAirModifier]0[/iAirModifier]
[iNukeModifier]0[/iNukeModifier]
[iNukeExplosionRand]0[/iNukeExplosionRand]
[iFreeSpecialist]0[/iFreeSpecialist]
[iAreaFreeSpecialist]0[/iAreaFreeSpecialist]
[iGlobalFreeSpecialist]0[/iGlobalFreeSpecialist]
[iMaintenanceModifier]0[/iMaintenanceModifier]
[iWarWearinessModifier]0[/iWarWearinessModifier]
[iGlobalWarWearinessModifier]0[/iGlobalWarWearinessModifier]
[iHealRateChange]0[/iHealRateChange]
[iHealth]0[/iHealth]
[iAreaHealth]0[/iAreaHealth]
[iGlobalHealth]0[/iGlobalHealth]
[iHappiness]0[/iHappiness]
[iAreaHappiness]0[/iAreaHappiness]
[iGlobalHappiness]0[/iGlobalHappiness]
[iStateReligionHappiness]0[/iStateReligionHappiness]
[iWorkerSpeedModifier]0[/iWorkerSpeedModifier]
[iMilitaryProductionModifier]0[/iMilitaryProductionModifier]
[iSpaceProductionModifier]0[/iSpaceProductionModifier]
[iGlobalSpaceProductionModifier]0[/iGlobalSpaceProductionModifier]
[iTradeRoutes]0[/iTradeRoutes]
[iCoastalTradeRoutes]0[/iCoastalTradeRoutes]
[iGlobalTradeRoutes]0[/iGlobalTradeRoutes]
[iTradeRouteModifier]0[/iTradeRouteModifier]
[iGlobalPopulationChange]0[/iGlobalPopulationChange]
[iFreeTechs]0[/iFreeTechs]
[iDefense]0[/iDefense]
[iAllCityDefense]0[/iAllCityDefense]
[iAsset]3[/iAsset]
[iPower]0[/iPower]
[fVisibilityPriority]1.0[/fVisibilityPriority]
[SeaPlotYieldChanges/]
[GlobalSeaPlotYieldChanges/]
[YieldChanges/]
[CommerceChanges/]
[ObsoleteSafeCommerceChanges]
[iCommerce]0[/iCommerce]
[iCommerce]0[/iCommerce]
[iCommerce]2[/iCommerce]
[/ObsoleteSafeCommerceChanges]
[CommerceChangeDoubleTimes]
[iCommerce]0[/iCommerce]
[iCommerce]0[/iCommerce]
[iCommerce]1000[/iCommerce]
[/CommerceChangeDoubleTimes]
[CommerceModifiers]
[iCommerce]0[/iCommerce]
[iCommerce]25[/iCommerce]
[/CommerceModifiers]
[GlobalCommerceModifiers/]
[SpecialistExtraCommerces/]
[StateReligionCommerces/]
[CommerceHappinesses/]
[ReligionChanges/]
[SpecialistCounts]
[SpecialistCount]
[SpecialistType]SPECIALIST_SCIENTIST[/SpecialistType]
[iSpecialistCount]2[/iSpecialistCount]
[/SpecialistCount]
[/SpecialistCounts]
[FreeSpecialistCounts/]
[CommerceFlexibles/]
[CommerceChangeOriginalOwners/]
[ConstructSound]AS2D_BUILD_LIBRARY[/ConstructSound]
[BonusHealthChanges/]
[BonusHappinessChanges/]
[BonusProductionModifiers/]
[UnitCombatFreeExperiences/]
[DomainFreeExperiences/]
[DomainProductionModifiers/]
[BuildingHappinessChanges/]
[PrereqBuildingClasses/]
[BuildingClassNeededs/]
[SpecialistYieldChanges/]
[BonusYieldModifiers/]
[Flavors]
[Flavor]
[FlavorType]FLAVOR_SCIENCE[/FlavorType]
[iFlavor]10[/iFlavor]
[/Flavor]
[/Flavors]
[HotKey/]
[bAltDown]0[/bAltDown]
[bShiftDown]0[/bShiftDown]
[bCtrlDown]0[/bCtrlDown]
[iHotKeyPriority]0[/iHotKeyPriority]
[/BuildingInfo]
Not finished this yet - will edit in the rest soon.
(Thanks, PJ)
[BuildingInfo]
[BuildingClass]BUILDINGCLASS_LIBRARY[/BuildingClass]
[Type]BUILDING_LIBRARY[/Type]
PJ: >>Theoretically, you can have 3 buildingtypes in one class (ie: coal power plant, hydro dam and nucl. power plant could all have the same "power" class). You can limit the number of allowed buildings per class (ie: only one "power" building allowed). However, this is currently not used in vanilla civ (all buildings have their own class).
[SpecialBuildingType]NONE[/SpecialBuildingType]
Sen: Seem to be several values can go in here, including temples.
PJ: >>See : Civ4SpecialBuildinInfos.xml
[Description]TXT_KEY_BUILDING_LIBRARY[/Description]
Sen: [ Pop-up help?
[Civilopedia]TXT_KEY_BUILDING_LIBRARY_PEDIA[/Civilopedia]
Sen: Civilopedia link
[Strategy]TXT_KEY_BUILDING_LIBRARY_STRATEGY[/Strategy]
PJ: >>, the text next to Sid's portrait if you play with tips & tricks on.
[Advisor]ADVISOR_SCIENCE[/Advisor]
PJ: >>nope, when the new build list pops up at the right, you see 2 proposed builds, plus the reason. This is the reason (ie : it will show proposed : Library (science)). It might have an influence on AI too.
[ArtDefineTag]ART_DEF_BUILDING_LIBRARY[/ArtDefineTag]
Sen: Which art is this tied to?
PJ : >> xml/Art/Civ4ArtDefines_Building.xml
[MovieDefineTag]NONE[/MovieDefineTag]
Sen: Wonder movie.
[HolyCity]NONE[/HolyCity]
Sen: Requires holy city to build. Shrine.
[ReligionType]NONE[/ReligionType] Associates with a particular religion, but the function not clear.
[StateReligion]NONE[/StateReligion]
Sen: Don't know - Guessing that this causes you to require a state religion to build.
[PrereqReligion]NONE[/PrereqReligion]
Sen: Don't know
[GlobalReligionCommerce]NONE[/GlobalReligionCommerce]
Sen: Possibly causes city this is built in to receive +1 gold per city of that religion.
[VictoryPrereq]NONE[/VictoryPrereq]
Sen: Constructing this building enables a victory type - UN Building
[FreeStartEra]NONE[/FreeStartEra]
Sen: Don't know - Free in all cities when playing in a late starting era?
[MaxStartEra]NONE[/MaxStartEra]
Sen: DOn't know - Must be built before a particular starting era?
[ObsoleteTech]NONE[/ObsoleteTech]
Sen: Obsoleted with this tech.
[PrereqTech]TECH_WRITING[/PrereqTech]
Sen: Requires this tech to build.
[TechTypes/]
[Bonus]NONE[/Bonus]
[PrereqBonuses/]
[ProductionTraits/]
[PowerBonus]NONE[/PowerBonus]
Sen: Don't know.
[FreeBonus]NONE[/FreeBonus]
Sen: Don't know.
[iNumFreeBonuses]0[/iNumFreeBonuses]
Sen: Don't know
[FreeBuilding]NONE[/FreeBuilding]
Sen: Don't know
[FreePromotion]NONE[/FreePromotion]
Sen: Guess - All units built gain a particular promotion. (That national wonder that gives free Medic I promotion)
[CivicOption]NONE[/CivicOption]
Sen: Don't know. Enables Civic?
[GreatPeopleUnitClass]NONE[/GreatPeopleUnitClass]
Sen: Type of Great Person assocated with this building. [iGreatPeopleRateChange]0[/iGreatPeopleRateChange]
Sen: Number of great person points generated.
[bTeamShare]0[/bTeamShare]
[bWater]0[/bWater]
Sen: BUilding requires a water tile to build. Lighthouse.
[bRiver]0[/bRiver]
Sen: Building requires river to build. Hydro dam
[bPower]0[/bPower]
Sen: Building generates power.
Hydro dam.
[bDirtyPower]0[/bDirtyPower]
Sen: Building generates dirty power. Coal plant.
[bAreaCleanPower]0[/bAreaCleanPower]
Sen: Building generates clean power for whole continent. Great Dam.
[bDiploVote]0[/bDiploVote]
Sen: Don't know. Only UN building wonder has a value other than 0.
[bForceTeamVoteEligible]0[/bForceTeamVoteEligible]
Sen: Don't know. ONly UN building wonder has a value other than 0.
[bCapital]0[/bCapital]
Sen: Your capital. Palace only.
[bGovernmentCenter]0[/bGovernmentCenter]
Sen: Centre from which city distance maintenance costs are calculated. Palace, forbidden palace, Versaille.
[bGoldenAge]0[/bGoldenAge]
Sen: Initiates a golden age. Taj Mahal.
[bMapCentering]0[/bMapCentering]
Sen: This tag also featured in Tech. Centres map. Stonehenge.
[bNoUnhappiness]0[/bNoUnhappiness]
Sen: No unhappiness in this city. Shakespeares Theatre.
[bNoUnhealthyPopulation]0[/bNoUnhealthyPopulation]
Sen: Obvious, but I don't think a wonder has this affect.
[bBuildingOnlyHealthy]0[/bBuildingOnlyHealthy]
Sen: Recycling centre function. Only counters unhealthiness produced by buildings, but I don't remember how.
[bNeverCapture]1[/bNeverCapture]
Sen: Building can never be captured. Culture buildings.
[bNukeImmune]0[/bNukeImmune]
Sen: Building is nuke immune. Palace
[bPrereqReligion]0[/bPrereqReligion]
Sen: Don't know.
[bCenterInCity]0[/bCenterInCity]
Sen: Don't know.
[iAIWeight]0[/iAIWeight]
Sen: Don't know.
[iCost]90[/iCost]
Sen: Cost in hammers.
[iHurryCostModifier]0[/iHurryCostModifier]
Sen: Don't know.
[iMinAreaSize]-1[/iMinAreaSize]
[iConquestProb]0[/iConquestProb]
[iCitiesPrereq]0[/iCitiesPrereq]
[iTeamsPrereq]0[/iTeamsPrereq]
[iLevelPrereq]0[/iLevelPrereq]
[iMinLatitude]0[/iMinLatitude]
[iMaxLatitude]90[/iMaxLatitude]
[iGreatPeopleRateModifier]0[/iGreatPeopleRateModifier]
[iGlobalGreatPeopleRateModifier]0[/iGlobalGreatPeopleRateModifier]
[iAnarchyModifier]0[/iAnarchyModifier]
[iGlobalHurryModifier]0[/iGlobalHurryModifier]
[iExperience]0[/iExperience]
[iGlobalExperience]0[/iGlobalExperience]
[iFoodKept]0[/iFoodKept]
[iAirlift]0[/iAirlift]
[iAirModifier]0[/iAirModifier]
[iNukeModifier]0[/iNukeModifier]
[iNukeExplosionRand]0[/iNukeExplosionRand]
[iFreeSpecialist]0[/iFreeSpecialist]
[iAreaFreeSpecialist]0[/iAreaFreeSpecialist]
[iGlobalFreeSpecialist]0[/iGlobalFreeSpecialist]
[iMaintenanceModifier]0[/iMaintenanceModifier]
[iWarWearinessModifier]0[/iWarWearinessModifier]
[iGlobalWarWearinessModifier]0[/iGlobalWarWearinessModifier]
[iHealRateChange]0[/iHealRateChange]
[iHealth]0[/iHealth]
[iAreaHealth]0[/iAreaHealth]
[iGlobalHealth]0[/iGlobalHealth]
[iHappiness]0[/iHappiness]
[iAreaHappiness]0[/iAreaHappiness]
[iGlobalHappiness]0[/iGlobalHappiness]
[iStateReligionHappiness]0[/iStateReligionHappiness]
[iWorkerSpeedModifier]0[/iWorkerSpeedModifier]
[iMilitaryProductionModifier]0[/iMilitaryProductionModifier]
[iSpaceProductionModifier]0[/iSpaceProductionModifier]
[iGlobalSpaceProductionModifier]0[/iGlobalSpaceProductionModifier]
[iTradeRoutes]0[/iTradeRoutes]
[iCoastalTradeRoutes]0[/iCoastalTradeRoutes]
[iGlobalTradeRoutes]0[/iGlobalTradeRoutes]
[iTradeRouteModifier]0[/iTradeRouteModifier]
[iGlobalPopulationChange]0[/iGlobalPopulationChange]
[iFreeTechs]0[/iFreeTechs]
[iDefense]0[/iDefense]
[iAllCityDefense]0[/iAllCityDefense]
[iAsset]3[/iAsset]
[iPower]0[/iPower]
[fVisibilityPriority]1.0[/fVisibilityPriority]
[SeaPlotYieldChanges/]
[GlobalSeaPlotYieldChanges/]
[YieldChanges/]
[CommerceChanges/]
[ObsoleteSafeCommerceChanges]
[iCommerce]0[/iCommerce]
[iCommerce]0[/iCommerce]
[iCommerce]2[/iCommerce]
[/ObsoleteSafeCommerceChanges]
[CommerceChangeDoubleTimes]
[iCommerce]0[/iCommerce]
[iCommerce]0[/iCommerce]
[iCommerce]1000[/iCommerce]
[/CommerceChangeDoubleTimes]
[CommerceModifiers]
[iCommerce]0[/iCommerce]
[iCommerce]25[/iCommerce]
[/CommerceModifiers]
[GlobalCommerceModifiers/]
[SpecialistExtraCommerces/]
[StateReligionCommerces/]
[CommerceHappinesses/]
[ReligionChanges/]
[SpecialistCounts]
[SpecialistCount]
[SpecialistType]SPECIALIST_SCIENTIST[/SpecialistType]
[iSpecialistCount]2[/iSpecialistCount]
[/SpecialistCount]
[/SpecialistCounts]
[FreeSpecialistCounts/]
[CommerceFlexibles/]
[CommerceChangeOriginalOwners/]
[ConstructSound]AS2D_BUILD_LIBRARY[/ConstructSound]
[BonusHealthChanges/]
[BonusHappinessChanges/]
[BonusProductionModifiers/]
[UnitCombatFreeExperiences/]
[DomainFreeExperiences/]
[DomainProductionModifiers/]
[BuildingHappinessChanges/]
[PrereqBuildingClasses/]
[BuildingClassNeededs/]
[SpecialistYieldChanges/]
[BonusYieldModifiers/]
[Flavors]
[Flavor]
[FlavorType]FLAVOR_SCIENCE[/FlavorType]
[iFlavor]10[/iFlavor]
[/Flavor]
[/Flavors]
[HotKey/]
[bAltDown]0[/bAltDown]
[bShiftDown]0[/bShiftDown]
[bCtrlDown]0[/bCtrlDown]
[iHotKeyPriority]0[/iHotKeyPriority]
[/BuildingInfo]
Not finished this yet - will edit in the rest soon.
Comment