AcidSphinx
Feb 26, 2006, 12:24 PM
KK, I know there are a lot of Civ Tutorials in this forum (2 that I use), but I have a lot of civs to make, and so I built a quick reference, it is helping me out pleanty, and I thought...
anyhow here it is, might speed the creation process up for other people who may have a thirty second memory
<iWonderConstructRand>10</iWonderConstructRand>
<iBaseAttitude>2</iBaseAttitude>
<iBasePeaceWeight>10</iBasePeaceWeight>
<iPeaceWeightRand>3</iPeaceWeightRand>
<iWarmongerRespect>0</iWarmongerRespect>
<iRefuseToTalkWarThreshold>6</iRefuseToTalkWarThreshold>
<iNoTechTradeThreshold>10</iNoTechTradeThreshold>
<iTechTradeKnownPercent>20</iTechTradeKnownPercent>
<iMaxGoldTradePercent>10</iMaxGoldTradePercent>
<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
<iMaxWarRand>400</iMaxWarRand>
<iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio>
<iMaxWarDistantPowerRatio>60</iMaxWarDistantPowerRatio>
<iMaxWarMinAdjacentLandPercent>3</iMaxWarMinAdjacentLandPercent>
<iLimitedWarRand>200</iLimitedWarRand>
<iLimitedWarPowerRatio>80</iLimitedWarPowerRatio>
<iDogpileWarRand>100</iDogpileWarRand>
<iMakePeaceRand>10</iMakePeaceRand>
<iDeclareWarTradeRand>40</iDeclareWarTradeRand>
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
<iRazeCityProb>0</iRazeCityProb>
<iBuildUnitProb>15</iBuildUnitProb>
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<iAttackOddsChangeRand>10</iAttackOddsChangeRand>
<iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
<iBetterRankDifferenceAttitudeChange>1</iBetterRankDifferenceAttitudeChange>
<iCloseBordersAttitudeChange>-2</iCloseBordersAttitudeChange>
<iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
<iSameReligionAttitudeChangeLimit>4</iSameReligionAttitudeChangeLimit>
<iDifferentReligionAttitudeChange>-1</iDifferentReligionAttitudeChange>
<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
<iShareWarAttitudeChange>1</iShareWarAttitudeChange>
<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
<iShareWarAttitudeChangeLimit>2</iShareWarAttitudeChangeLimit>
<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
<iFavoriteCivicAttitudeChangeLimit>6</iFavoriteCivicAttitudeChangeLimit>
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
<TechRefuseAttitudeThreshold>NONE</TechRefuseAttitudeThreshold>
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StrategicBonusRefuseAttitudeThreshold>
<HappinessBonusRefuseAttitudeThreshold>NONE</HappinessBonusRefuseAttitudeThreshold>
<HealthBonusRefuseAttitudeThreshold>NONE</HealthBonusRefuseAttitudeThreshold>
<MapRefuseAttitudeThreshold>NONE</MapRefuseAttitudeThreshold>
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarRefuseAttitudeThreshold>
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DeclareWarThemRefuseAttitudeThreshold>
<StopTradingRefuseAttitudeThreshold>ATTITUDE_PLEASED</StopTradingRefuseAttitudeThreshold>
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_ANNOYED</ConvertReligionRefuseAttitudeThreshold>
<OpenBordersRefuseAttitudeThreshold>NONE</OpenBordersRefuseAttitudeThreshold>
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
<FavoriteCivic>CIVIC_UNIVERSAL_SUFFRAGE</FavoriteCivic>
<!--
<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
<Type>CIVIC_DESPOTISM</Type>
<Type>CIVIC_HEREDITARY_RULE</Type>
<Type>CIVIC_REPRESENTATION</Type>
<Type>CIVIC_POLICE_STATE</Type>
<Type>CIVIC_UNIVERSAL_SUFFRAGE</Type>
<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
<Type>CIVIC_BARBARISM</Type>
<Type>CIVIC_VASSALAGE</Type>
<Type>CIVIC_BUREAUCRACY</Type>
<Type>CIVIC_NATIONHOOD</Type>
<Type>CIVIC_FREE_SPEECH</Type>
<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
<Type>CIVIC_TRIBALISM</Type>
<Type>CIVIC_SLAVERY</Type>
<Type>CIVIC_SERFDOM</Type>
<Type>CIVIC_CASTE_SYSTEM</Type>
<Type>CIVIC_EMANCIPATION</Type>
<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
<Type>CIVIC_DECENTRALIZATION</Type>
<Type>CIVIC_MERCANTILISM</Type>
<Type>CIVIC_FREE_MARKET</Type>
<Type>CIVIC_STATE_PROPERTY</Type>
<Type>CIVIC_ENVIRONMENTALISM</Type>
<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
<Type>CIVIC_PAGANISM</Type>
<Type>CIVIC_ORGANIZED_RELIGION</Type>
<Type>CIVIC_THEOCRACY</Type>
<Type>CIVIC_PACIFISM</Type>
<Type>CIVIC_FREE_RELIGION</Type>-->
<Traits>
<Trait>
<TraitType>TRAIT_SPIRITUAL</TraitType>
<bTrait>1</bTrait>
</Trait>
</Traits>
<!--<Trait>TRAIT_PHILOSOPHICAL</Trait>
<Trait>TRAIT_AGGRESSIVE</Trait>
<Trait>TRAIT_SPIRITUAL</Trait>
<Trait>TRAIT_EXPANSIVE</Trait>
<Trait>TRAIT_AGGRESSIVE</Trait>
<Trait>TRAIT_INDUSTRIOUS</Trait>
<Trait>TRAIT_CREATIVE</Trait>
<Trait>TRAIT_FINANCIAL</Trait>
<Trait>TRAIT_ORGANIZED</Trait>-->
<Flavors>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<!--<FlavorType>FLAVOR_MILITARY</FlavorType>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<FlavorType>FLAVOR_GOLD</FlavorType>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<FlavorType>FLAVOR_GROWTH</FlavorType>-->
<ContactRands>
<ContactRand>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactRand>500</iContactRand>
</ContactRand>
</ContactRands>
<ContactDelays>
<ContactDelay>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
</ContactDelays>
<!-- <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<ContactType>CONTACT_TRADE_MAP</ContactType>-->
<MemoryDecays>
<MemoryDecay>
<MemoryType>MEMORY_GIVE_HELP</MemoryType>
<iMemoryRand>200</iMemoryRand>
</MemoryDecay>
</MemoryDecays>
<MemoryAttitudePercents>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
</MemoryAttitudePercent>
</MemoryAttitudePercents>
<!-- <Type>MEMORY_DECLARED_WAR</Type>
<Type>MEMORY_DECLARED_WAR_ON_FRIEND</Type>
<Type>MEMORY_HIRED_WAR_ALLY</Type>
<Type>MEMORY_NUKED_US</Type>
<Type>MEMORY_NUKED_FRIEND</Type>
<Type>MEMORY_RAZED_CITY</Type>
<Type>MEMORY_RAZED_HOLY_CITY</Type>
<Type>MEMORY_SPY_CAUGHT</Type>
<Type>MEMORY_GIVE_HELP</Type>
<Type>MEMORY_REFUSED_HELP</Type>
<Type>MEMORY_ACCEPT_DEMAND</Type>
<Type>MEMORY_REJECTED_DEMAND</Type>
<Type>MEMORY_ACCEPTED_RELIGION</Type>
<Type>MEMORY_DENIED_RELIGION</Type>
<Type>MEMORY_ACCEPTED_CIVIC</Type>
<Type>MEMORY_DENIED_CIVIC</Type>
<Type>MEMORY_ACCEPTED_JOIN_WAR</Type>
<Type>MEMORY_DENIED_JOIN_WAR</Type>
<Type>MEMORY_ACCEPTED_STOP_TRADING</Type>
<Type>MEMORY_DENIED_STOP_TRADING</Type>
<Type>MEMORY_STOPPED_TRADING</Type>
<Type>MEMORY_STOPPED_TRADING_RECENT</Type>
<Type>MEMORY_HIRED_TRADE_EMBARGO</Type>
<Type>MEMORY_MADE_DEMAND</Type>
<Type>MEMORY_MADE_DEMAND_RECENT</Type>
<Type>MEMORY_CANCELLED_OPEN_BORDERS</Type>
<Type>MEMORY_TRADED_TECH_TO_US</Type>
<Type>MEMORY_RECEIVED_TECH_FROM_ANY</Type>-->
<NoWarAttitudeProbs>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<iNoWarProb>20</iNoWarProb>
</NoWarAttitudeProb>
</NoWarAttitudeProbs>
<!--<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>-->
<UnitAIWeightModifiers>
<UnitAIWeightModifier>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<iWeightModifier>100</iWeightModifier>
</UnitAIWeightModifier>
</UnitAIWeightModifiers>
<!--<Type>UNITAI_UNKNOWN</Type>
<Type>UNITAI_ANIMAL</Type>
<Type>UNITAI_SETTLE</Type>
<Type>UNITAI_WORKER</Type>
<Type>UNITAI_ATTACK</Type>
<Type>UNITAI_ATTACK_CITY</Type>
<Type>UNITAI_COLLATERAL</Type>
<Type>UNITAI_PILLAGE</Type>
<Type>UNITAI_RESERVE</Type>
<Type>UNITAI_COUNTER</Type>
<Type>UNITAI_CITY_DEFENSE</Type>
<Type>UNITAI_CITY_COUNTER</Type>
<Type>UNITAI_CITY_SPECIAL</Type>
<Type>UNITAI_EXPLORE</Type>
<Type>UNITAI_MISSIONARY</Type>
<Type>UNITAI_PROPHET</Type>
<Type>UNITAI_ARTIST</Type>
<Type>UNITAI_SCIENTIST</Type>
<Type>UNITAI_MERCHANT</Type>
<Type>UNITAI_ENGINEER</Type>
<Type>UNITAI_SPY</Type>
<Type>UNITAI_ICBM</Type>
<Type>UNITAI_WORKER_SEA</Type>
<Type>UNITAI_ATTACK_SEA</Type>
<Type>UNITAI_RESERVE_SEA</Type>
<Type>UNITAI_ESCORT_SEA</Type>
<Type>UNITAI_EXPLORE_SEA</Type>
<Type>UNITAI_ASSAULT_SEA</Type>
<Type>UNITAI_SETTLER_SEA</Type>
<Type>UNITAI_MISSIONARY_SEA</Type>
<Type>UNITAI_SPY_SEA</Type>
<Type>UNITAI_CARRIER_SEA</Type>
<Type>UNITAI_ATTACK_AIR</Type>
<Type>UNITAI_DEFENSE_AIR</Type>
<Type>UNITAI_CARRIER_AIR</Type>-->
<ImprovementWeightModifiers>
<ImprovementWeightModifier>
<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
<iWeightModifier>20</iWeightModifier>
</ImprovementWeightModifier>
</ImprovementWeightModifiers>
<!--<Type>IMPROVEMENT_FARM</Type>
<Type>IMPROVEMENT_FISHING_BOATS</Type>
<Type>IMPROVEMENT_WHALING_BOATS</Type>
<Type>IMPROVEMENT_MINE</Type>
<Type>IMPROVEMENT_WORKSHOP</Type>
<Type>IMPROVEMENT_LUMBERMILL</Type>
<Type>IMPROVEMENT_WINDMILL</Type>
<Type>IMPROVEMENT_WATERMILL</Type>
<Type>IMPROVEMENT_PLANTATION</Type>
<Type>IMPROVEMENT_QUARRY</Type>
<Type>IMPROVEMENT_PASTURE</Type>
<Type>IMPROVEMENT_CAMP</Type>
<Type>IMPROVEMENT_WELL</Type>
<Type>IMPROVEMENT_OFFSHORE_PLATFORM</Type>
<Type>IMPROVEMENT_WINERY</Type>
<Type>IMPROVEMENT_COTTAGE</Type>
<Type>IMPROVEMENT_HAMLET</Type>
<Type>IMPROVEMENT_VILLAGE</Type>
<Type>IMPROVEMENT_TOWN</Type>
<Type>IMPROVEMENT_FORT</Type>-->
If you want any extra information in there just add it in this thread, and I'll update the XML to be commented with what the values do - truth is I'm not 100% on all of them so I thought I would just not bother with that till I am 100% certain on what they do, I was going to check the Wiki, and see if there is any more info there, be back soon to update....
The prupose of this section of code is to highlight the options you can use in the way of creating a leader.
Just so you can see what I've done I've highlighted the edits in bold
I'd like to get a list happening for all the CONTACT and MEMORY done also - be back soon.... DONE
Now for just an explanation of exactly what each line does...
Go ahead print it out and make a civ - you'll see - it is heaps quicker to have it nearby!
anyhow here it is, might speed the creation process up for other people who may have a thirty second memory
<iWonderConstructRand>10</iWonderConstructRand>
<iBaseAttitude>2</iBaseAttitude>
<iBasePeaceWeight>10</iBasePeaceWeight>
<iPeaceWeightRand>3</iPeaceWeightRand>
<iWarmongerRespect>0</iWarmongerRespect>
<iRefuseToTalkWarThreshold>6</iRefuseToTalkWarThreshold>
<iNoTechTradeThreshold>10</iNoTechTradeThreshold>
<iTechTradeKnownPercent>20</iTechTradeKnownPercent>
<iMaxGoldTradePercent>10</iMaxGoldTradePercent>
<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
<iMaxWarRand>400</iMaxWarRand>
<iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio>
<iMaxWarDistantPowerRatio>60</iMaxWarDistantPowerRatio>
<iMaxWarMinAdjacentLandPercent>3</iMaxWarMinAdjacentLandPercent>
<iLimitedWarRand>200</iLimitedWarRand>
<iLimitedWarPowerRatio>80</iLimitedWarPowerRatio>
<iDogpileWarRand>100</iDogpileWarRand>
<iMakePeaceRand>10</iMakePeaceRand>
<iDeclareWarTradeRand>40</iDeclareWarTradeRand>
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
<iRazeCityProb>0</iRazeCityProb>
<iBuildUnitProb>15</iBuildUnitProb>
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<iAttackOddsChangeRand>10</iAttackOddsChangeRand>
<iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
<iBetterRankDifferenceAttitudeChange>1</iBetterRankDifferenceAttitudeChange>
<iCloseBordersAttitudeChange>-2</iCloseBordersAttitudeChange>
<iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
<iSameReligionAttitudeChangeLimit>4</iSameReligionAttitudeChangeLimit>
<iDifferentReligionAttitudeChange>-1</iDifferentReligionAttitudeChange>
<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
<iShareWarAttitudeChange>1</iShareWarAttitudeChange>
<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
<iShareWarAttitudeChangeLimit>2</iShareWarAttitudeChangeLimit>
<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
<iFavoriteCivicAttitudeChangeLimit>6</iFavoriteCivicAttitudeChangeLimit>
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
<TechRefuseAttitudeThreshold>NONE</TechRefuseAttitudeThreshold>
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StrategicBonusRefuseAttitudeThreshold>
<HappinessBonusRefuseAttitudeThreshold>NONE</HappinessBonusRefuseAttitudeThreshold>
<HealthBonusRefuseAttitudeThreshold>NONE</HealthBonusRefuseAttitudeThreshold>
<MapRefuseAttitudeThreshold>NONE</MapRefuseAttitudeThreshold>
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarRefuseAttitudeThreshold>
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DeclareWarThemRefuseAttitudeThreshold>
<StopTradingRefuseAttitudeThreshold>ATTITUDE_PLEASED</StopTradingRefuseAttitudeThreshold>
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_ANNOYED</ConvertReligionRefuseAttitudeThreshold>
<OpenBordersRefuseAttitudeThreshold>NONE</OpenBordersRefuseAttitudeThreshold>
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
<FavoriteCivic>CIVIC_UNIVERSAL_SUFFRAGE</FavoriteCivic>
<!--
<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
<Type>CIVIC_DESPOTISM</Type>
<Type>CIVIC_HEREDITARY_RULE</Type>
<Type>CIVIC_REPRESENTATION</Type>
<Type>CIVIC_POLICE_STATE</Type>
<Type>CIVIC_UNIVERSAL_SUFFRAGE</Type>
<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
<Type>CIVIC_BARBARISM</Type>
<Type>CIVIC_VASSALAGE</Type>
<Type>CIVIC_BUREAUCRACY</Type>
<Type>CIVIC_NATIONHOOD</Type>
<Type>CIVIC_FREE_SPEECH</Type>
<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
<Type>CIVIC_TRIBALISM</Type>
<Type>CIVIC_SLAVERY</Type>
<Type>CIVIC_SERFDOM</Type>
<Type>CIVIC_CASTE_SYSTEM</Type>
<Type>CIVIC_EMANCIPATION</Type>
<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
<Type>CIVIC_DECENTRALIZATION</Type>
<Type>CIVIC_MERCANTILISM</Type>
<Type>CIVIC_FREE_MARKET</Type>
<Type>CIVIC_STATE_PROPERTY</Type>
<Type>CIVIC_ENVIRONMENTALISM</Type>
<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
<Type>CIVIC_PAGANISM</Type>
<Type>CIVIC_ORGANIZED_RELIGION</Type>
<Type>CIVIC_THEOCRACY</Type>
<Type>CIVIC_PACIFISM</Type>
<Type>CIVIC_FREE_RELIGION</Type>-->
<Traits>
<Trait>
<TraitType>TRAIT_SPIRITUAL</TraitType>
<bTrait>1</bTrait>
</Trait>
</Traits>
<!--<Trait>TRAIT_PHILOSOPHICAL</Trait>
<Trait>TRAIT_AGGRESSIVE</Trait>
<Trait>TRAIT_SPIRITUAL</Trait>
<Trait>TRAIT_EXPANSIVE</Trait>
<Trait>TRAIT_AGGRESSIVE</Trait>
<Trait>TRAIT_INDUSTRIOUS</Trait>
<Trait>TRAIT_CREATIVE</Trait>
<Trait>TRAIT_FINANCIAL</Trait>
<Trait>TRAIT_ORGANIZED</Trait>-->
<Flavors>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<!--<FlavorType>FLAVOR_MILITARY</FlavorType>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<FlavorType>FLAVOR_GOLD</FlavorType>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<FlavorType>FLAVOR_GROWTH</FlavorType>-->
<ContactRands>
<ContactRand>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactRand>500</iContactRand>
</ContactRand>
</ContactRands>
<ContactDelays>
<ContactDelay>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
</ContactDelays>
<!-- <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<ContactType>CONTACT_TRADE_MAP</ContactType>-->
<MemoryDecays>
<MemoryDecay>
<MemoryType>MEMORY_GIVE_HELP</MemoryType>
<iMemoryRand>200</iMemoryRand>
</MemoryDecay>
</MemoryDecays>
<MemoryAttitudePercents>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
</MemoryAttitudePercent>
</MemoryAttitudePercents>
<!-- <Type>MEMORY_DECLARED_WAR</Type>
<Type>MEMORY_DECLARED_WAR_ON_FRIEND</Type>
<Type>MEMORY_HIRED_WAR_ALLY</Type>
<Type>MEMORY_NUKED_US</Type>
<Type>MEMORY_NUKED_FRIEND</Type>
<Type>MEMORY_RAZED_CITY</Type>
<Type>MEMORY_RAZED_HOLY_CITY</Type>
<Type>MEMORY_SPY_CAUGHT</Type>
<Type>MEMORY_GIVE_HELP</Type>
<Type>MEMORY_REFUSED_HELP</Type>
<Type>MEMORY_ACCEPT_DEMAND</Type>
<Type>MEMORY_REJECTED_DEMAND</Type>
<Type>MEMORY_ACCEPTED_RELIGION</Type>
<Type>MEMORY_DENIED_RELIGION</Type>
<Type>MEMORY_ACCEPTED_CIVIC</Type>
<Type>MEMORY_DENIED_CIVIC</Type>
<Type>MEMORY_ACCEPTED_JOIN_WAR</Type>
<Type>MEMORY_DENIED_JOIN_WAR</Type>
<Type>MEMORY_ACCEPTED_STOP_TRADING</Type>
<Type>MEMORY_DENIED_STOP_TRADING</Type>
<Type>MEMORY_STOPPED_TRADING</Type>
<Type>MEMORY_STOPPED_TRADING_RECENT</Type>
<Type>MEMORY_HIRED_TRADE_EMBARGO</Type>
<Type>MEMORY_MADE_DEMAND</Type>
<Type>MEMORY_MADE_DEMAND_RECENT</Type>
<Type>MEMORY_CANCELLED_OPEN_BORDERS</Type>
<Type>MEMORY_TRADED_TECH_TO_US</Type>
<Type>MEMORY_RECEIVED_TECH_FROM_ANY</Type>-->
<NoWarAttitudeProbs>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<iNoWarProb>20</iNoWarProb>
</NoWarAttitudeProb>
</NoWarAttitudeProbs>
<!--<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>-->
<UnitAIWeightModifiers>
<UnitAIWeightModifier>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<iWeightModifier>100</iWeightModifier>
</UnitAIWeightModifier>
</UnitAIWeightModifiers>
<!--<Type>UNITAI_UNKNOWN</Type>
<Type>UNITAI_ANIMAL</Type>
<Type>UNITAI_SETTLE</Type>
<Type>UNITAI_WORKER</Type>
<Type>UNITAI_ATTACK</Type>
<Type>UNITAI_ATTACK_CITY</Type>
<Type>UNITAI_COLLATERAL</Type>
<Type>UNITAI_PILLAGE</Type>
<Type>UNITAI_RESERVE</Type>
<Type>UNITAI_COUNTER</Type>
<Type>UNITAI_CITY_DEFENSE</Type>
<Type>UNITAI_CITY_COUNTER</Type>
<Type>UNITAI_CITY_SPECIAL</Type>
<Type>UNITAI_EXPLORE</Type>
<Type>UNITAI_MISSIONARY</Type>
<Type>UNITAI_PROPHET</Type>
<Type>UNITAI_ARTIST</Type>
<Type>UNITAI_SCIENTIST</Type>
<Type>UNITAI_MERCHANT</Type>
<Type>UNITAI_ENGINEER</Type>
<Type>UNITAI_SPY</Type>
<Type>UNITAI_ICBM</Type>
<Type>UNITAI_WORKER_SEA</Type>
<Type>UNITAI_ATTACK_SEA</Type>
<Type>UNITAI_RESERVE_SEA</Type>
<Type>UNITAI_ESCORT_SEA</Type>
<Type>UNITAI_EXPLORE_SEA</Type>
<Type>UNITAI_ASSAULT_SEA</Type>
<Type>UNITAI_SETTLER_SEA</Type>
<Type>UNITAI_MISSIONARY_SEA</Type>
<Type>UNITAI_SPY_SEA</Type>
<Type>UNITAI_CARRIER_SEA</Type>
<Type>UNITAI_ATTACK_AIR</Type>
<Type>UNITAI_DEFENSE_AIR</Type>
<Type>UNITAI_CARRIER_AIR</Type>-->
<ImprovementWeightModifiers>
<ImprovementWeightModifier>
<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
<iWeightModifier>20</iWeightModifier>
</ImprovementWeightModifier>
</ImprovementWeightModifiers>
<!--<Type>IMPROVEMENT_FARM</Type>
<Type>IMPROVEMENT_FISHING_BOATS</Type>
<Type>IMPROVEMENT_WHALING_BOATS</Type>
<Type>IMPROVEMENT_MINE</Type>
<Type>IMPROVEMENT_WORKSHOP</Type>
<Type>IMPROVEMENT_LUMBERMILL</Type>
<Type>IMPROVEMENT_WINDMILL</Type>
<Type>IMPROVEMENT_WATERMILL</Type>
<Type>IMPROVEMENT_PLANTATION</Type>
<Type>IMPROVEMENT_QUARRY</Type>
<Type>IMPROVEMENT_PASTURE</Type>
<Type>IMPROVEMENT_CAMP</Type>
<Type>IMPROVEMENT_WELL</Type>
<Type>IMPROVEMENT_OFFSHORE_PLATFORM</Type>
<Type>IMPROVEMENT_WINERY</Type>
<Type>IMPROVEMENT_COTTAGE</Type>
<Type>IMPROVEMENT_HAMLET</Type>
<Type>IMPROVEMENT_VILLAGE</Type>
<Type>IMPROVEMENT_TOWN</Type>
<Type>IMPROVEMENT_FORT</Type>-->
If you want any extra information in there just add it in this thread, and I'll update the XML to be commented with what the values do - truth is I'm not 100% on all of them so I thought I would just not bother with that till I am 100% certain on what they do, I was going to check the Wiki, and see if there is any more info there, be back soon to update....
The prupose of this section of code is to highlight the options you can use in the way of creating a leader.
Just so you can see what I've done I've highlighted the edits in bold
I'd like to get a list happening for all the CONTACT and MEMORY done also - be back soon.... DONE
Now for just an explanation of exactly what each line does...
Go ahead print it out and make a civ - you'll see - it is heaps quicker to have it nearby!