TAfirehawk
Jan 02, 2007, 08:04 PM
ViSa User Configurable Settings #1
ViSa Ini Tweaks; set the minimum distance between cities, default is 2, any value lower then 2 will be disregarded!
; MAX = 5 by the ViSa DLL to avoid the AI getting nuts, setting this to 100 will just be 5!
; when using Extended City Radius options in the Custom Game menu, the DLL will automatically add + 1 as minimum distance(MAX = 6)
Minimum Distance Between Cities = 2
; number of naturally Spread religions, set this to 7 means religion
; will always be spreading naturally, default vanilla setting is 1
Religion Natural Spread Number = 2
Dead Civ Scoreboard Mod; Change this to false if the dead civilizations should be displayed in the
; game scoreboard.
; Default value is true
Hide Dead Civilizations = true
; Change this to false if the civilization names should be displayed in their
; colors instead of being greyed out.
; Default value is true
Grey Out Dead Civilizations = true
; Change this to show the dead civilization score instead of the dead tag.
; Default value is true
Show Dead Tag = true
Cultural Influences Mod; Change this value to false if cultural borders should not go over ocean
; plots.
; Default value is true
Enable Borders Over Ocean = true
; Change this value to false if cultural borders should not grow slowly.
; Default value is true
Enable Slow Culture Borders = false
; Change this value to false if culture should not be carried through trade
; routes between cities belonging to different civilizations.
; Default value is true.
Enable Culture Over Trade Routes = true
; Change this value to false if the trade route culture should be based on a
; fixed number instead of on the culture of the cities the trade route is
; between.
; Default value is true
Trade Route Culture City Based = true
; Change this value to false if the culture from one end of the trade route
; should not be impeded by the culture of the city it is trying to "corrupt".
; Default value is true
Home City Culture Challenge Alien Culture = true
; Increase or decrease this value to change the amount of culture that should
; be added to each end of a trade route. This value will be ignored if the
; value of "Trade Route Culture City Based" is true.
; Default value is 1
Trade Route Culture Amount = 1
; Change this value to false to disable the culture shock effects when a city
; is lost by a civilization.
; Default value is true
Enable Culture Shock = true
; Change this value to false to disable the culture decay effects.
; Default value is true
Enable Culture Decay = true
; Increase or decrease this value to change the amount culture should decay in
; squares outside of an Empire's borders.
; Default value is 0.05
Culture Decay Amount = 0.05
; Change the value to false if cities founded on city ruins should not be given
; part of the culture from the city that created the city ruins.
; Default value is true
City Ruins Give Culture = true
; Change the value to false if the culture given by city ruins should be the
; same as the player who founded the city. If set to true then the culture
; given to the new city will be from the civilization that last owned the city
; that created the city ruins.
; Default value is true
City Ruins Give Old Culture = true
; Increase or decrease the value to change the number of years that city ruins
; give culture.
; Default value is 100
Max Years City Ruins Give Culture = 100
; Increase or decrease the value to change the max amount of culture in percent
; city ruins give.
; Default value is 20
Max Culture City Ruins Give = 20
; Change the value to false if the founder of a conquered city should not be
; allowed to be reassigned if the conqueror is not the original founder and the
; losing civilization is also not the original founder and the city's culture
; is at least double what it was when the founder lost it.
; Default value is true
Allow City Founder Reassignment = true
; Change the value to false if culture should be maintained after a city is
; captured by a civilization from another civilization.
; Default value is true
City Conquest Retains Culture = true
; Increase or decrease the value to change the max amount of culture in percent
; retained after a city is conquered.
; Default value is 20
Max Culture Retained = 20
Enhanced Tech Conquest Mod; Change the value to true if technology should be handed completely over from
; the conquered city to their new owners.
; Default value is false
Complete Technology Discovery = false
; Increase or decrease the value to change the number of or part of
; technologies conquered cities will hand over to their new owners.
; Default value is 1
Technology Transfer Count = 1
; Change the value to true if the amount of technologies conquered cities will
; hand over to their new owners should be random.
; Default value is false
Random Technology Transfer Amount = false
; Change the value to true if the conquering civilization can receive
; technology without the appropriate prerequisites or ignore their civilization
; technology restrictions.
; Default value is false
Technology Transfer Ignore Prereq = false
; Change the value to false if full technology transfer should be allowed. By
; setting the value to true this will force players to spend at least one turn
; researching pillaged technology.
; Default value is true
Disable Full Technology Transfer = true
; Increase or decrease the value to change the base technology transfer
; percentage amount.
; Default value is 25
Base Technology Transfer Percent = 25
; Increase or decrease the value to change the percent amount per city
; population that will be used to transfer technology to the new owners of
; the conquered city.
; Default value is 5
Percentage Per City Population = 5
Not Just Another Game Clock Mod; Change this if you want to display the alternating time text information.
; Default value is true
Alternate Time Text = true
; Change this to alternate the amount of time between the two sets of text
; displayed. This will only be used if Alternating Time is set to true.
; Default value is 15
Alternating Time = 15
; Set this to true if you want to show the game turns
; Default value is true
Show Turns = true
; Set this to true if you want to show the game clock turns
; Default value is true
Show Game Clock = true
; Set this to true if you want to show the game completed as a percent.
; This should be set false if Show Game Completed Turns, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is true
Show Game Completed Percent = false
; Set this to true if you want to show the game completed as a fraction
; This should be set false if Show Game Completed Percent, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is false
Show Game Completed Turns = true
; Set this to true if you want to show the game turns in the alternate text.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Turns = true
; Set this to true if you want to show the game clock turns in the alternate
; text. This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Clock = true
; Set this to true if you want to show the game completed as a percent in
; the alternate text. This should be set false if Alternate Show Game
; Completed Turns, Show Turns and Show Game Clock are set to true since it
; will cause the text to run through the image border. This value will only
; be used Alternate Time Text is set to true.
; Default value is false
Alternate Show Game Completed Percent = true
; Set this to true if you want to show the game completed as a fraction in
; the alternate text. This should be set false if Alternate Show Game
; Completed Percent, Alternate Show Turns and Alternate Show Game Clock are
; set to true since it will cause the text to run through the image border.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Completed Turns = false
; Set this to true if you want to show the current era
; Default value is true
Show Era = true
; Set this to true if you want to reflect the current era by changing the
; game turn to a set color
; Default value is true
Show Reflect Era In Turn Color = true
; The following are the default color mappings for the different eras,
; if you have define a new era the code is flexible enough to allow you to
; specify your era color mapping as well, example: ERA_FOOBAR = COLOR_BLACK
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
Unit Allegiance Mod; Change the value to include the unit combat types of units belonging to the
; winner of combat that should not be allowed to influence the change of
; allegiance of enemy units.
; Default value is UNITCOMBAT_HELICOPTER
Winner Combat Type Filter = UNITCOMBAT_HELICOPTER, UNITCOMBAT_ARMOR
; Change the value to include the unit combat types of units belonging to the
; loser of combat that should not be allowed to change their allegiance.
; Default value is UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
Loser Combat Type Filter = UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
; Increase or decrease the value to change the chance that units will change
; their allegiance before being defeated in combat
; Default value is 5
Unit Allegiance Change Chance = 5
; Increase or decrease the value to change the amount of damage units will have
; after they change their allegiance.
; Default value is 50
Damage After Allegiance Change = 50
; If you want to disable the Allegiance of animals, set this to "true"
No Animal Allegiance = false
Unit Statistics Mod; This config file has several parts:
; 1. General: settings that don't fit anywhere else
; 2. Track xxx: Allows you to disable certain features. This affects both the calculation and visual representation of data.
; 3. Show xxx: Allows you to disable certain features: This affects only the visual representation
; 4. Unit Naming: Allows you to customize built-in name generators.
; Strictly speaking, category 2 (Track xxx) is no longer necessary, since all performance issues have been solved.
; But if you can't disable the visual representation in part 3 (Show xxx), you can do so in part 2 (and vice versa).
;#####General#####
; Change this to either enable or disable help panes in the unit statistics screens
; Default value is True
Show Help = True
; If this is enabled, all players share one high score list ("Track All Players" is required for this to have effect)
; Default value is False
Global High Score = False
;#####Track Information#####
; Change this to either enable or disable unit statistics for all players (required for hotseat games)
; Default value is false
Track All Players = False
; Change this to either enable or disable turn information tracking (turns fortified).
; Default value is true
Track Turn Information = True
; Change this to either enable or disable logging of your currently best units.
; Default value is true
Track Unit High Score = True
; Change this to either enable or disable movement tracking.
; Default value is true
Track Unit Movement = True
; Change this to either enable or disable unit statistics for non-combatants (settlers, workers, missionaries, great people).
; Default value is true
Track Non-Combat Units = True
; Change this to either enable or disable goody received tracking
; Default value is true
Track Goody Received = True
; Change this to either enable or disable unit promotion logging.
; Default value is true
Track Unit Promotions = True
;#####Show Information#####
; Change this to either enable or disable the display of other players' unit and player statistics.
; Leave disabled if you don't want any additional information about enemy units. Only works when "Track All Players" enabled.
; Default value is false
Show All Players = False
; Change this to show or hide the number of battles, units killed, units lost and retreats.
; Default value is true
Show Combat Count = True
; Change this to show or hide the damage your unit has inflicted/suffered.
; Default value is true
Show Damage Information = True
; Change this to show or hide the unit creation date.
; 0 = no service information
; 1 = "Turns in service: 8 (320 years)"
; 2 = "Years in service: 320 (8 turns)"
; 3 = "Turns in service: 8
; 4 = "Years in service: 320
; Default value is 1
Show Unit Service Information = 1
; Change this to show or hide combat odds statistics.
; Default value is true
Show Odds = True
; Change this to show or hide unit experience.
; Default value is true
Show Experience = True
; Change this to show or hide the unit event log
; Default value is true
Show Unit Event Log = True
; Change this to display the turn information in the unit events log
; Default value is true
Show Log Turn Information = True
; Change this to display the year information in the unit events log
; Default value is true
Show Log Date Information = True
; Change this to switch the order that the turn and year for the logged event
; are displayed. For example if set to false then a unit that was created in
; turn 0 and year 4000BC would be displayed as "Turn 0 (4000BC): <Unit type>
; created".
; Default value is true
Show Log Turn Information First = True
;#####Unit Naming#####
; Change this for different name generators.
; 0 = no unit naming (unit stats are lost when upgrading units!)
; 1 = Warrior 1, Warrior 2, Axeman 1, Axeman 2
; 2 = Random Name Generator by TheLopez
; 3 = Nexus Default I.E. Tank 1st Army 1st Corp 1st Div
; Default value is 0
Unit Naming = 0
; Change this to enable or disable the recycling of dead unit's names.
; Default value is true
Unit Name Recycling = true
; This only works if Custom Name = 3
; This determines numbering
; 0 = 1 ,2, 3 ... 7 for numbering IE Tank 1 Army 1 Corp 1 Div
; 1 = 1st, 2nd, 3rd for numbering IE Tank 1st Army 1st Corp 1st Div
; Default is 1
Unit Name Number = 1
; This only works if Custom Name = 3
; This determines Naming
; 0 = A, C, D for naming IE Tank 1st A 1st C 1st D or 1 A 1 C 1 D
; 1 = Army, Corp, Div for naming IE Tank 1st Army 1st Corp 1st Div or 1 Army 1 Corp 1 Div
; Default is 1
Unit Name Abreviation = 0
; This only works if Custom Name = 3
; This determines spacing
; 0 = no space between number and naming IE Tank 1stArmy 1stCorp 1stDiv
; 1 = space between number and name IE Tank 1st Army 1st Corp 1st Div
; Default is 0
Unit Name Spacing = 0
; This only works if Custom Name = 3
; This sets whether or not the name has unit desc in it or not
; 1 = Warrior 1stA 1stC 1stD (Warrior) vs
; 0 = 1stA 1stC 1stD (Warrior)
; default = 0
Unit Name Desc = 0
Tech Leak Mod; Technology pointspercentage leak over traderoutes, please be careful not to set
; this value too high!
Tech percent modifier = 0.001
Plot List Enhancement Mod[PlotList General]
; enables/disables the move highlighter
; default = true
Move Highlighter Enabled = true
; enables/disables the mission info of the plot list buttons (little text in the lower right corner of the unit button)
; default = true
Mission Info Enabled = true
; enables/disables the health bar
; default = true
Health Bar Enabled = true
; enables/disables the move bar
; default = true
Move Bar Enabled = true
; enables/disables the upgrade indicator (little up-arrow in the unit button)
; default = true
Upgrade Indicator Enabled = true
; enables/disables the promotion indicator (light blue frame around the unit button)
; default = true
Promotion Indicator Enabled = true
;
; enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
; default = true
Wounded Indicator Enabled = true
; ----------------------------------------------------------------------
[PlotList Item Spacing]
; vertical interval in pixels of the plot list buttons
; default = 42
Vertical Item Spacing = 42
;
; horizontal interval in pixels of the plot list buttons
; default = 34
Horizontal Item Spacing = 34
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
[PlotList Info Pane]
; defines the Info Panes X position in pixels
; default = 5
X Position = 5
; defines the Info Panes Y position in pixels from the lower screen border
; default = 160
Y Position = 160
; defines the Info Panes X size in pixels (pane width)
; default = 290
X Size = 290
; defines the hight in pxiels of a stadnard text line. If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 24
Pixel Per Line Type 1 = 24
; defines the hight in pxiels of a text line with a "bullet" in front. THose text lines are, for any reason, smaller than a stadnard text line.
; If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 19
Pixel Per Line Type 2 = 19
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
; here some colors of the displayed information can be set up
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Info Pane Colors]
; color of the unit name/type
; default = COLOR_YELLOW
Unit Name Color = COLOR_YELLOW
; color for the upgrade priece if you have enough money
; default = COLOR_GREEN
Upgrade Possible Color = COLOR_GREEN
; color for the upgrade priece if you have not enough money
; default = COLOR_RED
Upgrade Not Possible Color = COLOR_RED
; color for the specialites of a unit which are caused by a promotion
; default = COLOR_LIGHT_GREY
Promotion Specialties Color = COLOR_LIGHT_GREY
; color for the specialites of a unit which are unit type dependant
; default = COLOR_WHITE
Unit Type Specialties Color = COLOR_WHITE
; ----------------------------------------------------------------------
; here you can set up the colors of the stacked bars for movement and health
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Stacked Bar Colors]
; color for health
; default = COLOR_GREEN
Health Color = COLOR_GREEN
; color for wounded
; default = COLOR_RED
Wounded Color = COLOR_RED
; color for remaining movement
; default = COLOR_BLUE
Movement Color = COLOR_BLUE
; color for spent movement
; default = COLOR_YELLOW
No Movement Color = COLOR_YELLOW
ViSa Ini Tweaks; set the minimum distance between cities, default is 2, any value lower then 2 will be disregarded!
; MAX = 5 by the ViSa DLL to avoid the AI getting nuts, setting this to 100 will just be 5!
; when using Extended City Radius options in the Custom Game menu, the DLL will automatically add + 1 as minimum distance(MAX = 6)
Minimum Distance Between Cities = 2
; number of naturally Spread religions, set this to 7 means religion
; will always be spreading naturally, default vanilla setting is 1
Religion Natural Spread Number = 2
Dead Civ Scoreboard Mod; Change this to false if the dead civilizations should be displayed in the
; game scoreboard.
; Default value is true
Hide Dead Civilizations = true
; Change this to false if the civilization names should be displayed in their
; colors instead of being greyed out.
; Default value is true
Grey Out Dead Civilizations = true
; Change this to show the dead civilization score instead of the dead tag.
; Default value is true
Show Dead Tag = true
Cultural Influences Mod; Change this value to false if cultural borders should not go over ocean
; plots.
; Default value is true
Enable Borders Over Ocean = true
; Change this value to false if cultural borders should not grow slowly.
; Default value is true
Enable Slow Culture Borders = false
; Change this value to false if culture should not be carried through trade
; routes between cities belonging to different civilizations.
; Default value is true.
Enable Culture Over Trade Routes = true
; Change this value to false if the trade route culture should be based on a
; fixed number instead of on the culture of the cities the trade route is
; between.
; Default value is true
Trade Route Culture City Based = true
; Change this value to false if the culture from one end of the trade route
; should not be impeded by the culture of the city it is trying to "corrupt".
; Default value is true
Home City Culture Challenge Alien Culture = true
; Increase or decrease this value to change the amount of culture that should
; be added to each end of a trade route. This value will be ignored if the
; value of "Trade Route Culture City Based" is true.
; Default value is 1
Trade Route Culture Amount = 1
; Change this value to false to disable the culture shock effects when a city
; is lost by a civilization.
; Default value is true
Enable Culture Shock = true
; Change this value to false to disable the culture decay effects.
; Default value is true
Enable Culture Decay = true
; Increase or decrease this value to change the amount culture should decay in
; squares outside of an Empire's borders.
; Default value is 0.05
Culture Decay Amount = 0.05
; Change the value to false if cities founded on city ruins should not be given
; part of the culture from the city that created the city ruins.
; Default value is true
City Ruins Give Culture = true
; Change the value to false if the culture given by city ruins should be the
; same as the player who founded the city. If set to true then the culture
; given to the new city will be from the civilization that last owned the city
; that created the city ruins.
; Default value is true
City Ruins Give Old Culture = true
; Increase or decrease the value to change the number of years that city ruins
; give culture.
; Default value is 100
Max Years City Ruins Give Culture = 100
; Increase or decrease the value to change the max amount of culture in percent
; city ruins give.
; Default value is 20
Max Culture City Ruins Give = 20
; Change the value to false if the founder of a conquered city should not be
; allowed to be reassigned if the conqueror is not the original founder and the
; losing civilization is also not the original founder and the city's culture
; is at least double what it was when the founder lost it.
; Default value is true
Allow City Founder Reassignment = true
; Change the value to false if culture should be maintained after a city is
; captured by a civilization from another civilization.
; Default value is true
City Conquest Retains Culture = true
; Increase or decrease the value to change the max amount of culture in percent
; retained after a city is conquered.
; Default value is 20
Max Culture Retained = 20
Enhanced Tech Conquest Mod; Change the value to true if technology should be handed completely over from
; the conquered city to their new owners.
; Default value is false
Complete Technology Discovery = false
; Increase or decrease the value to change the number of or part of
; technologies conquered cities will hand over to their new owners.
; Default value is 1
Technology Transfer Count = 1
; Change the value to true if the amount of technologies conquered cities will
; hand over to their new owners should be random.
; Default value is false
Random Technology Transfer Amount = false
; Change the value to true if the conquering civilization can receive
; technology without the appropriate prerequisites or ignore their civilization
; technology restrictions.
; Default value is false
Technology Transfer Ignore Prereq = false
; Change the value to false if full technology transfer should be allowed. By
; setting the value to true this will force players to spend at least one turn
; researching pillaged technology.
; Default value is true
Disable Full Technology Transfer = true
; Increase or decrease the value to change the base technology transfer
; percentage amount.
; Default value is 25
Base Technology Transfer Percent = 25
; Increase or decrease the value to change the percent amount per city
; population that will be used to transfer technology to the new owners of
; the conquered city.
; Default value is 5
Percentage Per City Population = 5
Not Just Another Game Clock Mod; Change this if you want to display the alternating time text information.
; Default value is true
Alternate Time Text = true
; Change this to alternate the amount of time between the two sets of text
; displayed. This will only be used if Alternating Time is set to true.
; Default value is 15
Alternating Time = 15
; Set this to true if you want to show the game turns
; Default value is true
Show Turns = true
; Set this to true if you want to show the game clock turns
; Default value is true
Show Game Clock = true
; Set this to true if you want to show the game completed as a percent.
; This should be set false if Show Game Completed Turns, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is true
Show Game Completed Percent = false
; Set this to true if you want to show the game completed as a fraction
; This should be set false if Show Game Completed Percent, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is false
Show Game Completed Turns = true
; Set this to true if you want to show the game turns in the alternate text.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Turns = true
; Set this to true if you want to show the game clock turns in the alternate
; text. This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Clock = true
; Set this to true if you want to show the game completed as a percent in
; the alternate text. This should be set false if Alternate Show Game
; Completed Turns, Show Turns and Show Game Clock are set to true since it
; will cause the text to run through the image border. This value will only
; be used Alternate Time Text is set to true.
; Default value is false
Alternate Show Game Completed Percent = true
; Set this to true if you want to show the game completed as a fraction in
; the alternate text. This should be set false if Alternate Show Game
; Completed Percent, Alternate Show Turns and Alternate Show Game Clock are
; set to true since it will cause the text to run through the image border.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Completed Turns = false
; Set this to true if you want to show the current era
; Default value is true
Show Era = true
; Set this to true if you want to reflect the current era by changing the
; game turn to a set color
; Default value is true
Show Reflect Era In Turn Color = true
; The following are the default color mappings for the different eras,
; if you have define a new era the code is flexible enough to allow you to
; specify your era color mapping as well, example: ERA_FOOBAR = COLOR_BLACK
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
Unit Allegiance Mod; Change the value to include the unit combat types of units belonging to the
; winner of combat that should not be allowed to influence the change of
; allegiance of enemy units.
; Default value is UNITCOMBAT_HELICOPTER
Winner Combat Type Filter = UNITCOMBAT_HELICOPTER, UNITCOMBAT_ARMOR
; Change the value to include the unit combat types of units belonging to the
; loser of combat that should not be allowed to change their allegiance.
; Default value is UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
Loser Combat Type Filter = UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
; Increase or decrease the value to change the chance that units will change
; their allegiance before being defeated in combat
; Default value is 5
Unit Allegiance Change Chance = 5
; Increase or decrease the value to change the amount of damage units will have
; after they change their allegiance.
; Default value is 50
Damage After Allegiance Change = 50
; If you want to disable the Allegiance of animals, set this to "true"
No Animal Allegiance = false
Unit Statistics Mod; This config file has several parts:
; 1. General: settings that don't fit anywhere else
; 2. Track xxx: Allows you to disable certain features. This affects both the calculation and visual representation of data.
; 3. Show xxx: Allows you to disable certain features: This affects only the visual representation
; 4. Unit Naming: Allows you to customize built-in name generators.
; Strictly speaking, category 2 (Track xxx) is no longer necessary, since all performance issues have been solved.
; But if you can't disable the visual representation in part 3 (Show xxx), you can do so in part 2 (and vice versa).
;#####General#####
; Change this to either enable or disable help panes in the unit statistics screens
; Default value is True
Show Help = True
; If this is enabled, all players share one high score list ("Track All Players" is required for this to have effect)
; Default value is False
Global High Score = False
;#####Track Information#####
; Change this to either enable or disable unit statistics for all players (required for hotseat games)
; Default value is false
Track All Players = False
; Change this to either enable or disable turn information tracking (turns fortified).
; Default value is true
Track Turn Information = True
; Change this to either enable or disable logging of your currently best units.
; Default value is true
Track Unit High Score = True
; Change this to either enable or disable movement tracking.
; Default value is true
Track Unit Movement = True
; Change this to either enable or disable unit statistics for non-combatants (settlers, workers, missionaries, great people).
; Default value is true
Track Non-Combat Units = True
; Change this to either enable or disable goody received tracking
; Default value is true
Track Goody Received = True
; Change this to either enable or disable unit promotion logging.
; Default value is true
Track Unit Promotions = True
;#####Show Information#####
; Change this to either enable or disable the display of other players' unit and player statistics.
; Leave disabled if you don't want any additional information about enemy units. Only works when "Track All Players" enabled.
; Default value is false
Show All Players = False
; Change this to show or hide the number of battles, units killed, units lost and retreats.
; Default value is true
Show Combat Count = True
; Change this to show or hide the damage your unit has inflicted/suffered.
; Default value is true
Show Damage Information = True
; Change this to show or hide the unit creation date.
; 0 = no service information
; 1 = "Turns in service: 8 (320 years)"
; 2 = "Years in service: 320 (8 turns)"
; 3 = "Turns in service: 8
; 4 = "Years in service: 320
; Default value is 1
Show Unit Service Information = 1
; Change this to show or hide combat odds statistics.
; Default value is true
Show Odds = True
; Change this to show or hide unit experience.
; Default value is true
Show Experience = True
; Change this to show or hide the unit event log
; Default value is true
Show Unit Event Log = True
; Change this to display the turn information in the unit events log
; Default value is true
Show Log Turn Information = True
; Change this to display the year information in the unit events log
; Default value is true
Show Log Date Information = True
; Change this to switch the order that the turn and year for the logged event
; are displayed. For example if set to false then a unit that was created in
; turn 0 and year 4000BC would be displayed as "Turn 0 (4000BC): <Unit type>
; created".
; Default value is true
Show Log Turn Information First = True
;#####Unit Naming#####
; Change this for different name generators.
; 0 = no unit naming (unit stats are lost when upgrading units!)
; 1 = Warrior 1, Warrior 2, Axeman 1, Axeman 2
; 2 = Random Name Generator by TheLopez
; 3 = Nexus Default I.E. Tank 1st Army 1st Corp 1st Div
; Default value is 0
Unit Naming = 0
; Change this to enable or disable the recycling of dead unit's names.
; Default value is true
Unit Name Recycling = true
; This only works if Custom Name = 3
; This determines numbering
; 0 = 1 ,2, 3 ... 7 for numbering IE Tank 1 Army 1 Corp 1 Div
; 1 = 1st, 2nd, 3rd for numbering IE Tank 1st Army 1st Corp 1st Div
; Default is 1
Unit Name Number = 1
; This only works if Custom Name = 3
; This determines Naming
; 0 = A, C, D for naming IE Tank 1st A 1st C 1st D or 1 A 1 C 1 D
; 1 = Army, Corp, Div for naming IE Tank 1st Army 1st Corp 1st Div or 1 Army 1 Corp 1 Div
; Default is 1
Unit Name Abreviation = 0
; This only works if Custom Name = 3
; This determines spacing
; 0 = no space between number and naming IE Tank 1stArmy 1stCorp 1stDiv
; 1 = space between number and name IE Tank 1st Army 1st Corp 1st Div
; Default is 0
Unit Name Spacing = 0
; This only works if Custom Name = 3
; This sets whether or not the name has unit desc in it or not
; 1 = Warrior 1stA 1stC 1stD (Warrior) vs
; 0 = 1stA 1stC 1stD (Warrior)
; default = 0
Unit Name Desc = 0
Tech Leak Mod; Technology pointspercentage leak over traderoutes, please be careful not to set
; this value too high!
Tech percent modifier = 0.001
Plot List Enhancement Mod[PlotList General]
; enables/disables the move highlighter
; default = true
Move Highlighter Enabled = true
; enables/disables the mission info of the plot list buttons (little text in the lower right corner of the unit button)
; default = true
Mission Info Enabled = true
; enables/disables the health bar
; default = true
Health Bar Enabled = true
; enables/disables the move bar
; default = true
Move Bar Enabled = true
; enables/disables the upgrade indicator (little up-arrow in the unit button)
; default = true
Upgrade Indicator Enabled = true
; enables/disables the promotion indicator (light blue frame around the unit button)
; default = true
Promotion Indicator Enabled = true
;
; enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
; default = true
Wounded Indicator Enabled = true
; ----------------------------------------------------------------------
[PlotList Item Spacing]
; vertical interval in pixels of the plot list buttons
; default = 42
Vertical Item Spacing = 42
;
; horizontal interval in pixels of the plot list buttons
; default = 34
Horizontal Item Spacing = 34
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
[PlotList Info Pane]
; defines the Info Panes X position in pixels
; default = 5
X Position = 5
; defines the Info Panes Y position in pixels from the lower screen border
; default = 160
Y Position = 160
; defines the Info Panes X size in pixels (pane width)
; default = 290
X Size = 290
; defines the hight in pxiels of a stadnard text line. If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 24
Pixel Per Line Type 1 = 24
; defines the hight in pxiels of a text line with a "bullet" in front. THose text lines are, for any reason, smaller than a stadnard text line.
; If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 19
Pixel Per Line Type 2 = 19
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
; here some colors of the displayed information can be set up
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Info Pane Colors]
; color of the unit name/type
; default = COLOR_YELLOW
Unit Name Color = COLOR_YELLOW
; color for the upgrade priece if you have enough money
; default = COLOR_GREEN
Upgrade Possible Color = COLOR_GREEN
; color for the upgrade priece if you have not enough money
; default = COLOR_RED
Upgrade Not Possible Color = COLOR_RED
; color for the specialites of a unit which are caused by a promotion
; default = COLOR_LIGHT_GREY
Promotion Specialties Color = COLOR_LIGHT_GREY
; color for the specialites of a unit which are unit type dependant
; default = COLOR_WHITE
Unit Type Specialties Color = COLOR_WHITE
; ----------------------------------------------------------------------
; here you can set up the colors of the stacked bars for movement and health
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Stacked Bar Colors]
; color for health
; default = COLOR_GREEN
Health Color = COLOR_GREEN
; color for wounded
; default = COLOR_RED
Wounded Color = COLOR_RED
; color for remaining movement
; default = COLOR_BLUE
Movement Color = COLOR_BLUE
; color for spent movement
; default = COLOR_YELLOW
No Movement Color = COLOR_YELLOW