frenzyslave
Warlord
<iPlotType>0</iPlotType>
I'm not 100% sure about the units required, maybe that should be removed.
[strikethrough]also maybe the python method needs to be moved to 'PythonCanDo'.[/strikethrough] this was so.
EDIT: Changed event a bit. removed bGlobal and set reqTech to ANIMAL_HUSBANDRY. Also set it to repeatable, so I set the weight to 5 instead of infinite (-1)
EDIT: Now added make obsolete after warrior_code tech.
1. How do you add xp to all units on the plot? From what I can see, you can run a check to see if units are on the plot (<bUnitsOnPlot>), but you must specify how many units on plot to activate (<iNumUnits>) . Unless <iNumUnits> can be set to -1 to solve it?
2. What exactly are the iWeight weightings? I figure that the higher the number the more common the event (obviously), and when playtesting a really high number is good. The lower the number, the rarer it is. Any advice on the weightings? With a recurring iWeight 5, how often in the game will it pop up?
3. Was going to ask about bGlobal and bRecurring (to find out trigger for all greenskin players seperately), but you answered that mystery above.
4. canTriggerGreenskin goes in blah\Assets\python\entrypoints\CvRandomEventInterface.py? I figure I need a special pythony program to paste it in? I dont have one
5. How in the nine hells can you add +1 Trade Routes to a city? I havent a clue, so I guess extra commerce to a market will have to do...
6. If I <iHurryAnger>1</iHurryAnger>, will this mean +1 unhappy for ten turns?
7. You set the <iPlotType> to 0 in GREENSKIN_HUNT above. Isnt 0 for peaks? PlotType 2 perhaps better?
8. GREENSKIN_HUNT should be obsolete after Warfare - I have seen the Greenskins rush to Warrior Code in every game.
Anyways, Ive done two events, hopefully no errors... Thanks very muchly for the GREENSKIN_HUNT event, it helped me hurdle XML easier
Scholar EventTriggerInfo:
Spoiler :
<EventTriggerInfo>
<Type>EVENTTRIGGER_GREENSKIN_SCHOLAR</Type>
<!-- diplomacy hit with neighbour -->
<WorldNewsTexts>
<Text/>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text>We hunt em down, Warboss. Dez skollaz spel ur nam rong.</Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>5</iWeight>
<bProbabilityUnitMultiply>1</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>-1</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired>
<UnitClass>UNITCLASS_WARRIOR</UnitClass>
<UnitClass>UNITCLASS_SPEARMAN</UnitClass>
<UnitClass>UNITCLASS_MILITIA_SPEARMAN</UnitClass>
<UnitClass>UNITCLASS_ARCHER</UnitClass>
<UnitClass>UNITCLASS_MILITIA_ARCHER</UnitClass>
<UnitClass>UNITCLASS_LIGHT_KNIGHT</UnitClass>
<UnitClass>UNITCLASS_AXEMAN</UnitClass>
<UnitClass>UNITCLASS_ANCIENT_CAVALRY</UnitClass>
<UnitClass>UNITCLASS_HUNTER</UnitClass>
<UnitClass>UNITCLASS_SCOUT</UnitClass>
<UnitClass>UNITCLASS_KNIGHT</UnitClass>
<UnitClass>UNITCLASS_MILITIA_SWORDSMAN</UnitClass>
</UnitsRequired>
<iNumUnits>1</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>1</bUnitsOnPlot>
<BuildingsRequired>
</BuildingsRequired>
<iNumBuildings>0</iNumBuildings>
<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
<iNumPlotsRequired>1</iNumPlotsRequired>
<bOwnPlot>1</bOwnPlot>
<iPlotType>2</iPlotType>
<FeaturesRequired>
</FeaturesRequired>
<TerrainsRequired>
</TerrainsRequired>
<ImprovementsRequired>
</ImprovementsRequired>
<BonusesRequired>
</BonusesRequired>
<RoutesRequired>
</RoutesRequired>
<ReligionsRequired>
</ReligionsRequired>
<iNumReligions>0</iNumReligions>
<CorporationsRequired>
</CorporationsRequired>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_GREENSKIN_SCHOLAR_1</Event>
</Events>
<PrereqEvents>
</PrereqEvents>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_CONTEMPLATION</PrereqTech>
</AndPreReqs>
<ObsoleteTechs>
<ObsoleteTech>TECH_PHILOSOPHY</ObsoleteTech>
</ObsoleteTechs>
<bRecurring>0</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>1</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>1</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>1</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo>canTriggerGreenskin</PythonCanDo>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback/>
<iPrereqCrime>0</iPrereqCrime>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqCivilizationPleased>NONE</PrereqCivilizationPleased>
<PrereqLeader>NONE</PrereqLeader>
<PrereqTrait>TRAIT_RAIDERS</PrereqTrait>
</EventTriggerInfo>
Scholar EventInfo:
Spoiler :
<EventInfo>
<Type>EVENT_GREENSKIN_SCHOLAR_1</Type>
<!-- suffer -1 diplomacy hit with neighbour, and a unit gains +2xp -->
<Description>Let dis be a leson, eh boyz? It Ork, not orc. It Gobbo, not goblin. An its Untrustygit er Hobgob, not hobgoblin. An me nam sur an spel-[newline]"... Ah Warboss? Dey ded. I musta hit em all to ard. To squishy, dey musta not av ard ed like uz."</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors>
</TechFlavors>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech/>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>2</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>-1</iOurAttitudeModifier>
<iAttitudeModifier>-1</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>100</iAIValue>
<iCrime>0</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>NONE</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>
2nd Event, Caravan Raid
EventTriggerInfo:
Spoiler :
<EventTriggerInfo>
<Type>EVENTTRIGGER_GREENSKIN_RAID_CARAVAN</Type>
<!-- must have a market, plus raid caravan for gold or get extra trade if city has 15+ crime -->
<WorldNewsTexts>
<Text/>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text>A trade caravan fing spotted ner %s2_city, Warboss! Shall we raid em an nick der stuff?</Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>5</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>1</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>-1</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired>
</UnitsRequired>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired>
<BuildingClass>BUILDINGCLASS_MARKET</BuildingClass>
</BuildingsRequired>
<iNumBuildings>1</iNumBuildings>
<iNumBuildingsGlobal>1</iNumBuildingsGlobal>
<iNumPlotsRequired>1</iNumPlotsRequired>
<bOwnPlot>1</bOwnPlot>
<iPlotType>2</iPlotType>
<FeaturesRequired>
</FeaturesRequired>
<TerrainsRequired>
</TerrainsRequired>
<ImprovementsRequired>
</ImprovementsRequired>
<BonusesRequired>
</BonusesRequired>
<RoutesRequired>
</RoutesRequired>
<ReligionsRequired>
</ReligionsRequired>
<iNumReligions>0</iNumReligions>
<CorporationsRequired>
</CorporationsRequired>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_GREENSKIN_RAID_CARAVAN_1</Event>
<Event>EVENT_GREENSKIN_RAID_CARAVAN_2</Event>
</Events>
<PrereqEvents>
</PrereqEvents>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_TRADE</PrereqTech>
</AndPreReqs>
<ObsoleteTechs>
</ObsoleteTechs>
<bRecurring>0</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>1</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>1</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>1</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo>canTriggerGreenskin</PythonCanDo>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback/>
<iPrereqCrime>15</iPrereqCrime>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqCivilizationPleased>NONE</PrereqCivilizationPleased>
<PrereqLeader>NONE</PrereqLeader>
<PrereqTrait>TRAIT_RAIDERS</PrereqTrait>
</EventTriggerInfo>
its EventInfo:
Spoiler :
<EventInfo>
<Type>EVENT_GREENSKIN_RAID_CARAVAN_1</Type>
<!-- raid caravan to gain 5-25gp, and crime raises by 2 -->
<Description>Prepar da boyz! We gonna nick der stuff!</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>1</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>4</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>21</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors>
</TechFlavors>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech/>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>-1</iOurAttitudeModifier>
<iAttitudeModifier>-1</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>100</iAIValue>
<iCrime>2</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>NONE</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>
<EventInfo>
<Type>EVENT_GREENSKIN_RAID_CARAVAN_2</Type>
<!-- trade with caravan to increase marketplace commerce, but citizens unhappy for 10 turns -->
<Description>Dont raid it ladz. Trade wit it insted</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>1</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors>
</TechFlavors>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech/>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
<BuildingExtraYield>
<BuildingClass>BUILDINGCLASS_MARKET</BuildingClass>
<YieldType>YIELD_COMMERCE</YieldType>
<iExtraYield>2</iExtraYield>
</BuildingExtraYield>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>1</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>-1</iOurAttitudeModifier>
<iAttitudeModifier>-1</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>50</iAIValue>
<iCrime>0</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>NONE</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>