The following are commands that don't really fit into any handy category with other commands and are thus discussed on a case-by-case basis.
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NULLIFY INFLUENCE MODIFIER
Nullifies the Tourism effects of other CIVS granted from the INTERNET tech. This command can be omitted.
Code:
<NullifyInfluenceModifier>true</NullifyInfluenceModifier>
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EXTRA LUXURIES
Grants an extra copy of every luxury in the city workable range. This is one of the primary extra effects of the Bazaar. This command can be omtted.
Code:
<ExtraLuxuries>true</ExtraLuxuries>
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AIRPORT COMMANDS
Airlift
Allows "Airlifting" of units. This is included in the airport building, which is new in the Brave New World expansion.
AirModifier
Increases the allowed number of air units that can be stationed within the same city. Since this is a direct additive change to the allowed numbers of units, this command does not function similar to other "modifier" commands.
Code:
<Airlift>true</Airlift>
<AirModifier>4</AirModifier>
These commands can be omitted.
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NUKE IMMUNE
The building is never destroyed as a result of a nuclear attack on a city.
The Military Base and all World and National Wonders are "NukeImmune".
This command can be omitted.
Code:
<NukeImmune>true</NukeImmune>
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NUKE POPULATION-LOST MODIFIER
Reduces population-loss from nuclear-attack in the city that built the building. The Bomb Shelter building uses this command as shown:
Code:
<NukeModifier>-75</NukeModifier>
This command can be omitted.
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FREE TECHS
Gives out a number of free technologies once the building is constructed. This command should be limited to national or world wonders. The command can be omitted.
"1" in this command gives one (1) free technology.
"2" in this command would give two (2) free technologies.
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WORKER SPEED MODIFIER
Adjusts the speed at which workers work. This is how the Pyramid world wonder increases the speed of workers. The entry in this command is a percentage of the "base" speed the worker usually works at, so "25" makes workers work 25% faster. This effect "stacks" with the social policy effect that does the same thing, so if a player selects that social policy and builds the Pyramids, that player's workers will be more efficient by a total improvement of 50%. This command can be omitted.
Code:
<WorkerSpeedModifier>25</WorkerSpeedModifier>
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GLOBAL POPULATION CHANGE
GlobalPopulationChange
Adds citizens in every city in the empire. You should limit this to world wonders or national wonders. You should also normally pair the command with a "HappinessPerCity" with the same amount of happiness added per city as entered for the population per city change. These commands can be omitted.
Code:
<GlobalPopulationChange>1</GlobalPopulationChange>
<HappinessPerCity>1</HappinessPerCity>
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"X" NUMBER OF THIS BUILDING TRIGGERS IDEOLOGY CHOICE
XBuiltTriggersIdeologyChoice is used in the factory building to trigger selection of an ideology. A positive whole number should be used with this command. This command can be omitted.
You would not normally use this command with a new building because there would be little point.
You might wish to change the number of factories required before an ideology choice is triggered. You would use an <Update> of the factory to do so.
Code:
<XBuiltTriggersIdeologyChoice>3</XBuiltTriggersIdeologyChoice>
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GOLD PLUNDER MODIFIER
CapturePlunderModifier
Alters by a percentage the amount of plunder a conqueror recieves when they capture a city. I haven't tried it, but I assume a negative value would LOWER plunder gold if the city is captured. This command can be omitted.
The Egyptian "Burial Tomb" building uses the
CapturePlunderModifier as shown, with a 100% increase in plunder:
Code:
<CapturePlunderModifier>100</CapturePlunderModifier>
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UNIT UPGRADING-COST MODIFIER
UnitUpgradeCostMod
Adjusts the empire-wide gold cost of UPGRADING military units. This is the primary efffect of the Pentagon world wonder. The effect is "stackable" when multiple custom world wonders write to this modifier. This command can be omitted.
Normally, you will want to enter a negative number in this command.
Code:
<UnitUpgradeCostMod>-33</UnitUpgradeCostMod>
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FOOD KEPT ON POPULATION INCREASE
FoodKept
keeps a percentage of the "food score" in a city that would usually be lost when city population increases. Since cities don't really "store" food in granaries anymore, food kept lowers the deduction made to the amount of food accumulated when a new citizen is born in the city. This command can be omitted.
Expressed as a percentage, and needs to be a positive whole number, such as:
FOOTNOTE:
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GREAT SCIENTIST "DISCOVER TECHNOLOGY" MODIFIER
GreatScientistBeakerModifier
Great Scientists create more science "beakers" when you use them to discover technologies. The modifier is entered as a percentage. The international space station uses this command to generate the 33% increase in science research gained from "bulbing" a great scientist.
Code:
<GreatScientistBeakerModifier>33</GreatScientistBeakerModifier>
This command can be omitted.
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GREAT PERSON EXPENDED GOLD
GreatPersonExpendGold
Gives gold whenever a great person is expended. The amount of gold gained is entered in the command. This is one of the primary effects of the Mausolleum of Helicarnasus world wonder. "Expended" in this sense means used up and removed from the game, so this command adds an extra benefit to the ones normally recieved whenever a great person is used to do their great person "thing". This command can be omitted.
You can enter pretty much any reasonable value you want so long as you limit this command to world wonders.
Code:
<GreatPersonExpendGold>100</GreatPersonExpendGold>
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FREE GREAT PEOPLE
FreeGreatPeople
Gives out a free GREAT PERSON of the player's choice. This was used in the Gods & Kings expansion in (as I recall) the Hagia Sophia world wonder, but was removed in the Brave New World expansion and hard-changed to always give a Great Prophet. The command "FreeGreatPeople" still works in the BNW expansion, however, and you can add it to buildings. This command can be omitted.
You should limit it to world and national wonders. The number of great persons given out is decided by what you enter in the "FreeGreatPeople" command. The example as shown would add one (1) free great person of the player's choice:
Code:
<FreeGreatPeople>1</FreeGreatPeople>
Great People 'Cost' Effects:
When Great People are given using
<FreeGreatPeople> as a reward for constructing a wonder or building, the 'cost' for nearly all Great People is incremented.
- The increment is applied to all Great People of the same 'Great People Group' based on the choice of Great Person the player makes.
- Choosing a Great Artist increments the cost in Great People Points for the next Great Artist, Great Writer, and Great Musician. The same effect applies when choosing a Great Writer or a Great Musician.
- Choosing a Great Engineer increments the cost in Great People Points for the next Great Engineer, Great Scientist, and Great Merchant. The same effect applies when choosing a Great Scientist or a Great Merchant.
- Great Prophets are affected but the effect is applied to the Faith Cost of the next Great Prophet.
- Great Generals and Great Admirals are not affected so far as I have been able to determine. The 'experience' cost of the next Great General or Great Admiral is not changed.
FOOTNOTE:
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GLOBAL DEFENSIVE-BUILDING MODIFIER
GlobalDefenseMod
Increases defensive building strength by a percentage in every city in the empire. This is the primary attribute of the Red Fort world wonder. This command can be omitted.
Code:
<GlobalDefenseMod>25</GlobalDefenseMod>
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CITY-STATE INFLUENCE CHANGE
MinorFriendshipChange
Adjusts influence with city-states for the player that constructs the building. The adjustment is a percentage of current influence. This command can be omitted.
Code:
<MinorFriendshipChange>25</MinorFriendshipChange>
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CITY-STATE TRADE-ROUTES PRODUCTION MODIFIER
CityStateTradeRouteProductionModifier
Modifies (changes by a percentage) Production in a city that constructs the building based on the number of trade-routes the player has with City-States. The city that constructs the building gets the production boost for EACH and EVERY active land (caravan) or sea (cargo-ship) trade route the player has with a City-State. It does not matter whether the CITY has an active trade-route with a City-State; all City-State trade routes of the EMPIRE count for any city that constructs the building. This command can be omitted.
Code:
<CityStateTradeRouteProductionModifier>5</CityStateTradeRouteProductionModifier>
"5" is a 5% bump in production for each qualifying trade-route. So if a player has six trade-routes active with City-States, the total production boost is 30%.
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EXTRA MISSIONARY RELIGION SPREADS
ExtraMissionarySpreads
Increases the number of religion spreads a missionary can conduct before being "used up". Only affects missionaries purchased in the city where the building is built, and is not therefore a "global" command. The Great Mosque of Djenne world wonder uses this as a primary effect. This command can be omitted.
The command can be used on any number of wonders or buildings within the same game play-through, and multiple builldings or wonders that are built within the same city, each with "ExtraMissionarySpreads", will "stack" thier effects on missionaries purchased within the city.
Code:
<ExtraMissionarySpreads>1</ExtraMissionarySpreads>
The effects will only become active
after the wonder is constructed. If you also have the same wonder give a free missionary, the number of religion spreads will not be increased for that free missionary.
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INSTANT MILITARY LAND-UNITS INCREASE
InstantMilitaryIncrease
Used in the new version of the Terracotta Army world wonder to accomplish the free instant units-copies creation of land units. Enter "1" for this command to mimic the Terracotta Army world wonder effect, or omit the command entirely from any world or national wonder. Any number besides "1" will not create additional copies of the units. I've tried setting "2" for this command, but there was no difference in the number of "copies" of units recieved. This command can be omitted.
Code:
<InstantMilitaryIncrease>1</InstantMilitaryIncrease>
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FREE GREAT WORK
FreeGreatWork
Used by the Parthenon world wonder to add the free great work to the wonder. To add this capability to a new world wonder you would need to set ALL of the following to get it to work properly:
Code:
<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
<GreatWorkCount>1</GreatWorkCount>
<FreeGreatWork>GREAT_WORK_PARTHENON_FRIEZE</FreeGreatWork>
These are the EXACT commands used in the Parthenon <Buildings> XML. You could select a different TYPE of great work, but probably not a different
GreatWorkCount. You have to select a great work of the appropriate type (from the available list of great works) for placement into the wonder. You will also have to specify a different great work from the available list than the one being used by the Parthenon.
<FreeGreatWork> can be omitted.
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GOLD
Gold adds gold to the empire treasury. It is a one-shot command, and only adds the stated amount of gold upon construction of the building. So long as the amount entered for the gold "gifting" is reasonable, any amoount can be used. World Wonders might have as their primary effect granting largish amounts of gold, say something on the order of "1500", but in general the amount given should be fairly small, as in, say, "25", or "50", or "100". To allow a building to grant the player 100 gold, the format is:
To be more clear:The command DOES NOT add the stated amount of gold every turn. It adds the stated amount ONLY ONCE.
This command can be omitted.
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EXPERIENCE
Experience adds experience to every combat unit built or purchased in the city. It pays no attention to whether the unit is a land unit, an air unit, or a sea unit. This command should be safe to use with regular buildings, National Wonders, or World Wonders since the effect occurs only in the city where the building is constructed. To allow a building to grant a unit 15 XP, the format is:
Code:
<Experience>15</Experience>
This command can be omitted.
Note that Lua methods that reference Domain-Linked unit experience being granted within a city or from a building do not account for unit XPs given in a city by the
<Experience> column.
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VICTORY CONDITIONS
DiplomaticVoting and VictoryPrereq
These two commands were used with the now-defunct United Nations wonder to allow the Diplomatic victory. Since the Diplomatic victory is now controlled in-game by the World Congress mechanics, these two commands are not used in Brave New World. You should generally omit them from your mods.
Code:
<VictoryPrereq>VICTORY_DIPLOMATIC</VictoryPrereq>
<DiplomaticVoting>true</DiplomaticVoting>
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TEAM COMMANDS
Teamshare
I believe this allows a wonder's or building's benefits to be shared throughout all team members in a team when game options use teams for play, or in a scenario where "teams" are assigned. I have seen this used in a few world wonder mods. I have not played using any of the "team" scenario or multiplayer mechanics, so I can give no further guidance on this command. The proper format is:
Code:
<Teamshare>true</Teamshare>
TechShare
Would seem to be a multiplayer or team function, but I am not sure exactly how it would function.
Code:
<TechShare>true</TechShare>
Either or both of these two commands can be omitted.
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UNIT HEALING
HealRateChange
- Increases a unit's heal rate while stationed within a city. It is expressed as a direct extra number of health-points to be given to the unit in addition to the city's usual healing effect.
- So "10" is a direct 10 extra health points, not an extra 10% healing of the unit.
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NON-FUNCTIONAL COMMANDS
(I HAVE tested the following commands)
There are several commands that don't appear to actually have any effect on the game. I am assuming these are "orphan" commands that were never implimented with the release of the original game. All of these commands should be omitted.
GlobalExperience
appears to not have any effect. tried this and cannot see that anything happened.
CitiesPrereq
appears not to have any effect. tried this and cannot see that anything happened.
LevelPrereq
appears not to have any effect. tried this and cannot see that anything happened.
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UNKNOWN OR NON-FUNCTIONAL COMMANDS
(I have NOT tested the following commands)
The following commands may or may not be functional. All of these commands should be omitted.
NukeExplosionRand
absolutely no idea.
VictoryPoints
don't know how this would work but it was likely included so there could be a victory-points system.
ReplacementBuildingClass
The command does work and I will be adding a supplimental write-up on it's efffects and possible methods of usage.
FoundsReligion
no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.
IsReligious
no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.
PlayerBorderObstacle
no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.
MapCentering
no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything. In earlier versions of Civ, as I recall, there were wonders or buildings or tech achievements that had "MapCentering", but so far as I know nothing like this was ever implemented in CIV5 so far as buildings is concerned.