Unified Firaxis XML-tags

LeeS

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I've compiled a fair amount of lists of the various properly-formatted XML tags for Firaxis-supplied game-elements. Things such as this listing of buildiings and their classes (see Post #3 of this thread):
Spoiler :
This list has been deprecated from here. You should see Post #3 for the info that used to appear here

I know that much of this is available on the ModWiki, but I know that it is not always obvious to the newer modder how to find similar listings. Plus I am not sure how updated those listings on the ModWiki are.

I have listings for:
  1. Buildings and Their Classes (with pre-requisite buildings and the free buildings given by wonders). I am thinking of adding the prerequisite technologies to this listing for my own purposes, but as yet have not done so.
  2. Civilizations (with leaders, UAs, UUs, UBs, and UIs for each civ)
  3. Beliefs (sorted by Pantheon, Follower, etc., with their names as they appear in-game)
  4. Text Icon_Something and formatting commands (though this is not 100% complete)
  5. Social Policies (sorted by Branch for BNW) and Policy Branches
  6. Resources (sorted by Strategic, Bonus, Luxury, and "Special", including the new Bison and Cocoa)
  7. Tech Names
  8. Units (by Domain, UnitCombat Type, Unit Class, Unit)
  9. ART_DEF_UNIT_SOMETHINGS and their associated ART_DEF_UNIT_MEMBER_SOMETHINGS
  10. ART_DEF_UNIT_MEMBER_SOMETHINGS (Probably redundant with the previous, plus it needs a little re-work)

All info is now located within this thread in Posts #3 +. I have removed the link to the mediafire downbload file because Medifire and Mediafire irksomeness with continuing support. The file is still there, but I have no way of maintaining it anymore, hence the removal of the link.

Support Issues Related to the Impending Release of Civ6:
  1. Other than to clean up any small whoopses or typos that may exist in the information presented I have no intentions of adding to the information nor of making any great changes to format of how the info is presented
  2. I am attempting to wind-down my Civ5 modding in preperation for the release of 6.
  3. I am not abandoning the Civ5 modding forum, I am just winding down the stuff I have in the works and that I can reasonably expect to put to bed prior to the release of 6.
  4. I intend to move on to 6 modding for the most part (or for the all part), assuming 6 is not a mess or a BE
 
Various XML-tags As Used By Firaxis​

Building Classes, Default Buildings, Unique Buildings, Prerequisite Technology or Belief, and Other Requirements for Wonders and Buildings
The building class and simple building names shown are correctly formatted for import (copying) into your mods. The civilization names shown are also correctly formatted.

Spoiler Buildings and Their Classes :
Code:
<!-- Religion Buildings -->

BUILDINGCLASS_CATHEDRAL
	Default Building =	BUILDING_CATHEDRAL
	Unlocked By =		BELIEF_CATHEDRALS

BUILDINGCLASS_MOSQUE
	Default Building =	BUILDING_MOSQUE
	Unlocked By =		BELIEF_MOSQUES

BUILDINGCLASS_PAGODA
	Default Building =	BUILDING_PAGODA
	Unlocked By =		BELIEF_PAGODAS

BUILDINGCLASS_MONASTERY
	Default Building =	BUILDING_MONASTERY
	Unlocked By =		BELIEF_MONASTERIES

<!-- Normal Buildings -->

BUILDINGCLASS_RECYCLING_CENTER
	Default Building =	BUILDING_RECYCLING_CENTER
	Required Technology =	TECH_ECOLOGY

BUILDINGCLASS_BOMB_SHELTER
	Default Building =	BUILDING_BOMB_SHELTER
	Required Technology =	TECH_TELECOM

BUILDINGCLASS_CONSTABLE
	Default Building =	BUILDING_CONSTABLE
	Required Technology =	TECH_BANKING

BUILDINGCLASS_POLICE_STATION
	Default Building =	BUILDING_POLICE_STATION
	Prerequisite	=	BUILDINGCLASS_CONSTABLE
	Required Technology =	TECH_ELECTRICITY

BUILDINGCLASS_HOTEL
	Default Building =	BUILDING_HOTEL
	Required Technology =	TECH_REFRIGERATION

BUILDINGCLASS_CARAVANSARY
	Default Building =	BUILDING_CARAVANSARY
	Required Technology =	TECH_HORSEBACK_RIDING

BUILDINGCLASS_AIRPORT
	Default Building =	BUILDING_AIRPORT
	Required Technology =	TECH_RADAR

BUILDINGCLASS_COURTHOUSE
	Default Building =	BUILDING_COURTHOUSE
	Required Technology =	TECH_MATHEMATICS

BUILDINGCLASS_STABLE
	Default Building =	BUILDING_STABLE
	Unique Building =	BUILDING_DUCAL_STABLE		CIVILIZATION_POLAND
	Required Technology =	TECH_HORSEBACK_RIDING

BUILDINGCLASS_WATERMILL
	Default Building =	BUILDING_WATERMILL
	Unique Building =	BUILDING_FLOATING_GARDENS	CIVILIZATION_AZTEC
	Required Technology =	TECH_THE_WHEEL

BUILDINGCLASS_CIRCUS
	Default Building =	BUILDING_CIRCUS
	Required Technology =	TECH_TRAPPING

BUILDINGCLASS_FORGE
	Default Building =	BUILDING_FORGE
	Required Technology =	TECH_METAL_CASTING

BUILDINGCLASS_WINDMILL
	Default Building =	BUILDING_WINDMILL
	Unique Building =	BUILDING_COFFEE_HOUSE		CIVILIZATION_AUSTRIA
	Required Technology =	TECH_ECONOMICS

BUILDINGCLASS_HYDRO_PLANT
	Default Building =	BUILDING_HYDRO_PLANT
	Required Technology =	TECH_ELECTRICITY

BUILDINGCLASS_MINT
	Default Building =	BUILDING_MINT
	Required Technology =	TECH_CURRENCY

BUILDINGCLASS_OBSERVATORY
	Default Building =	BUILDING_OBSERVATORY
	Required Technology =	TECH_ASTRONOMY

BUILDINGCLASS_GARDEN
	Default Building =	BUILDING_GARDEN
	Unique Building =	BUILDING_CANDI			CIVILIZATION_INDONESIA
	Required Technology =	TECH_THEOLOGY

BUILDINGCLASS_LIGHTHOUSE
	Default Building =	BUILDING_LIGHTHOUSE
	Required Technology =	TECH_OPTICS

BUILDINGCLASS_HARBOR
	Default Building =	BUILDING_HARBOR
	Required Technology =	TECH_COMPASS

BUILDINGCLASS_SEAPORT
	Default Building =	BUILDING_SEAPORT
	Prerequisite	=	BUILDINGCLASS_HARBOR
	Required Technology =	TECH_NAVIGATION

BUILDINGCLASS_COLOSSEUM
	Default Building =	BUILDING_COLOSSEUM
	Required Technology =	TECH_CONSTRUCTION

BUILDINGCLASS_THEATRE	(Zoo)
	Default Building =	BUILDING_THEATRE
	Prerequisite	=	BUILDINGCLASS_COLOSSEUM
	Required Technology =	TECH_PRINTING_PRESS

BUILDINGCLASS_STADIUM
	Default Building =	BUILDING_STADIUM
	Prerequisite	=	BUILDINGCLASS_THEATRE
	Required Technology =	TECH_REFRIGERATION

BUILDINGCLASS_MONUMENT
	Default Building =	BUILDING_MONUMENT
	Unique Building =	BUILDING_STELE			CIVILIZATION_ETHIOPIA
	Required Technology =	NONE

BUILDINGCLASS_AMPHITHEATER
	Default Building =	BUILDING_AMPHITHEATER
	Prerequisite	=	BUILDINGCLASS_MONUMENT
	Required Technology =	TECH_DRAMA

BUILDINGCLASS_OPERA_HOUSE
	Default Building =	BUILDING_OPERA_HOUSE
	Unique Building =	BUILDING_CEILIDH_HALL		CIVILIZATION_CELTS
	Prerequisite	=	BUILDINGCLASS_AMPHITHEATER
	Required Technology =	TECH_ACOUSTICS

BUILDINGCLASS_MUSEUM
	Default Building =	BUILDING_MUSEUM
	Prerequisite	=	BUILDINGCLASS_OPERA_HOUSE
	Required Technology =	TECH_ARCHAEOLOGY

BUILDINGCLASS_BROADCAST_TOWER
	Default Building =	BUILDING_BROADCAST_TOWER
	Prerequisite	=	BUILDINGCLASS_MUSEUM
	Required Technology =	TECH_RADIO

BUILDINGCLASS_SHRINE
	Default Building =	BUILDING_SHRINE
	Unique Building =	BUILDING_MAYA_PYRAMID		CIVILIZATION_MAYA
	Required Technology =	TECH_POTTERY

BUILDINGCLASS_TEMPLE
	Default Building =	BUILDING_TEMPLE
	Unique Building =	BUILDING_MUD_PYRAMID_MOSQUE	CIVILIZATION_SONGHAI
	Unique Building =	BUILDING_BURIAL_TOMB		CIVILIZATION_EGYPT
	Prerequisite	=	BUILDINGCLASS_SHRINE
	Required Technology =	TECH_PHILOSOPHY

BUILDINGCLASS_BARRACKS
	Default Building =	BUILDING_BARRACKS
	Unique Building =	BUILDING_KREPOST		CIVILIZATION_RUSSIA
	Unique Building =	BUILDING_IKANDA			CIVILIZATION_ZULU
	Required Technology =	TECH_BRONZE_WORKING

BUILDINGCLASS_ARMORY
	Default Building =	BUILDING_ARMORY
	Prerequisite	=	BUILDINGCLASS_BARRACKS
	Required Technology =	TECH_STEEL

BUILDINGCLASS_MILITARY_ACADEMY
	Default Building =	BUILDING_MILITARY_ACADEMY
	Prerequisite	=	BUILDINGCLASS_ARMORY
	Required Technology =	TECH_MILITARY_SCIENCE

BUILDINGCLASS_WALLS
	Default Building =	BUILDING_WALLS
	Unique Building =	BUILDING_WALLS_OF_BABYLON	CIVILIZATION_BABYLON
	Required Technology =	TECH_MASONRY

BUILDINGCLASS_CASTLE
	Default Building =	BUILDING_CASTLE
	Unique Building =	BUILDING_MUGHAL_FORT		CIVILIZATION_INDIA
	Prerequisite	=	BUILDINGCLASS_WALLS
	Required Technology =	TECH_CHIVALRY

BUILDINGCLASS_ARSENAL
	Default Building =	BUILDING_ARSENAL
	Prerequisite	=	BUILDINGCLASS_CASTLE
	Required Technology =	TECH_METALLURGY

BUILDINGCLASS_MILITARY_BASE
	Default Building =	BUILDING_MILITARY_BASE
	Prerequisite	=	BUILDINGCLASS_ARSENAL
	Required Technology =	TECH_REPLACEABLE_PARTS

BUILDINGCLASS_GRANARY
	Default Building =	BUILDING_GRANARY
	Required Technology =	TECH_POTTERY

BUILDINGCLASS_AQUEDUCT
	Default Building =	BUILDING_AQUEDUCT
	Required Technology =	TECH_ENGINEERING

BUILDINGCLASS_HOSPITAL
	Default Building =	BUILDING_HOSPITAL
	Prerequisite	=	BUILDINGCLASS_AQUEDUCT
	Required Technology =	TECH_BIOLOGY

BUILDINGCLASS_MEDICAL_LAB
	Default Building =	BUILDING_MEDICAL_LAB
	Prerequisite	=	BUILDINGCLASS_HOSPITAL
	Required Technology =	TECH_PENICILIN

BUILDINGCLASS_WORKSHOP
	Default Building =	BUILDING_WORKSHOP
	Unique Building =	BUILDING_LONGHOUSE		CIVILIZATION_IROQUOIS
	Required Technology =	TECH_METAL_CASTING

BUILDINGCLASS_FACTORY
	Default Building =	BUILDING_FACTORY
	Prerequisite	=	BUILDINGCLASS_WORKSHOP
	Required Technology =	TECH_INDUSTRIALIZATION

BUILDINGCLASS_NUCLEAR_PLANT
	Default Building =	BUILDING_NUCLEAR_PLANT
	Prerequisite	=	BUILDINGCLASS_FACTORY
	Required Technology =	TECH_NUCLEAR_FISSION

BUILDINGCLASS_SPACESHIP_FACTORY
	Default Building =	BUILDING_SPACESHIP_FACTORY
	Prerequisite	=	BUILDINGCLASS_FACTORY
	Required Technology =	TECH_ROBOTICS

BUILDINGCLASS_SOLAR_PLANT
	Default Building =	BUILDING_SOLAR_PLANT
	Prerequisite	=	BUILDINGCLASS_FACTORY
	Required Technology =	TECH_ECOLOGY

BUILDINGCLASS_MARKET
	Default Building =	BUILDING_MARKET
	Unique Building =	BUILDING_BAZAAR			CIVILIZATION_ARABIA
	Required Technology =	TECH_CURRENCY

BUILDINGCLASS_BANK
	Default Building =	BUILDING_BANK
	Unique Building =	BUILDING_SATRAPS_COURT		CIVILIZATION_PERSIA
	Unique Building =	BUILDING_HANSE			CIVILIZATION_GERMANY
	Prerequisite	=	BUILDINGCLASS_MARKET
	Required Technology =	TECH_BANKING

BUILDINGCLASS_STOCK_EXCHANGE
	Default Building =	BUILDING_STOCK_EXCHANGE
	Prerequisite	=	BUILDINGCLASS_BANK
	Required Technology =	TECH_ELECTRICITY

BUILDINGCLASS_LIBRARY
	Default Building =	BUILDING_LIBRARY
	Unique Building =	BUILDING_PAPER_MAKER		CIVILIZATION_CHINA
	Unique Building =	BUILDING_ROYAL_LIBRARY		CIVILIZATION_ASSYRIA
	Required Technology =	TECH_WRITING

BUILDINGCLASS_UNIVERSITY
	Default Building =	BUILDING_UNIVERSITY
	Unique Building =	BUILDING_WAT			CIVILIZATION_SIAM
	Prerequisite	=	BUILDINGCLASS_LIBRARY
	Required Technology =	TECH_EDUCATION

BUILDINGCLASS_PUBLIC_SCHOOL
	Default Building =	BUILDING_PUBLIC_SCHOOL
	Prerequisite	=	BUILDINGCLASS_UNIVERSITY
	Required Technology =	TECH_SCIENTIFIC_THEORY

BUILDINGCLASS_LABORATORY
	Default Building =	BUILDING_LABORATORY
	Prerequisite	=	BUILDINGCLASS_PUBLIC_SCHOOL
	Required Technology =	TECH_PLASTIC

BUILDINGCLASS_STONE_WORKS
	Default Building =	BUILDING_STONE_WORKS
	Required Technology =	TECH_CALENDAR

<!-- National Wonder -->

BUILDINGCLASS_PALACE
	Default Building =		BUILDING_PALACE
	Required Technology =		NONE

BUILDINGCLASS_INTELLIGENCE_AGENCY
	Default Building =		BUILDING_INTELLIGENCE_AGENCY
	Prerequisite every city	=	BUILDINGCLASS_POLICE_STATION
	Required Technology =		TECH_RADIO

BUILDINGCLASS_GRAND_TEMPLE
	Default Building =		BUILDING_GRAND_TEMPLE
	Prerequisite every city	=	BUILDINGCLASS_TEMPLE
	Required Technology =		TECH_THEOLOGY

BUILDINGCLASS_TOURIST_CENTER
	Default Building =		BUILDING_TOURIST_CENTER
	Prerequisite every city	=	BUILDINGCLASS_HOTEL
	Required Technology =		TECH_TELECOM

BUILDINGCLASS_HEROIC_EPIC
	Default Building =		BUILDING_HEROIC_EPIC
	Prerequisite every city	=	BUILDINGCLASS_BARRACKS
	Required Technology =		TECH_IRON_WORKING

BUILDINGCLASS_NATIONAL_EPIC
	Default Building =		BUILDING_NATIONAL_EPIC
	Prerequisite every city	=	BUILDINGCLASS_MONUMENT
	Required Technology =		TECH_DRAMA

BUILDINGCLASS_CIRCUS_MAXIMUS
	Default Building =		BUILDING_CIRCUS_MAXIMUS
	Prerequisite every city	=	BUILDINGCLASS_COLOSSEUM
	Required Technology =		TECH_HORSEBACK_RIDING

BUILDINGCLASS_NATIONAL_TREASURY	(East India Company)
	Default Building =		BUILDING_NATIONAL_TREASURY
	Prerequisite every city	=	BUILDINGCLASS_MARKET
	Required Technology =		TECH_GUILDS

BUILDINGCLASS_NATIONAL_COLLEGE
	Default Building =		BUILDING_NATIONAL_COLLEGE
	Prerequisite every city	=	BUILDINGCLASS_LIBRARY
	Required Technology =		TECH_PHILOSOPHY

BUILDINGCLASS_IRONWORKS
	Default Building =		BUILDING_IRONWORKS
	Prerequisite every city	=	BUILDINGCLASS_WORKSHOP
	Required Technology =		TECH_MACHINERY

BUILDINGCLASS_OXFORD_UNIVERSITY
	Default Building =		BUILDING_OXFORD_UNIVERSITY
	Prerequisite every city	=	BUILDINGCLASS_UNIVERSITY
	Required Technology =		TECH_EDUCATION

BUILDINGCLASS_HERMITAGE
	Default Building =		BUILDING_HERMITAGE
	Prerequisite every city	=	BUILDINGCLASS_OPERA_HOUSE
	Required Technology =		TECH_ARCHITECTURE

<!-- Culture Guilds-->

BUILDINGCLASS_WRITERS_GUILD
	Default Building =		BUILDING_WRITERS_GUILD
	Required Technology =		TECH_DRAMA

BUILDINGCLASS_ARTISTS_GUILD
	Default Building =		BUILDING_ARTISTS_GUILD
	Required Technology =		TECH_GUILDS

BUILDINGCLASS_MUSICIANS_GUILD
	Default Building =		BUILDING_MUSICIANS_GUILD
	Required Technology =		TECH_ACOUSTICS

<!-- Wonders -->

BUILDINGCLASS_TEMPLE_ARTEMIS
	Default Building =		BUILDING_TEMPLE_ARTEMIS
	Required Technology =		TECH_ARCHERY

BUILDINGCLASS_MAUSOLEUM_HALICARNASSUS
	Default Building =		BUILDING_MAUSOLEUM_HALICARNASSUS
	Required Technology =		TECH_MASONRY

BUILDINGCLASS_STATUE_ZEUS
	Default Building =		BUILDING_STATUE_ZEUS
	Required Technology =		TECH_BRONZE_WORKING
	Req'd Policy Branch =		POLICY_BRANCH_HONOR

BUILDINGCLASS_ALHAMBRA
	Default Building =		BUILDING_ALHAMBRA
	Free Building in City =		BUILDINGCLASS_CASTLE
	Required Technology =		TECH_CHIVALRY

BUILDINGCLASS_CN_TOWER
	Default Building =		BUILDING_CN_TOWER
	Free Building All Cities =	BUILDINGCLASS_BROADCAST_TOWER
	Required Technology =		TECH_TELECOM

BUILDINGCLASS_HUBBLE
	Default Building =		BUILDING_HUBBLE
	Free Building in City =		BUILDINGCLASS_SPACESHIP_FACTORY
	Required Technology =		TECH_SATELLITES

BUILDINGCLASS_LEANING_TOWER
	Default Building =		BUILDING_LEANING_TOWER
	Required Technology =		TECH_PRINTING_PRESS

BUILDINGCLASS_MOSQUE_OF_DJENNE
	Default Building =		BUILDING_MOSQUE_OF_DJENNE
	Free Building in City =		BUILDINGCLASS_MOSQUE
	Required Technology =		TECH_THEOLOGY
	Req'd Policy Branch =		POLICY_BRANCH_PIETY

BUILDINGCLASS_NEUSCHWANSTEIN
	Default Building =		BUILDING_NEUSCHWANSTEIN
	Required Technology =		TECH_RAILROAD

BUILDINGCLASS_PETRA
	Default Building =		BUILDING_PETRA
	Required Technology =		TECH_CURRENCY

BUILDINGCLASS_TERRACOTTA_ARMY
	Default Building =		BUILDING_TERRACOTTA_ARMY
	Required Technology =		TECH_CONSTRUCTION

BUILDINGCLASS_GREAT_FIREWALL
	Default Building =		BUILDING_GREAT_FIREWALL
	Required Technology =		TECH_COMPUTERS

BUILDINGCLASS_UFFIZI
	Default Building =		BUILDING_UFFIZI
	Required Technology =		TECH_ARCHITECTURE
	Req'd Policy Branch =		POLICY_BRANCH_AESTHETICS

BUILDINGCLASS_GLOBE_THEATER
	Default Building =		BUILDING_GLOBE_THEATER
	Required Technology =		TECH_PRINTING_PRESS

BUILDINGCLASS_BROADWAY
	Default Building =		BUILDING_BROADWAY
	Required Technology =		TECH_RADIO

BUILDINGCLASS_RED_FORT
	Default Building =		BUILDING_RED_FORT
	Required Technology =		TECH_METALLURGY

BUILDINGCLASS_PRORA_RESORT
	Default Building =		BUILDING_PRORA_RESORT
	Required Technology =		TECH_FLIGHT
	Req'd Policy Branch =		POLICY_BRANCH_AUTOCRACY

BUILDINGCLASS_BOROBUDUR
	Default Building =		BUILDING_BOROBUDUR
	Required Technology =		TECH_THEOLOGY

BUILDINGCLASS_PARTHENON
	Default Building =		BUILDING_PARTHENON
	Required Technology =		TECH_DRAMA

BUILDINGCLASS_PYRAMID
	Default Building =		BUILDING_PYRAMID
	Required Technology =		TECH_MASONRY
	Req'd Policy Branch =		POLICY_BRANCH_LIBERTY
	Errata	=			(uses <Help>TXT_KEY_WONDER_CHICHEN_ITZA_HELP</Help> )

BUILDINGCLASS_GREAT_LIBRARY
	Default Building =		BUILDING_GREAT_LIBRARY
	Free Building in City =		BUILDINGCLASS_LIBRARY
	Required Technology =		TECH_WRITING

BUILDINGCLASS_STONEHENGE
	Default Building =		BUILDING_STONEHENGE
	Required Technology =		TECH_CALENDAR

BUILDINGCLASS_HANGING_GARDEN
	Default Building =		BUILDING_HANGING_GARDEN
	Free Building in City =		BUILDINGCLASS_GARDEN
	Required Technology =		TECH_MATHEMATICS
	Req'd Policy Branch =		POLICY_BRANCH_TRADITION

BUILDINGCLASS_COLOSSUS
	Default Building =		BUILDING_COLOSSUS
	Required Technology =		TECH_IRON_WORKING

BUILDINGCLASS_GREAT_LIGHTHOUSE
	Default Building =		BUILDING_GREAT_LIGHTHOUSE
	Free Building in City =		BUILDINGCLASS_LIGHTHOUSE
	Required Technology =		TECH_OPTICS

BUILDINGCLASS_ORACLE
	Default Building =		BUILDING_ORACLE
	Required Technology =		TECH_PHILOSOPHY

BUILDINGCLASS_GREAT_WALL
	Default Building =		BUILDING_GREAT_WALL
	Free Building in City =		BUILDINGCLASS_WALLS
	Required Technology =		TECH_ENGINEERING

BUILDINGCLASS_HAGIA_SOPHIA
	Default Building =		BUILDING_HAGIA_SOPHIA
	Free Building in City =		BUILDINGCLASS_TEMPLE
	Required Technology =		TECH_THEOLOGY

BUILDINGCLASS_ANGKOR_WAT
	Default Building =		BUILDING_ANGKOR_WAT
	Required Technology =		TECH_EDUCATION

BUILDINGCLASS_NOTRE_DAME
	Default Building =		BUILDING_NOTRE_DAME
	Required Technology =		TECH_PHYSICS

BUILDINGCLASS_MACHU_PICHU
	Default Building =		BUILDING_MACHU_PICHU
	Required Technology =		TECH_GUILDS

BUILDINGCLASS_CHICHEN_ITZA
	Default Building =		BUILDING_CHICHEN_ITZA
	Required Technology =		TECH_CIVIL_SERVICE
	Errata	=			(uses <Help>TXT_KEY_WONDER_TAJ_MAHAL_HELP</Help> )

BUILDINGCLASS_KREMLIN
	Default Building =		BUILDING_KREMLIN
	Required Technology =		TECH_RAILROAD
	Req'd Policy Branch =		POLICY_BRANCH_ORDER

BUILDINGCLASS_FORBIDDEN_PALACE
	Default Building =		BUILDING_FORBIDDEN_PALACE
	Required Technology =		TECH_BANKING
	Req'd Policy Branch =		POLICY_BRANCH_PATRONAGE

BUILDINGCLASS_SISTINE_CHAPEL
	Default Building =		BUILDING_SISTINE_CHAPEL
	Required Technology =		TECH_ACOUSTICS

BUILDINGCLASS_HIMEJI_CASTLE
	Default Building =		BUILDING_HIMEJI_CASTLE
	Free Building in City =		BUILDINGCLASS_CASTLE
	Required Technology =		TECH_GUNPOWDER

BUILDINGCLASS_PORCELAIN_TOWER
	Default Building =		BUILDING_PORCELAIN_TOWER
	Required Technology =		TECH_ARCHITECTURE
	Req'd Policy Branch =		POLICY_BRANCH_RATIONALISM

BUILDINGCLASS_TAJ_MAHAL
	Default Building =		BUILDING_TAJ_MAHAL
	Required Technology =		TECH_ARCHITECTURE
	Errata	=			(uses <Help>TXT_KEY_WONDER_PYRAMIDS_HELP</Help> )

BUILDINGCLASS_BIG_BEN
	Default Building =		BUILDING_BIG_BEN
	Required Technology =		TECH_INDUSTRIALIZATION
	Req'd Policy Branch =		POLICY_BRANCH_COMMERCE

BUILDINGCLASS_BRANDENBURG_GATE
	Default Building =		BUILDING_BRANDENBURG_GATE
	Required Technology =		TECH_MILITARY_SCIENCE

BUILDINGCLASS_LOUVRE
	Default Building =		BUILDING_LOUVRE
	Required Technology =		TECH_ARCHAEOLOGY
	Req'd Policy Branch =		POLICY_BRANCH_EXPLORATION

BUILDINGCLASS_EIFFEL_TOWER
	Default Building =		BUILDING_EIFFEL_TOWER
	Required Technology =		TECH_RADIO

BUILDINGCLASS_STATUE_OF_LIBERTY
	Default Building =		BUILDING_STATUE_OF_LIBERTY
	Required Technology =		TECH_REPLACEABLE_PARTS
	Req'd Policy Branch =		POLICY_BRANCH_FREEDOM

BUILDINGCLASS_CRISTO_REDENTOR
	Default Building =		BUILDING_CRISTO_REDENTOR
	Required Technology =		TECH_PLASTIC

BUILDINGCLASS_PENTAGON
	Default Building =		BUILDING_PENTAGON
	Required Technology =		TECH_COMBINED_ARMS

BUILDINGCLASS_UNITED_NATIONS
	Default Building =		BUILDING_UNITED_NATIONS
	Required Technology =		TECH_GLOBALIZATION

BUILDINGCLASS_SYDNEY_OPERA_HOUSE
	Default Building =		BUILDING_SYDNEY_OPERA_HOUSE
	Required Technology =		TECH_ECOLOGY

<!-- League Projects-->

BUILDINGCLASS_INTERNATIONAL_SPACE_STATION
	Default Building =		BUILDING_INTERNATIONAL_SPACE_STATION
	Unlocked By =			World Congress Votes




xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

	BUILDING_SATRAPS_COURT		<Happiness>2</Happiness>
	BUILDING_BURIAL_TOMB		<Happiness>2</Happiness>
	BUILDING_CIRCUS			<Happiness>2</Happiness>
	BUILDING_COLOSSEUM		<Happiness>2</Happiness>
	BUILDING_THEATRE (Zoo)		<Happiness>2</Happiness>
	BUILDING_STADIUM			<Happiness>2</Happiness>
	BUILDING_CIRCUS_MAXIMUS		<UnmoddedHappiness>5</UnmoddedHappiness>
	BUILDING_CHICHEN_ITZA		<Happiness>4</Happiness>
	BUILDING_NOTRE_DAME		<UnmoddedHappiness>10</UnmoddedHappiness>
	BUILDING_FORBIDDEN_PALACE	<UnhappinessModifier>-10</UnhappinessModifier>
	BUILDING_TAJ_MAHAL		<Happiness>4</Happiness>
	BUILDING_EIFFEL_TOWER		<UnmoddedHappiness>5</UnmoddedHappiness>
	BUILDING_STONE_WORKS		<Happiness>1</Happiness>
	BUILDING_CN_TOWER		<HappinessPerCity>1</HappinessPerCity>
					<GlobalPopulationChange>1</GlobalPopulationChange>
	BUILDING_NEUSCHWANSTEIN		<Happiness>2</Happiness>
					Happiness for every Castle = 1
	BUILDING_CATHEDRAL		<Happiness>1</Happiness>
	BUILDING_MOSQUE			<Happiness>1</Happiness>
	BUILDING_PAGODA			<Happiness>2</Happiness>
	BUILDING_PRORA_RESORT		<HappinessPerXPolicies>2</HappinessPerXPolicies>
					<UnmoddedHappiness>2</UnmoddedHappiness>

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

<ArtDefineTag> Usages with Buildings, Guilds, National Wonders, and World Wonders. All info shown is taken directly from the Firaxis-made XML-files, oopsie misspellings, inconsistencies, and all:
Spoiler ArtDefineTag for Buildings :

Code:
COURTHOUSE
LIGHTHOUSE
ART_DEF_BUILDING_WATERMILL
HARBOR
ART_DEF_BUILDING_CASTLE
COLESSEUM	(this is the way it appears in the XML)
ART_DEF_BUILDING_BARRACKS
THEATRE
ART_DEF_BUILDING_FORGE
STADIUM
ART_DEF_BUILDING_MARKET
MONUMENT
ART_DEF_BUILDING_BANK
TEMPLE
ART_DEF_BUILDING_PAPER_MAKER
OPERA_HOUSE
WAT
MUSEUM
MUD_PYRAMID_MOSQUE
RADIO TOWER
BURIAL_TOMB
CASTLE
ART_DEF_BUILDING_SEAPORT
MILITARY BASE
ART_DEF_BUILDING_STABLE
ART_DEF_BUILDING_WALLS
ART_DEF_BUILDING_CIRCUS
ART_DEF_BUILDING_GRANARY
ART_DEF_BUILDING_HYDRO_PLANT
ART_DEF_BUILDING_HOSPITAL
ART_DEF_BUILDING_OBSERVATORY
ART_DEF_BUILDING_FACTORY
MONASTERY
ART_DEF_BUILDING_LIBRARY
ART_DEF_BUILDING_GARDEN
ART_DEF_BUILDING_UNIVERSITY
ART_DEF_BUILDING_MILITARY_ACADEMY
ART_DEF_BUILDING_MEDICAL_LAB
ART_DEF_BUILDING_STOCK_EXCHANGE
ART_DEF_BUILDING_PUBLIC_SCHOOL
ART_DEF_BUILDING_LABORATORY
ART_DEF_BUILDING_WALLS_OF_BABYLON
ART_DEF_BUILDING_DUCAL_STABLE
ART_DEF_BUILDING_CARAVANSARY
ART_DEF_BUILDING_HOTEL
ART_DEF_BUILDING_AIRPORT

Spoiler Shared ArtDefineTags for Buildings :

Code:
All use the ART_DEF_BUILDING_CASTLE "<ArtDefineTag>"
	BUILDING_MUGHAL_FORT
	BUILDING_CASTLE

All use the ART_DEF_BUILDING_BARRACKS "<ArtDefineTag>"
	BUILDING_BARRACKS
	BUILDING_KREPOST
	BUILDING_IKANDA
	BUILDING_ARMORY

All use the ART_DEF_BUILDING_FORGE "<ArtDefineTag>"
	BUILDING_WORKSHOP
	BUILDING_LONGHOUSE
	BUILDING_FORGE

All use the ART_DEF_BUILDING_MARKET "<ArtDefineTag>"
	BUILDING_BAZAAR
	BUILDING_MARKET

All use the ART_DEF_BUILDING_BANK "<ArtDefineTag>"
	BUILDING_SATRAPS_COURT
	BUILDING_MINT
	BUILDING_BANK

All use the ART_DEF_BUILDING_HYDRO_PLANT "<ArtDefineTag>"
	BUILDING_HYDRO_PLANT
	BUILDING_SOLAR_PLANT
	BUILDING_NUCLEAR_PLANT
	BUILDING_SPACESHIP_FACTORY
	BUILDING_BOMB_SHELTER
	BUILDING_RECYCLING_CENTER

All use the TEMPLE "<ArtDefineTag>"
	BUILDING_TEMPLE
	BUILDING_SHRINE
	BUILDING_MOSQUE
	BUILDING_PAGODA
	BUILDING_CATHEDRAL

All use the ART_DEF_BUILDING_MILITARY_ACADEMY "<ArtDefineTag>"
	BUILDING_MILITARY_ACADEMY
	BUILDING_ARSENAL

All use the ART_DEF_BUILDING_HOSPITAL "<ArtDefineTag>"
	BUILDING_HOSPITAL
	BUILDING_AQUEDUCT

All use the ART_DEF_BUILDING_LIBRARY "<ArtDefineTag>"
	BUILDING_ROYAL_LIBRARY
	BUILDING_LIBRARY

All use the ART_DEF_BUILDING_GARDEN "<ArtDefineTag>"
	BUILDING_CANDI
	BUILDING_GARDEN

All use the COLESSEUM "<ArtDefineTag>"
	BUILDING_CONSTABLE
	BUILDING_POLICE_STATION
	BUILDING_AMPHITHEATER
	BUILDING_COLOSSEUM
[INDENT]
[LIST]
[*]The Colosseum building also contains the command for "ArtInfoCulturalVariation", but the other buildings do not.
[/LIST]
[/INDENT]
All use the MONUMENT "<ArtDefineTag>"
	BUILDING_MONUMENT
	BUILDING_STELE

All use the ART_DEF_BUILDING_WATERMILL "<ArtDefineTag>"
	BUILDING_FLOATING_GARDENS
	BUILDING_WATERMILL

Spoiler ArtDefineTag for National Wonders :

Code:
PALACE
ART_DEF_BUILDING_HEROIC_EPIC
ART_DEF_BUILDING_NATIONAL_COLLEGE
ART_DEF_BUILDING_NATIONAL_EPIC
ART_DEF_BUILDING_CIRCUS_MAXIMUS
ART_DEF_BUILDING_NATIONAL_TREASURY  (note that the EAST INDIA COMPANY still uses this tag)
ART_DEF_BUILDING_IRONWORKS
ART_DEF_BUILDING_OXFORD_UNIVERSITY
ART_DEF_BUILDING_HERMITAGE
ART_DEF_BUILDING_TOURIST_CENTER
ART_DEF_BUILDING_INTELLIGENCE_AGENCY

Spoiler ArtDefineTag for Guilds :

Code:
ART_DEF_BUILDING_WRITERS_GUILD
ART_DEF_BUILDING_ARTISTS_GUILD
ART_DEF_BUILDING_MUSICIANS_GUILD

Spoiler ArtDefineTag for World Wonders :

Code:
GREAT LIGHTHOUSE
PORCELAIN TOWER
SYDNEY OPERA HOUSE
STONEHENGE
HIMEJI CASTLE
ART_DEF_BUILDING_UFFIZI
THE GREAT LIBRARY
SISTINE CHAPEL
ART_DEF_BUILDING_GLOBE_THEATER
THE PYRAMIDS
KREMLIN
ART_DEF_BUILDING_BROADWAY
THE COLOSSUS
FORBIDDEN CITY
ART_DEF_BUILDING_RED_FORT
THE ORACLE
TAJ MAHAL
ART_DEF_BUILDING_PRORA
THE HANGING GARDENS
BIG BEN
ART_DEF_BUILDING_BOROBUDUR
ART_DEF_BUILDING_GREAT_WALL
LOUVRE
ART_DEF_BUILDING_PARTHENON
ANGKOR WAT
BRENDANBURG GATE
STATUE ZEUS
HAGIA SOPHIA
STATUE OF LIBERTY
ALHAMBRA
CHICHEN ITZA
CRISTO REDENTOR
CN TOWER
MACHU PICCHU
EIFFEL TOWER
HUBBLE
NOTRE DAME
PENTAGON
TOWER OF PISA
GREAT MOSQUE DEJENNE
NEUSCHWANSTEIN CASTLE
PETRA
TERRACOTTA ARMY
TEMPLE ARTEMIS
MAUSOLEUM HALICARNASSUS
ART_DEF_BUILDING_INTERNATIONAL_SPACE_STATION
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------

XML and In-Game Names for Beliefs, sorted by Pantheon, Follower, Enhancer, Founder, and Reformation.
Spoiler Beliefs Tags :
Code:
		Pantheon Beliefs

XML Name as it must appear		In-Game Name

BELIEF_GODDESS_HUNT			Goddess of the Hunt
BELIEF_FERTILITY_RITES			Fertility Rites
BELIEF_GOD_CRAFTSMEN			God of Craftsmen
BELIEF_GOD_SEA				God of the Sea
BELIEF_OPEN_SKY				God of the Open Sky
BELIEF_MESSENGER_GODS			Messenger of the Gods
BELIEF_ONE_WITH_NATURE			One with Nature
BELIEF_FORMAL_LITURGY			Religious Idols
BELIEF_STONE_CIRCLES			Stone Circles
BELIEF_GOD_WAR				God of War
BELIEF_SACRED_WATERS			Sacred Waters
BELIEF_GODDESS_LOVE			Goddess of Love
BELIEF_RELIGIOUS_SETTLEMENTS		Religious Settlements
BELIEF_GOD_FESTIVALS			Goddess of Festivals
BELIEF_ORAL_TRADITION			Oral Tradition
BELIEF_ANCESTOR_WORSHIP			Ancestor Worship
BELIEF_DESERT_FOLKLORE			Desert Folklore
BELIEF_SACRED_PATH			Sacred Path
BELIEF_GODDESS_STRATEGY			Goddess of Protection
BELIEF_FAITH_HEALERS			Faith Healers
BELIEF_MONUMENT_GODS			Monument to the Gods
BELIEF_DANCE_AURORA			Dance of the Aurora
BELIEF_TEARS_OF_GODS			Tears of the Gods
BELIEF_GOD_KING				God-King
BELIEF_SUN_GOD				Sun God

	..........................................................................................................

			Follower Beliefs

XML Name as it must appear		In-Game Name

BELIEF_FEED_WORLD			Feed the World
BELIEF_SWORD_PLOWSHARES			Swords into Plowshares
BELIEF_GURUSHIP				Guruship
BELIEF_HOLY_WARRIORS			Holy Warriors
BELIEF_CATHEDRALS			Cathedrals
BELIEF_MOSQUES				Mosques
BELIEF_PAGODAS				Pagodas
BELIEF_MONASTERIES			Monasteries
BELIEF_PEACE_GARDENS			Peace Gardens
BELIEF_CHORAL_MUSIC			Choral Music
BELIEF_RELIGIOUS_ART			Religious Art
BELIEF_LITURGICAL_DRAMA			Liturgical Drama
BELIEF_ASCETISM				Asceticism
BELIEF_RELIGIOUS_CENTER			Religious Center
BELIEF_RELIGIOUS_COMMUNITY		Religious Community
BELIEF_DIVINE_INSPIRATION		Divine Inspiration

	..........................................................................................................

			Enhancer Beliefs

XML Name as it must appear		In-Game Name

BELIEF_RELIGIOUS_TEXTS			Religious Texts	
BELIEF_RELIQUARY				Reliquary	
BELIEF_JUST_WAR				Just War
BELIEF_DEFENDER_FAITH			Defender of the Faith	
BELIEF_ITINERANT_PREACHERS		Itinerant Preachers	
BELIEF_MESSIAH				Messiah
BELIEF_MISSIONARY_ZEAL			Missionary Zeal
BELIEF_HOLY_ORDER			Holy Order
BELIEF_RELIGIOUS_UNITY			Religious Unity

	..........................................................................................................

			Founder Beliefs

XML Name as it must appear		In-Game Name

BELIEF_PEACE_LOVING			Peace Loving
BELIEF_INTERFAITH_DIALOGUE		Interfaith Dialogue
BELIEF_CEREMONIAL_BURIAL			Ceremonial Burial
BELIEF_CHURCH_PROPERTY			Church Property
BELIEF_TITHE				Tithe
BELIEF_INITIATION_RITES			Initiation Rites
BELIEF_PAPAL_PRIMACY			Papal Primacy
BELIEF_PILGRIMAGE			Pilgrimage
BELIEF_WORLD_CHURCH			World Church

	..........................................................................................................

			Reformation Beliefs

XML Name as it must appear		In-Game Name

BELIEF_CHARITABLE_MISSIONS		Charitable Missions
BELIEF_EVANGELISM			Evangelism
BELIEF_HEATHEN_CONVERSION		Heathen Conversion
BELIEF_JESUIT_EDUCATION			Jesuit Education
BELIEF_RELIGIOUS_FERVOR			Religious Fervor
BELIEF_SACRED_SITES			Sacred Sites
BELIEF_TO_GLORY_OF_GOD			To the Glory of God
BELIEF_UNDERGROUND_SECT			Underground Sect
BELIEF_UNITY_OF_PROPHETS			Unity of the Prophets
 
Following is a properly-formatted list of the civilizations provided by FIRAXIS for the Brave New World expansion:
Spoiler Civilization Names :
Code:
Playable Civilizations

	CIVILIZATION_AMERICA
	CIVILIZATION_ARABIA
	CIVILIZATION_ASSYRIA
	CIVILIZATION_AUSTRIA
	CIVILIZATION_AZTEC
	CIVILIZATION_BABYLON
	CIVILIZATION_BRAZIL
	CIVILIZATION_BYZANTIUM
	CIVILIZATION_CARTHAGE
	CIVILIZATION_CELTS
	CIVILIZATION_CHINA
	CIVILIZATION_DENMARK
	CIVILIZATION_EGYPT
	CIVILIZATION_ETHIOPIA
	CIVILIZATION_ENGLAND
	CIVILIZATION_FRANCE
	CIVILIZATION_GERMANY
	CIVILIZATION_GREECE
	CIVILIZATION_HUNS
	CIVILIZATION_INCA
	CIVILIZATION_INDIA
	CIVILIZATION_INDONESIA
	CIVILIZATION_IROQUOIS
	CIVILIZATION_JAPAN
	CIVILIZATION_KOREA
	CIVILIZATION_MAYA
	CIVILIZATION_MONGOL
	CIVILIZATION_MOROCCO
	CIVILIZATION_NETHERLANDS
	CIVILIZATION_OTTOMAN
	CIVILIZATION_PERSIA
	CIVILIZATION_POLAND
	CIVILIZATION_POLYNESIA
	CIVILIZATION_PORTUGAL
	CIVILIZATION_ROME
	CIVILIZATION_RUSSIA
	CIVILIZATION_SHOSHONE
	CIVILIZATION_SIAM
	CIVILIZATION_SONGHAI
	CIVILIZATION_SPAIN
	CIVILIZATION_SWEDEN
	CIVILIZATION_VENICE
	CIVILIZATION_ZULU

City-States = CIVILIZATION_MINOR
	all city-states share the "CIVILIZATION_MINOR" designation, which is used in the "<Civilization_BuildingClassOverrides>"
	table to lock-out city-states from building national and world wonders and some selected other types of buildings. It is
	used with the "<Civilization_UnitClassOverrides>" table to lock city-states from using certain (mainly naval) units.

	The "real" XML-names of the city-state civilizations use a format of MINOR_CIV_BRATISLAVA or MINOR_CIV_FLORENCE for example.
	These city-state names are registered in the game in the "CIV5MinorCivilizations.xml" file that can be found in the folder
	"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Civilizations"
	This is the folder location on my Windows8 computer. Your full file folder path name might be slightly different.

Barbarians = CIVILIZATION_BARBARIAN
	Barbarians use the "CIVILIZATION_BARBARIAN" designation, which is used in the "<Civilization_BuildingClassOverrides>" table
	to lock-out barbarians from building national and world wonders and nearly all other types of buildings. It is used with
	the "<Civilization_UnitClassOverrides>" table to lock barbarians from using most units.
----------------------------------------------------------------------------------------------------------------------------------------------------------------

Major (Playable) Civilizations and Their Leaders, Leader Traits, and Uniques:
Spoiler Civilizations and Their Leaders :
Code:
CIVILIZATION_AMERICA
	Leader			LEADER_WASHINGTON
	Leader Trait		TRAIT_RIVER_EXPANSION
	Unique Unit		UNIT_AMERICAN_MINUTEMAN
	Unique Unit		UNIT_AMERICAN_B17

CIVILIZATION_ARABIA
	Leader			LEADER_HARUN_AL_RASHID
	Leader Trait		TRAIT_LAND_TRADE_GOLD
	Unique Building		BUILDING_BAZAAR
	Unique Unit		UNIT_ARABIAN_CAMELARCHER

CIVILIZATION_ASSYRIA
	Leader			LEADER_ASHURBANIPAL
	Leader Trait		TRAIT_SLAYER_OF_TIAMAT
	Unique Building		BUILDING_ROYAL_LIBRARY
	Unique Unit		UNIT_ASSYRIAN_SIEGE_TOWER

CIVILIZATION_AUSTRIA
	Leader			LEADER_MARIA
	Leader Trait		TRAIT_ANNEX_CITY_STATE
	Unique Building		BUILDING_COFFEE_HOUSE
	Unique Unit		UNIT_AUSTRIAN_HUSSAR

CIVILIZATION_AZTEC
	Leader			LEADER_MONTEZUMA
	Leader Trait		TRAIT_CULTURE_FROM_KILLS
	Unique Building		BUILDING_FLOATING_GARDENS
	Unique Unit		UNIT_AZTEC_JAGUAR

CIVILIZATION_BABYLON
	Leader			LEADER_NEBUCHADNEZZAR
	Leader Trait		TRAIT_INGENIOUS
	Unique Building		BUILDING_WALLS_OF_BABYLON
	Unique Unit		UNIT_BABYLONIAN_BOWMAN

CIVILIZATION_BRAZIL
	Leader			LEADER_PEDRO
	Leader Trait		TRAIT_CARNIVAL
	Unique Terrain Imp.	IMPROVEMENT_BRAZILWOOD_CAMP
	Unique Unit		UNIT_BRAZILIAN_PRACINHA

CIVILIZATION_BYZANTIUM
	Leader			LEADER_THEODORA
	Leader Trait		TRAIT_EXTRA_BELIEF
	Unique Unit		UNIT_BYZANTINE_DROMON
	Unique Unit		UNIT_BYZANTINE_CATAPHRACT

CIVILIZATION_CARTHAGE
	Leader			LEADER_DIDO
	Leader Trait		TRAIT_PHOENICIAN_HERITAGE
	Unique Unit		UNIT_CARTHAGINIAN_FOREST_ELEPHANT
	Unique Unit		UNIT_CARTHAGINIAN_QUINQUEREME

CIVILIZATION_CELTS
	Leader			LEADER_BOUDICCA
	Leader Trait		TRAIT_FAITH_FROM_NATURE
	Unique Building		BUILDING_CEILIDH_HALL
	Unique Unit		UNIT_CELT_PICTISH_WARRIOR

CIVILIZATION_CHINA
	Leader			LEADER_WU_ZETIAN
	Leader Trait		TRAIT_ART_OF_WAR
	Unique Building		BUILDING_PAPER_MAKER
	Unique Unit		UNIT_CHINESE_CHUKONU

CIVILIZATION_DENMARK
	Leader			LEADER_HARALD
	Leader Trait		TRAIT_VIKING_FURY
	Unique Unit		UNIT_DANISH_BERSERKER
	Unique Unit		UNIT_DANISH_SKI_INFANTRY

CIVILIZATION_EGYPT
	Leader			LEADER_RAMESSES
	Leader Trait		TRAIT_WONDER_BUILDER
	Unique Building		BUILDING_BURIAL_TOMB
	Unique Unit		UNIT_EGYPTIAN_WARCHARIOT

CIVILIZATION_ETHIOPIA
	Leader			LEADER_SELASSIE
	Leader Trait		TRAIT_BONUS_AGAINST_TECH
	Unique Building		BUILDING_STELE
	Unique Unit		UNIT_ETHIOPIAN_MEHAL_SEFARI

CIVILIZATION_ENGLAND
	Leader			LEADER_ELIZABETH
	Leader Trait		TRAIT_OCEAN_MOVEMENT
	Unique Unit		UNIT_ENGLISH_LONGBOWMAN
	Unique Unit		UNIT_ENGLISH_SHIPOFTHELINE

CIVILIZATION_FRANCE
	Leader			LEADER_NAPOLEON
	Leader Trait		TRAIT_ENHANCED_CULTURE
	Unique Terrain Imp.	IMPROVEMENT_CHATEAU
	Unique Unit		UNIT_FRENCH_MUSKETEER

CIVILIZATION_GERMANY
	Leader			LEADER_BISMARCK
	Leader Trait		TRAIT_CONVERTS_LAND_BARBARIANS
	Unique Building		BUILDING_HANSE
	Unique Unit		UNIT_GERMAN_PANZER

CIVILIZATION_GREECE
	Leader			LEADER_ALEXANDER
	Leader Trait		TRAIT_CITY_STATE_FRIENDSHIP
	Unique Unit		UNIT_GREEK_COMPANIONCAVALRY
	Unique Unit		UNIT_GREEK_HOPLITE

CIVILIZATION_HUNS
	Leader			LEADER_ATTILA
	Leader Trait		TRAIT_RAZE_AND_HORSES
	Unique Unit		UNIT_HUN_HORSE_ARCHER
	Unique Unit		UNIT_HUN_BATTERING_RAM

CIVILIZATION_INCA
	Leader			LEADER_PACHACUTI
	Leader Trait		TRAIT_GREAT_ANDEAN_ROAD
	Unique Terrain Imp.	IMPROVEMENT_TERRACE_FARM	
	Unique Unit		UNIT_INCAN_SLINGER

CIVILIZATION_INDIA
	Leader			LEADER_GANDHI
	Leader Trait		TRAIT_POPULATION_GROWTH
	Unique Building		BUILDING_MUGHAL_FORT
	Unique Unit		UNIT_INDIAN_WARELEPHANT

CIVILIZATION_INDONESIA
	Leader			LEADER_GAJAH_MADA
	Leader Trait		TRAIT_SPICE
	Unique Building		BUILDING_CANDI
	Unique Unit		UNIT_KRIS_SWORDSMAN

CIVILIZATION_IROQUOIS
	Leader			LEADER_HIAWATHA
	Leader Trait		TRAIT_IGNORE_TERRAIN_IN_FOREST
	Unique Building		BUILDING_LONGHOUSE
	Unique Unit		UNIT_IROQUOIAN_MOHAWKWARRIOR

CIVILIZATION_JAPAN
	Leader			LEADER_ODA_NOBUNAGA
	Leader Trait		TRAIT_FIGHT_WELL_DAMAGED
	Unique Unit		UNIT_JAPANESE_SAMURAI
	Unique Unit		UNIT_JAPANESE_ZERO

CIVILIZATION_KOREA
	Leader			LEADER_SEJONG
	Leader Trait		TRAIT_SCHOLARS_JADE_HALL
	Unique Unit		UNIT_KOREAN_TURTLE_SHIP
	Unique Unit		UNIT_KOREAN_HWACHA

CIVILIZATION_MAYA
	Leader			LEADER_PACAL
	Leader Trait		TRAIT_LONG_COUNT
	Unique Building		BUILDING_MAYA_PYRAMID
	Unique Unit		UNIT_MAYAN_ATLATLIST

CIVILIZATION_MONGOL
	Leader			LEADER_GENGHIS_KHAN
	Leader Trait		TRAIT_TERROR
	Unique Unit		UNIT_MONGOLIAN_KESHIK
	Unique Unit		UNIT_MONGOLIAN_KHAN

CIVILIZATION_MOROCCO
	Leader			LEADER_AHMAD_ALMANSUR
	Leader Trait		TRAIT_GATEWAY_AFRICA
	Unique Terrain Imp.	IMPROVEMENT_KASBAH
	Unique Unit		UNIT_BERBER_CAVALRY

CIVILIZATION_NETHERLANDS
	Leader			LEADER_WILLIAM
	Leader Trait		TRAIT_LUXURY_RETENTION
	Unique Terrain Imp.	IMPROVEMENT_POLDER
	Unique Unit		UNIT_DUTCH_SEA_BEGGAR

CIVILIZATION_OTTOMAN
	Leader			LEADER_SULEIMAN
	Leader Trait		TRAIT_CONVERTS_SEA_BARBARIANS
	Unique Unit		UNIT_OTTOMAN_SIPAHI
	Unique Unit		UNIT_OTTOMAN_JANISSARY

CIVILIZATION_PERSIA
	Leader			LEADER_DARIUS
	Leader Trait		TRAIT_ENHANCED_GOLDEN_AGES
	Unique Building		BUILDING_SATRAPS_COURT
	Unique Unit		UNIT_PERSIAN_IMMORTAL

CIVILIZATION_POLAND
	Leader			LEADER_CASIMIR
	Leader Trait		TRAIT_SOLIDARITY
	Unique Building		BUILDING_DUCAL_STABLE
	Unique Unit		UNIT_POLISH_WINGED_HUSSAR

CIVILIZATION_POLYNESIA
	Leader			LEADER_KAMEHAMEHA
	Leader Trait		TRAIT_WAYFINDING
	Unique Terrain Imp.	IMPROVEMENT_MOAI
	Unique Unit		UNIT_POLYNESIAN_MAORI_WARRIOR

CIVILIZATION_PORTUGAL
	Leader			LEADER_MARIA_I
	Leader Trait		TRAIT_EXTRA_TRADE
	Unique Terrain Imp.	IMPROVEMENT_FEITORIA
	Unique Unit		UNIT_PORTUGUESE_NAU

CIVILIZATION_ROME
	Leader			LEADER_AUGUSTUS
	Leader Trait		TRAIT_CAPITAL_BUILDINGS_CHEAPER
	Unique Unit		UNIT_ROMAN_LEGION
	Unique Unit		UNIT_ROMAN_BALLISTA

CIVILIZATION_RUSSIA
	Leader			LEADER_CATHERINE
	Leader Trait		TRAIT_STRATEGIC_RICHES
	Unique Building		BUILDING_KREPOST
	Unique Unit		UNIT_RUSSIAN_COSSACK

CIVILIZATION_SHOSHONE
	Leader			LEADER_POCATELLO
	Leader Trait		TRAIT_GREAT_EXPANSE
	Unique Unit		UNIT_SHOSHONE_PATHFINDER
	Unique Unit		UNIT_SHOSHONE_COMANCHE_RIDERS

CIVILIZATION_SIAM
	Leader			LEADER_RAMKHAMHAENG
	Leader Trait		TRAIT_CITY_STATE_BONUSES
	Unique Building		BUILDING_WAT
	Unique Unit		UNIT_SIAMESE_WARELEPHANT

CIVILIZATION_SONGHAI
	Leader			LEADER_ASKIA
	Leader Trait		TRAIT_AMPHIB_WARLORD
	Unique Building		BUILDING_MUD_PYRAMID_MOSQUE
	Unique Unit		UNIT_SONGHAI_MUSLIMCAVALRY

CIVILIZATION_SPAIN
	Leader			LEADER_ISABELLA
	Leader Trait		TRAIT_SEVEN_CITIES
	Unique Unit		UNIT_SPANISH_TERCIO
	Unique Unit		UNIT_SPANISH_CONQUISTADOR

CIVILIZATION_SWEDEN
	Leader			LEADER_GUSTAVUS_ADOLPHUS
	Leader Trait		TRAIT_DIPLOMACY_GREAT_PEOPLE
	Unique Unit		UNIT_SWEDISH_HAKKAPELIITTA
	Unique Unit		UNIT_SWEDISH_CAROLEAN

CIVILIZATION_VENICE
	Leader			LEADER_ENRICO_DANDOLO
	Leader Trait		TRAIT_SUPER_CITY_STATE
	Unique Unit		UNIT_VENETIAN_GALLEASS
	Unique Unit		UNIT_VENETIAN_MERCHANT

CIVILIZATION_ZULU
	Leader			LEADER_SHAKA
	Leader Trait		TRAIT_BUFFALO_HORNS
	Unique Building		BUILDING_IKANDA
	Unique Unit		UNIT_ZULU_IMPI
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Social Policies
  1. For the nine "normal" social policy branches there is an "opener" and a "finisher" policy. The opener is what the player is actually choosing (in terms of XML-code) when they push the "ADOPT" button for a social policy branch. The "finisher" policy is given to the player in the "background" when the player completes a social policy branch. The player never actually selects this, it is given for free. The "finisher" policies are what is actually given the player, in terms of XML-code.
  2. There is no "opener" or "finisher" for the three ideology branches. This is a change from the "Vanilla" and "Gods & Kings" versions of the game wherein "Freedom", "Order", and "Autocracy" all had opener and finisher policies.
  3. Do not confuse the "Opener" policies with the policy branch type that unlocks certain wonders in the Brave New World expansion. You cannot specify, for example, "POLICY_BRANCH_ORDER" for a "<PolicyType>" in any of the social policy XML tables.
Spoiler Policies Within Policy Branches for BNW :
Code:
............................................................

(LIBERTY BRANCH)

POLICY_LIBERTY			(opener for the Liberty branch)
POLICY_COLLECTIVE_RULE
POLICY_CITIZENSHIP
POLICY_REPUBLIC
POLICY_REPRESENTATION
POLICY_MERITOCRACY
POLICY_LIBERTY_FINISHER		("finisher" for the Liberty branch)

............................................................

(TRADITION BRANCH)

POLICY_TRADITION		(opener for the Tradition branch)
POLICY_ARISTOCRACY
POLICY_OLIGARCHY
POLICY_LEGALISM
POLICY_LANDED_ELITE
POLICY_MONARCHY
POLICY_TRADITION_FINISHER	("finisher" for the Tradition branch)

............................................................

(HONOR BRANCH)

POLICY_HONOR			(opener for the Honor branch)
POLICY_WARRIOR_CODE
POLICY_DISCIPLINE
POLICY_MILITARY_TRADITION
POLICY_MILITARY_CASTE
POLICY_PROFESSIONAL_ARMY
POLICY_HONOR_FINISHER		("finisher" for the Honor branch)

............................................................

(PIETY BRANCH)

POLICY_PIETY			(opener for the Piety branch)
POLICY_ORGANIZED_RELIGION
POLICY_MANDATE_OF_HEAVEN
POLICY_THEOCRACY
POLICY_REFORMATION
POLICY_FREE_RELIGION
POLICY_PIETY_FINISHER		("finisher" for the Piety branch)

............................................................

(PATRONAGE BRANCH)

POLICY_PATRONAGE		(opener for the Patronage branch)
POLICY_PHILANTHROPY
POLICY_CONSULATES
POLICY_SCHOLASTICISM
POLICY_CULTURAL_DIPLOMACY
POLICY_MERCHANT_CONFEDERACY
POLICY_PATRONAGE_FINISHER	("finisher" for the Patronage branch)

............................................................

(COMMERCE BRANCH)

POLICY_COMMERCE			(opener for the Commerce branch)
POLICY_TRADE_UNIONS
POLICY_ENTREPRENEURSHIP
POLICY_MERCANTILISM
POLICY_CARAVANS
POLICY_PROTECTIONISM
POLICY_COMMERCE_FINISHER	("finisher" for the Commerce branch)

............................................................

(RATIONALISM BRANCH)

POLICY_RATIONALISM		(opener for the Rationalism branch)
POLICY_SECULARISM
POLICY_HUMANISM
POLICY_FREE_THOUGHT
POLICY_SOVEREIGNTY
POLICY_SCIENTIFIC_REVOLUTION
POLICY_RATIONALISM_FINISHER	("finisher" for the Rationalism branch)

............................................................

(AESTHETICS BRANCH)

POLICY_AESTHETICS		(opener for the Aesthetics branch)
POLICY_CULTURAL_CENTERS
POLICY_FINE_ARTS
POLICY_FLOURISHING_OF_ARTS
POLICY_ARTISTIC_GENIUS
POLICY_ETHICS
POLICY_AESTHETICS_FINISHER	("finisher" for the Aesthetics branch)

............................................................

(EXPLORATION BRANCH)

POLICY_EXPLORATION		(opener for the Exploration branch)
POLICY_MARITIME_INFRASTRUCTURE
POLICY_NAVAL_TRADITION
POLICY_MERCHANT_NAVY
POLICY_NAVIGATION_SCHOOL
POLICY_TREASURE_FLEETS
POLICY_EXPLORATION_FINISHER	("finisher" for the Exploration branch)

............................................................

(FREEDOM ideology)

POLICY_OPEN_SOCIETY
POLICY_CREATIVE_EXPRESSION
POLICY_CIVIL_SOCIETY
POLICY_VOLUNTEER_ARMY
POLICY_COVERT_ACTION
POLICY_URBANIZATION
POLICY_CAPITALISM
POLICY_ECONOMIC_UNION
POLICY_THEIR_FINEST_HOUR
POLICY_UNIVERSAL_SUFFRAGE
POLICY_NEW_DEAL
POLICY_ARSENAL_DEMOCRACY
POLICY_MEDIA_CULTURE
POLICY_TREATY_ORGANIZATION
POLICY_SPACE_PROCUREMENTS
POLICY_UNIVERSAL_HEALTHCARE_F

............................................................

(ORDER ideology)

POLICY_HERO_OF_THE_PEOPLE
POLICY_SOCIALIST_REALISM
POLICY_SKYSCRAPERS
POLICY_PATRIOTIC_WAR
POLICY_DOUBLE_AGENTS
POLICY_YOUNG_PIONEERS
POLICY_ACADEMY_SCIENCES
POLICY_PARTY_LEADERSHIP
POLICY_RESETTLEMENT
POLICY_CULTURAL_REVOLUTION
POLICY_WORKERS_FACULTIES
POLICY_FIVE_YEAR_PLAN
POLICY_DICTATORSHIP_PROLETARIAT
POLICY_IRON_CURTAIN
POLICY_SPACEFLIGHT_PIONEERS
POLICY_UNIVERSAL_HEALTHCARE_O

............................................................

(AUTOCRACY ideology)

POLICY_ELITE_FORCES
POLICY_MOBILIZATION
POLICY_UNITED_FRONT
POLICY_FUTURISM
POLICY_INDUSTRIAL_ESPIONAGE
POLICY_MILITARISM
POLICY_FORTIFIED_BORDERS
POLICY_LIGHTNING_WARFARE
POLICY_POLICE_STATE
POLICY_NATIONALISM
POLICY_THIRD_ALTERNATIVE
POLICY_TOTAL_WAR
POLICY_CULT_PERSONALITY
POLICY_GUNBOAT_DIPLOMACY
POLICY_NEW_ORDER
POLICY_UNIVERSAL_HEALTHCARE_A
The Policy Branches:
Spoiler Policy Branches of BNW :
Code:
POLICY_BRANCH_LIBERTY
POLICY_BRANCH_TRADITION
POLICY_BRANCH_RATIONALISM
POLICY_BRANCH_PATRONAGE
POLICY_BRANCH_COMMERCE
POLICY_BRANCH_EXPLORATION
POLICY_BRANCH_FREEDOM
POLICY_BRANCH_AESTHETICS
POLICY_BRANCH_ORDER
POLICY_BRANCH_AUTOCRACY
POLICY_BRANCH_PIETY
POLICY_BRANCH_HONOR
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

These are the properly-formatted commands for inserting icons and text-formatting commands into the text you add to your mod for the civilopedia, etc. This listing is not 100% complete.
Spoiler In-Game Text Formatting :
Code:
[ICON_RES_IRON]
[ICON_RES_HORSE]
[ICON_RES_COAL]
[ICON_RES_OIL]
[ICON_RES_ALUMINUM]
[ICON_RES_URANIUM]
[ICON_RES_WHEAT]
[ICON_RES_COW]
[ICON_RES_SHEEP]
[ICON_RES_DEER]
[ICON_RES_BANANA]
[ICON_RES_FISH]
[ICON_RES_STONE]
[ICON_RES_WHALE]
[ICON_RES_PEARLS]
[ICON_RES_GOLD]
[ICON_RES_SILVER]
[ICON_RES_GEMS]
[ICON_RES_MARBLE]
[ICON_RES_IVORY]
[ICON_RES_FUR]
[ICON_RES_DYE]
[ICON_RES_SPICES]
[ICON_RES_SILK]
[ICON_RES_SUGAR]
[ICON_RES_COTTON]
[ICON_RES_WINE]
[ICON_RES_INCENSE]
[ICON_RES_ARTIFACTS]
[ICON_RES_NUTMEG]
[ICON_RES_CLOVES]
[ICON_RES_PEPPER]
[ICON_RES_HIDDEN_ARTIFACTS]
[ICON_RES_JEWELRY]
[ICON_RES_PORCELAIN]
[ICON_RES_COPPER]
[ICON_RES_SALT]
[ICON_RES_CRAB]
[ICON_RES_TRUFFLES]
[ICON_RES_CITRUS]


[ICON_FOOD]
[ICON_PRODUCTION]
[ICON_GOLD]
[ICON_RESEARCH]
[ICON_CULTURE]
[ICON_PEACE]		used for "Faith"


[ICON_RELIGION_PANTHEON]
[ICON_RELIGION_BUDDHISM]
[ICON_RELIGION_CHRISTIANITY]
[ICON_RELIGION_CONFUCIANISM]
[ICON_RELIGION_HINDUISM]
[ICON_RELIGION_ISLAM]
[ICON_RELIGION_JUDAISM]
[ICON_RELIGION_SHINTO]
[ICON_RELIGION_SIKHISM]
[ICON_RELIGION_TAOISM]
[ICON_RELIGION_TENGRIISM]
[ICON_RELIGION_ZOROASTRIANISM]
[ICON_RELIGION_ORTHODOX]
[ICON_RELIGION_PROTESTANT]


[.TAB.]		(delete the . signs that I had to add to keep the forum software from treating this as a forum formatting command)
[COLOR_WARNING_TEXT]some text[ENDCOLOR]
[NEWLINE]
[ICON_CITIZEN]
[ICON_MOVES]
[ICON_BULLET]
[ICON_RANGE_STRENGTH]
[ICON_STRENGTH]
[COLOR_POSITIVE_TEXT]some text[ENDCOLOR]
[COLOR_NEGATIVE_TEXT]some text[ENDCOLOR]
[ICON_CAPITAL]
[ICON_INFLUENCE]
[ICON_PLUS]
[ICON_MINUS]
[ICON_HAPPINESS_1]
[ICON_HAPPINESS_2]
[ICON_HAPPINESS_3]
[ICON_HAPPINESS_4]	unhappiness face
[ICON_GOLDEN_AGE]
[ICON_GREAT_PEOPLE]
[ICON_RAZING]
[ICON_RESISTANCE]
[ICON_CONNECTED]
[ICON_BLOCKADED]
[ICON_PUPPET]
[ICON_OCCUPIED]
[ICON_LOCKED]
[ICON_WAR]
[ICON_TRADE]
[ICON_CITY_STATE]
[ICON_RELIGION]
[ICON_MISSIONARY]
[ICON_PROPHET]
[ICON_INQUISITOR]
[ICON_SPY]
[ICON_WORKER]
[ICON_DENOUNCE]

New in Brave New World

[ICON_SILVER_FIST]
[ICON_CHECKBOX]
[ICON_TOURISM]
[ICON_INTERNATIONAL_TRADE]
[ICON_GREAT_WORK]
[ICON_ARROW_LEFT]
[ICON_ARROW_RIGHT]
[ICON_VICTORY_SPACE]
[ICON_VICTORY_CULTURE]
[ICON_VICTORY_DIPLOMACY]
[ICON_VICTORY_DOMINATION]
[ICON_TURNS_REMAINING]
[ICON_GREAT_ENGINEER]
[ICON_GREAT_GENERAL]
[ICON_GREAT_SCIENTIST]
[ICON_GREAT_MERCHANT]
[ICON_GREAT_ARTIST]
[ICON_GREAT_MUSICIAN]
[ICON_GREAT_WRITER]
[ICON_GREAT_ADMIRAL]
[ICON_GREAT_MERCHANT_VENICE]
[ICON_GREAT_EXPLORER]
[ICON_DIPLOMAT]
[ICON_TROPHY_GOLD]
[ICON_TROPHY_SILVER]
[ICON_TROPHY_BRONZE]
[ICON_RES_MANPOWER]
[ICON_IDEOLOGY_ORDER]
[ICON_IDEOLOGY_FREEDOM]
[ICON_IDEOLOGY_AUTOCRACY]
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Properly-formatted list of the resources that can be referenced in XML. These are the resources as supplied in the Brave New World expansion by FIRAXIS.
Spoiler Resources :
Code:
Strategic Resources
	RESOURCE_IRON
	RESOURCE_HORSE
	RESOURCE_COAL
	RESOURCE_OIL
	RESOURCE_ALUMINUM
	RESOURCE_URANIUM

Bonus Resources
	RESOURCE_STONE
	RESOURCE_WHEAT
	RESOURCE_COW
	RESOURCE_SHEEP
	RESOURCE_DEER
	RESOURCE_BANANA
	RESOURCE_FISH
	RESOURCE_BISON

Luxury Resources
	RESOURCE_WHALE
	RESOURCE_PEARLS
	RESOURCE_GOLD
	RESOURCE_SILVER
	RESOURCE_GEMS
	RESOURCE_MARBLE
	RESOURCE_IVORY
	RESOURCE_FUR
	RESOURCE_DYE
	RESOURCE_SPICES
	RESOURCE_SILK
	RESOURCE_SUGAR
	RESOURCE_COTTON
	RESOURCE_WINE
	RESOURCE_INCENSE
	RESOURCE_COPPER
	RESOURCE_SALT
	RESOURCE_CRAB
	RESOURCE_TRUFFLES
	RESOURCE_CITRUS
	RESOURCE_COCOA

Special City-State Resources
	RESOURCE_JEWELRY
	RESOURCE_PORCELAIN

Indonesian "Magic" Luxury Resources
	RESOURCE_NUTMEG
	RESOURCE_CLOVES
	RESOURCE_PEPPER

Antiquity Site "Resources"	(note that there would be very little need ever to use these resource names)
	RESOURCE_ARTIFACTS
	RESOURCE_HIDDEN_ARTIFACTS
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Eras Info:
Spoiler :
Note:
  1. The "Description Tag" is used for the Era name the player sees in-game.
  2. While I have included it, the "Strategy Tag" doesn't seem to be used anywhere in the Civilopedia.
Era Information (G&K and BNW): C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\GameInfo\CIV5Eras.xml

ID# | Era | Description Tag | Strategy Tag
0 | ERA_ANCIENT | TXT_KEY_ERA_0 | TXT_KEY_ERA_ANCIENT_STRATEGY
1 | ERA_CLASSICAL | TXT_KEY_ERA_1 | TXT_KEY_ERA_CLASSICAL_STRATEGY
2 | ERA_MEDIEVAL | TXT_KEY_ERA_2 | TXT_KEY_ERA_MEDIEVAL_STRATEGY
3 | ERA_RENAISSANCE | TXT_KEY_ERA_3 | TXT_KEY_ERA_RENAISSANCE_STRATEGY
4 | ERA_INDUSTRIAL | TXT_KEY_ERA_4 | TXT_KEY_ERA_INDUSTRIAL_STRATEGY
5 | ERA_MODERN | TXT_KEY_ERA_5 | TXT_KEY_ERA_MODERN_STRATEGY
6 | ERA_POSTMODERN | TXT_KEY_ERA_6 | TXT_KEY_ERA_POSTMODERN_STRATEGY
7 | ERA_FUTURE | TXT_KEY_ERA_7 | TXT_KEY_ERA_FUTURE_STRATEGY

Era Information (Vanilla CIV5): C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo\CIV5Eras.xml

ID# | Era | Description Tag | Strategy Tag
0 | ERA_ANCIENT | TXT_KEY_ERA_0 | TXT_KEY_ERA_ANCIENT_STRATEGY
1 | ERA_CLASSICAL | TXT_KEY_ERA_1 | TXT_KEY_ERA_CLASSICAL_STRATEGY
2 | ERA_MEDIEVAL | TXT_KEY_ERA_2 | TXT_KEY_ERA_MEDIEVAL_STRATEGY
3 | ERA_RENAISSANCE | TXT_KEY_ERA_3 | TXT_KEY_ERA_RENAISSANCE_STRATEGY
4 | ERA_INDUSTRIAL | TXT_KEY_ERA_4 | TXT_KEY_ERA_INDUSTRIAL_STRATEGY
5 | ERA_MODERN | TXT_KEY_ERA_5 | TXT_KEY_ERA_MODERN_STRATEGY
6 | ERA_POSTMODERN | TXT_KEY_ERA_6 | TXT_KEY_ERA_FUTURE_STRATEGY
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

HandiCap Infos

Vanilla:
Code:
HANDICAP_SETTLER
HANDICAP_CHIEFTAIN
HANDICAP_WARLORD
HANDICAP_PRINCE
HANDICAP_KING
HANDICAP_EMPEROR
HANDICAP_IMMORTAL
HANDICAP_DEITY

AI Default = HANDICAP_CHIEFTAIN
G&K:
Code:
HANDICAP_SETTLER
HANDICAP_CHIEFTAIN
HANDICAP_WARLORD
HANDICAP_PRINCE
HANDICAP_KING
HANDICAP_EMPEROR
HANDICAP_IMMORTAL
HANDICAP_DEITY

AI Default = HANDICAP_CHIEFTAIN
BNW:
Code:
HANDICAP_SETTLER
HANDICAP_CHIEFTAIN
HANDICAP_WARLORD
HANDICAP_PRINCE
HANDICAP_KING
HANDICAP_EMPEROR
HANDICAP_IMMORTAL
HANDICAP_DEITY
HANDICAP_AI_DEFAULT

AI Default = HANDICAP_AI_DEFAULT
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

World Sizes:

Size | Maj Civs | Minor Civs | Width | Height | Religions
WORLDSIZE_DUEL | 2 | 4 | 40 | 24 | 2
WORLDSIZE_TINY | 4 | 8 | 56 | 36 | 3
WORLDSIZE_SMALL | 6 | 12 | 66 | 42 | 4
WORLDSIZE_STANDARD | 8 | 16 | 80 | 52 | 5
WORLDSIZE_LARGE | 10 | 20 | 104 | 64 | 6
WORLDSIZE_HUGE | 12 | 24 | 128 | 80 | 7
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Terrains:
Taken directly from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Terrains.XML (for BNW):
Code:
TERRAIN_GRASS
TERRAIN_PLAINS
TERRAIN_DESERT
TERRAIN_TUNDRA
TERRAIN_SNOW
TERRAIN_COAST
TERRAIN_OCEAN
TERRAIN_MOUNTAIN
TERRAIN_HILL
Note that in most XML tables you CANNOT state TERRAIN_MOUNTAIN or TERRAIN_HILL. There is no Building-Related table I can think of, for example, that allows the use of TERRAIN_MOUNTAIN or TERRAIN_HILL. Nor is there any column within the core <Buildings> table that allows use of TERRAIN_MOUNTAIN or TERRAIN_HILL.
If you look in the CIV5Terrains.XML file located at C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain (for BNW) you will see that both TERRAIN_MOUNTAIN and TERRAIN_HILL contain a column <GraphicalOnly>true</GraphicalOnly> that is not used with any of the other terrains.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Features:

Taken directly from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Features.xml and ~\CIV5Features_Expansion2.xml and ~\CIV5Features_Inherited_Expansion2.xml (for BNW):

Feature | Description | Civilopedia | ArtDefine Tag
FEATURE_ICE | TXT_KEY_FEATURE_ICE | TXT_KEY_FEATURE_ICE_PEDIA | ART_DEF_FEATURE_ICE
FEATURE_JUNGLE | TXT_KEY_FEATURE_JUNGLE | TXT_KEY_CIV5_FEATURES_JUNGLE_TEXT | ART_DEF_FEATURE_JUNGLE
FEATURE_MARSH | TXT_KEY_FEATURE_MARSH | TXT_KEY_CIV5_FEATURES_MARSH_TEXT | ART_DEF_FEATURE_MARSH
FEATURE_OASIS | TXT_KEY_FEATURE_OASIS | TXT_KEY_CIV5_FEATURES_OASIS_TEXT | ART_DEF_FEATURE_OASIS
FEATURE_FLOOD_PLAINS | TXT_KEY_FEATURE_FLOOD_PLAINS | TXT_KEY_CIV5_FEATURES_FLOODPLAINS_TEXT | ART_DEF_FEATURE_FLOOD_PLAINS
FEATURE_FOREST | TXT_KEY_FEATURE_FOREST | TXT_KEY_CIV5_FEATURES_FOREST_TEXT | ART_DEF_FEATURE_FOREST
FEATURE_FALLOUT | TXT_KEY_FEATURE_FALLOUT | TXT_KEY_FEATURE_FALLOUT_PEDIA | ART_DEF_FEATURE_FALLOUT
FEATURE_ATOLL | TXT_KEY_FEATURE_ATOLL | TXT_KEY_CIV5_FEATURES_ATOLL_TEXT | ART_DEF_FEATURE_ATOLL

Fake Features:

Feature | Description | Civilopedia
FEATURE_LAKE | TXT_KEY_CIV5_FEATURES_LAKE_TITLE | TXT_KEY_CIV5_FEATURES_LAKE_TEXT
FEATURE_RIVER | TXT_KEY_CIV5_FEATURES_RIVER_TITLE | TXT_KEY_CIV5_FEATURES_RIVER_TEXT

Natural Wonders: (Natural Wonders are considered Features)

Vanilla:

Feature | Description | Civilopedia | ArtDefine Tag
FEATURE_CRATER | TXT_KEY_FEATURE_CRATER | TXT_KEY_CIV5_FEATURES_BARRINGER_TEXT | ART_DEF_FEATURE_CRATER
FEATURE_FUJI | TXT_KEY_FEATURE_MT_FUJI | TXT_KEY_CIV5_FEATURES_FUJI_TEXT | ART_DEF_FEATURE_FUJI
FEATURE_MESA | TXT_KEY_FEATURE_MESA | TXT_KEY_CIV5_FEATURES_GRANDMESA_TEXT | ART_DEF_FEATURE_MESA
FEATURE_REEF | TXT_KEY_FEATURE_REEF | TXT_KEY_CIV5_FEATURES_GREATBARRIERREEF_TEXT | ART_DEF_FEATURE_REEF
FEATURE_VOLCANO | TXT_KEY_FEATURE_VOLCANO | TXT_KEY_CIV5_FEATURES_KRAKATOA_TEXT | ART_DEF_FEATURE_VOLCANO
FEATURE_GIBRALTAR | TXT_KEY_FEATURE_GIBRALTAR | TXT_KEY_CIV5_FEATURES_GIBRALTER_TEXT | ART_DEF_FEATURE_GIBRALTAR
FEATURE_GEYSER | TXT_KEY_FEATURE_GEYSER | TXT_KEY_CIV5_FEATURES_OLDFAITHFUL_TEXT | ART_DEF_FEATURE_GEYSER
FEATURE_FOUNTAIN_YOUTH | TXT_KEY_FEATURE_FOUNTAIN_YOUTH | TXT_KEY_CIV5_FEATURES_FOUNTAIN_YOUTH_TEXT | ART_DEF_FEATURE_FOUNTAIN_YOUTH
FEATURE_POTOSI | TXT_KEY_FEATURE_POTOSI | TXT_KEY_CIV5_FEATURES_POTOSI_TEXT | ART_DEF_FEATURE_POTOSI
FEATURE_EL_DORADO | TXT_KEY_FEATURE_EL_DORADO | TXT_KEY_CIV5_FEATURES_EL_DORADO_TEXT | ART_DEF_FEATURE_EL_DORADO

G&K:

Feature | Description | Civilopedia | ArtDefine Tag
FEATURE_SRI_PADA | TXT_KEY_FEATURE_SRI_PADA | TXT_KEY_CIV5_FEATURES_SRI_PADA_TEXT | ART_DEF_FEATURE_SRI_PADA
FEATURE_MT_SINAI | TXT_KEY_FEATURE_MT_SINAI | TXT_KEY_CIV5_FEATURES_MT_SINAI_TEXT | ART_DEF_FEATURE_MT_SINAI
FEATURE_MT_KAILASH | TXT_KEY_FEATURE_MT_KAILASH | TXT_KEY_CIV5_FEATURES_MT_KAILASH_TEXT | ART_DEF_FEATURE_MT_KAILASH
FEATURE_ULURU | TXT_KEY_FEATURE_ULURU | TXT_KEY_CIV5_FEATURES_ULURU_TEXT | ART_DEF_FEATURE_ULURU

BNW:

Feature | Description | Civilopedia | ArtDefine Tag
FEATURE_LAKE_VICTORIA | TXT_KEY_FEATURE_LAKE_VICTORIA | TXT_KEY_CIV5_FEATURES_LAKE_VICTORIA_TEXT | ART_DEF_FEATURE_LAKE_VICTORIA
FEATURE_KILIMANJARO | TXT_KEY_FEATURE_KILIMANJARO | TXT_KEY_CIV5_FEATURES_KILIMANJARO_TEXT | ART_DEF_FEATURE_KILIMANJARO
FEATURE_SOLOMONS_MINES | TXT_KEY_FEATURE_SOLOMONS_MINES | TXT_KEY_CIV5_FEATURES_SOLOMONS_MINES_TEXT | ART_DEF_FEATURE_SOLOMONS_MINES
 
Last edited:
Yields:

Taken directly from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Yields.xml (for BNW):
Code:
YIELD_FOOD
YIELD_PRODUCTION
YIELD_GOLD
YIELD_SCIENCE
YIELD_CULTURE
YIELD_FAITH
HAPPINESS and TOURISM are not Yields.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Improvements:

Taken directly from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Improvements.xml and ~\CIV5Improvements_Expansion2.xml and ~\CIV5Improvements_Inherited_Expansion2.xml (for BNW):

Spoiler :
Vanilla:
Improvement | Description | Civilopedia | Help | ArtDefine Tag
IMPROVEMENT_CITY_RUINS | TXT_KEY_IMPROVEMENT_CITY_RUINS | TXT_KEY_IMPROVEMENT_CITY_RUINS_PEDIA | None Specified | ART_DEF_IMPROVEMENT_CITY_RUINS
IMPROVEMENT_BARBARIAN_CAMP | TXT_KEY_IMPROVEMENT_ENCAMPMENT | TXT_KEY_IMPROVEMENT_BARBARIAN_CAMP_PEDIA | None Specified | ART_DEF_IMPROVEMENT_BARBARIAN_CAMP
IMPROVEMENT_GOODY_HUT | TXT_KEY_IMPROVEMENT_GOODY_HUT | TXT_KEY_IMPROVEMENT_GOODY_HUT_PEDIA | None Specified | ART_DEF_IMPROVEMENT_GOODY_HUT
IMPROVEMENT_FARM | TXT_KEY_IMPROVEMENT_FARM | TXT_KEY_CIV5_IMPROVEMENTS_FARM_TEXT | None Specified | ART_DEF_IMPROVEMENT_FARM
IMPROVEMENT_MINE | TXT_KEY_IMPROVEMENT_MINE | TXT_KEY_CIV5_IMPROVEMENTS_MINE_TEXT | None Specified | ART_DEF_IMPROVEMENT_MINE
IMPROVEMENT_QUARRY | TXT_KEY_IMPROVEMENT_QUARRY | TXT_KEY_CIV5_IMPROVEMENTS_QUARRY_TEXT | None Specified | ART_DEF_IMPROVEMENT_QUARRY
IMPROVEMENT_TRADING_POST | TXT_KEY_IMPROVEMENT_TRADING_POST | TXT_KEY_CIV5_IMPROVEMENTS_TRADING_POST_TEXT | None Specified | ART_DEF_IMPROVEMENT_TRADING_POST
IMPROVEMENT_LUMBERMILL | TXT_KEY_IMPROVEMENT_LUMBERMILL | TXT_KEY_CIV5_IMPROVEMENTS_LUMBERMILL_TEXT | None Specified | ART_DEF_IMPROVEMENT_LUMBERMILL
IMPROVEMENT_PASTURE | TXT_KEY_IMPROVEMENT_PASTURE | TXT_KEY_CIV5_IMPROVEMENTS_PASTURE_TEXT | None Specified | ART_DEF_IMPROVEMENT_PASTURE
IMPROVEMENT_FISHING_BOATS | TXT_KEY_IMPROVEMENT_FISHING_BOATS | TXT_KEY_CIV5_IMPROVEMENTS_FISHINGBOATS_TEXT | None Specified | ART_DEF_IMPROVEMENT_FISHING_BOATS
IMPROVEMENT_PLANTATION | TXT_KEY_IMPROVEMENT_PLANTATION | TXT_KEY_CIV5_IMPROVEMENTS_PLANTATION_TEXT | None Specified | ART_DEF_IMPROVEMENT_PLANTATION
IMPROVEMENT_CAMP | TXT_KEY_IMPROVEMENT_CAMP | TXT_KEY_CIV5_IMPROVEMENTS_CAMP_TEXT | None Specified | ART_DEF_IMPROVEMENT_CAMP
IMPROVEMENT_WELL | TXT_KEY_IMPROVEMENT_WELL | TXT_KEY_CIV5_IMPROVEMENTS_WELL_TEXT | None Specified | ART_DEF_IMPROVEMENT_WELL
IMPROVEMENT_OFFSHORE_PLATFORM | TXT_KEY_IMPROVEMENT_OFFSHORE_PLATFORM | TXT_KEY_CIV5_IMPROVEMENTS_OFFSHOREPLATFORM_TEXT | None Specified | ART_DEF_IMPROVEMENT_OFFSHORE_PLATFORM
IMPROVEMENT_FORT | TXT_KEY_IMPROVEMENT_FORT | TXT_KEY_CIV5_IMPROVEMENTS_FORT_TEXT | None Specified | ART_DEF_IMPROVEMENT_FORT
IMPROVEMENT_LANDMARK | TXT_KEY_IMPROVEMENT_LANDMARK | TXT_KEY_CIV5_IMPROVEMENTS_LANDMARK_TEXT | None Specified | ART_DEF_IMPROVEMENT_MONOLITH_EURO
IMPROVEMENT_ACADEMY | TXT_KEY_IMPROVEMENT_ACADEMY | TXT_KEY_CIV5_IMPROVEMENTS_ACADEMY_TEXT | None Specified | ART_DEF_IMPROVEMENT_ACADEMY
IMPROVEMENT_CUSTOMS_HOUSE | TXT_KEY_IMPROVEMENT_CUSTOMS_HOUSE | TXT_KEY_CIV5_IMPROVEMENTS_CUSTOMS_HOUSE_TEXT | None Specified | ART_DEF_IMPROVEMENT_CUSTOMS_HOUSE
IMPROVEMENT_MANUFACTORY | TXT_KEY_IMPROVEMENT_MANUFACTORY | TXT_KEY_CIV5_IMPROVEMENTS_MANUFACTORY_TEXT | None Specified | ART_DEF_IMPROVEMENT_MANUFACTORY
IMPROVEMENT_CITADEL | TXT_KEY_IMPROVEMENT_CITADEL | TXT_KEY_CIV5_IMPROVEMENTS_CITADEL_TEXT | None Specified | ART_DEF_IMPROVEMENT_CITADEL

G&K:
Improvement | Description | Civilopedia | Help | ArtDefine Tag
IMPROVEMENT_HOLY_SITE | TXT_KEY_IMPROVEMENT_HOLY_SITE | TXT_KEY_CIV5_IMPROVEMENTS_HOLY_SITE_TEXT | None Specified | ART_DEF_IMPROVEMENT_HOLY_SITE

BNW:
Improvement | Description | Civilopedia | Help | ArtDefine Tag
IMPROVEMENT_ARCHAEOLOGICAL_DIG | TXT_KEY_IMPROVEMENT_ARCHAEOLOGICAL_DIG | TXT_KEY_CIV5_IMPROVEMENTS_ARCHAEOLOGICAL_DIG_TEXT | None Specified | ART_DEF_IMPROVEMENT_ARCHAEOLOGICAL_DIG
IMPROVEMENT_BRAZILWOOD_CAMP | TXT_KEY_IMPROVEMENT_BRAZILWOOD_CAMP | TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT | TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_HELP | ART_DEF_IMPROVEMENT_BRAZILWOOD_CAMP
IMPROVEMENT_KASBAH | TXT_KEY_IMPROVEMENT_KASBAH | TXT_KEY_CIV5_IMPROVEMENTS_KASBAH_TEXT | TXT_KEY_CIV5_IMPROVEMENTS_KASBAH_HELP | ART_DEF_IMPROVEMENT_KASBAH
IMPROVEMENT_FEITORIA | TXT_KEY_IMPROVEMENT_FEITORIA | TXT_KEY_CIV5_IMPROVEMENTS_FEITORIA_TEXT | TXT_KEY_CIV5_IMPROVEMENTS_FEITORIA_HELP | ART_DEF_IMPROVEMENT_FEITORIA
IMPROVEMENT_CHATEAU | TXT_KEY_IMPROVEMENT_CHATEAU | TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_TEXT | TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_HELP | ART_DEF_IMPROVEMENT_CHATEAU

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

This is a list of the techs as used by FIRAXIS. They are properly formatted for use in XML.
Spoiler Technologies :
Code:
TECH_AGRICULTURE
TECH_POTTERY
TECH_ANIMAL_HUSBANDRY
TECH_ARCHERY
TECH_MINING
TECH_SAILING
TECH_CALENDAR
TECH_WRITING
TECH_TRAPPING
TECH_THE_WHEEL
TECH_MASONRY
TECH_BRONZE_WORKING
TECH_OPTICS
TECH_HORSEBACK_RIDING
TECH_MATHEMATICS
TECH_CONSTRUCTION
TECH_PHILOSOPHY
TECH_DRAMA
TECH_CURRENCY
TECH_ENGINEERING
TECH_IRON_WORKING
TECH_THEOLOGY
TECH_CIVIL_SERVICE
TECH_GUILDS
TECH_METAL_CASTING
TECH_COMPASS
TECH_EDUCATION
TECH_CHIVALRY
TECH_MACHINERY
TECH_PHYSICS
TECH_STEEL
TECH_ASTRONOMY
TECH_ACOUSTICS
TECH_BANKING
TECH_PRINTING_PRESS
TECH_GUNPOWDER
TECH_NAVIGATION
TECH_ARCHITECTURE
TECH_ECONOMICS
TECH_METALLURGY
TECH_CHEMISTRY
TECH_ARCHAEOLOGY
TECH_SCIENTIFIC_THEORY
TECH_INDUSTRIALIZATION
TECH_RIFLING
TECH_MILITARY_SCIENCE
TECH_FERTILIZER
TECH_BIOLOGY
TECH_ELECTRICITY
TECH_STEAM_POWER
TECH_DYNAMITE
TECH_REFRIGERATION
TECH_RADIO
TECH_REPLACEABLE_PARTS
TECH_FLIGHT
TECH_RAILROAD
TECH_PLASTIC
TECH_ELECTRONICS
TECH_BALLISTICS
TECH_COMBUSTION
TECH_PENICILIN
TECH_ATOMIC_THEORY
TECH_RADAR
TECH_COMBINED_ARMS
TECH_ECOLOGY
TECH_NUCLEAR_FISSION
TECH_ROCKETRY
TECH_COMPUTERS
TECH_TELECOM
TECH_MOBILE_TACTICS
TECH_ADVANCED_BALLISTICS
TECH_SATELLITES
TECH_ROBOTICS
TECH_LASERS
TECH_INTERNET
TECH_GLOBALIZATION
TECH_PARTICLE_PHYSICS
TECH_NUCLEAR_FUSION
TECH_NANOTECHNOLOGY
TECH_STEALTH
TECH_FUTURE_TECH
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Listing of Units by Domain, UnitCombat Type, Unit Class, Unit.
  • info presented here has changed somewhat with the FALL2013 Update. The German Landsneckt is no longer part of the "pikeman" class of unit. I do not believe any changes were made for the Fall2014 Update.
  • The Foreign Legion is an odd case in BNW because it is still defined within <Units> as belonging to UNITCLASS_GREAT_WAR_INFANTRY, but in <UnitClasses> it has been defined as the default unit of the new unit-class UNITCLASS_FOREIGNLEGION. This would mean that Firaxis defined it as belonging to two different UNITCLASS designations, which would normally cause an error. But then, what Firaxis gets to do does not equal what mod-makers are allowed to do.
Spoiler Units Scheme :
Code:
DOMAIN_LAND (contains the following unitcombat subtypes)
	UNITCOMBAT_RECON
		UNITCLASS_SCOUT
			UNIT_SCOUT
			UNIT_SHOSHONE_PATHFINDER
	UNITCOMBAT_MELEE
		UNITCLASS_WARRIOR
			UNIT_WARRIOR
			UNIT_AZTEC_JAGUAR
			UNIT_POLYNESIAN_MAORI_WARRIOR
			UNIT_BARBARIAN_WARRIOR
		UNITCLASS_SPEARMAN
			UNIT_SPEARMAN
			UNIT_GREEK_HOPLITE
			UNIT_PERSIAN_IMMORTAL
			UNIT_CELT_PICTISH_WARRIOR
			UNIT_HUN_BATTERING_RAM
			UNIT_BARBARIAN_SPEARMAN
		UNITCLASS_PIKEMAN
			UNIT_PIKEMAN
			UNIT_GERMAN_LANDSKNECHT *
			UNIT_ZULU_IMPI
		UNITCLASS_SWORDSMAN
			UNIT_SWORDSMAN
			UNIT_IROQUOIAN_MOHAWKWARRIOR
			UNIT_ROMAN_LEGION
			UNIT_KRIS_SWORDSMAN
			UNIT_BARBARIAN_SWORDSMAN
		UNITCLASS_LONGSWORDSMAN
			UNIT_LONGSWORDSMAN
			UNIT_JAPANESE_SAMURAI
			UNIT_DANISH_BERSERKER
		UNITCLASS_MUSKETMAN
			UNIT_SPANISH_TERCIO
	UNITCOMBAT_GUN
		UNITCLASS_MUSKETMAN
			UNIT_MUSKETMAN
			UNIT_AMERICAN_MINUTEMAN
			UNIT_FRENCH_MUSKETEER
			UNIT_OTTOMAN_JANISSARY
		UNITCLASS_RIFLEMAN
			UNIT_RIFLEMAN
			UNIT_ETHIOPIAN_MEHAL_SEFARI
			UNIT_DANISH_SKI_INFANTRY
			UNIT_SWEDISH_CAROLEAN
		UNITCLASS_GREAT_WAR_INFANTRY
			UNIT_GREAT_WAR_INFANTRY
			UNIT_FRENCH_FOREIGNLEGION (oddly it appears still here and under a new UNITCLASS_FOREIGNLEGION)
		UNITCLASS_INFANTRY
			UNIT_INFANTRY
			UNIT_BRAZILIAN_PRACINHA
		UNITCLASS_MOBILE_SAM
			UNIT_MOBILE_SAM
		UNITCLASS_ANTI_AIRCRAFT_GUN
			UNIT_ANTI_AIRCRAFT_GUN
		UNITCLASS_ANTI_TANK_GUN
			UNIT_ANTI_TANK_GUN
		UNITCLASS_MARINE
			UNIT_MARINE
		UNITCLASS_MECHANIZED_INFANTRY
			UNIT_MECHANIZED_INFANTRY
		UNITCLASS_PARATROOPER
			UNIT_PARATROOPER
		UNITCLASS_XCOM_SQUAD
			UNIT_XCOM_SQUAD
	UNITCOMBAT_ARCHER
		UNITCLASS_ARCHER
			UNIT_ARCHER
			UNIT_INCAN_SLINGER
			UNIT_BABYLONIAN_BOWMAN
			UNIT_MAYAN_ATLATLIST
			UNIT_BARBARIAN_ARCHER
		UNITCLASS_CHARIOT_ARCHER
			UNIT_CHARIOT_ARCHER
			UNIT_EGYPTIAN_WARCHARIOT
			UNIT_INDIAN_WARELEPHANT
			UNIT_HUN_HORSE_ARCHER
			UNIT_BARBARIAN_AXMAN
		UNITCLASS_COMPOSITE_BOWMAN
			UNIT_COMPOSITE_BOWMAN
		UNITCLASS_CROSSBOWMAN
			UNIT_CROSSBOWMAN
			UNIT_CHINESE_CHUKONU
			UNIT_ENGLISH_LONGBOWMAN
		UNITCLASS_KNIGHT
			UNIT_ARABIAN_CAMELARCHER
			UNIT_MONGOLIAN_KESHIK
		UNITCLASS_GATLINGGUN
			UNIT_GATLINGGUN
		UNITCLASS_MACHINE_GUN
			UNIT_MACHINE_GUN
		UNITCLASS_BAZOOKA
			UNIT_BAZOOKA
	UNITCOMBAT_SIEGE
		UNITCLASS_CATAPULT
			UNIT_CATAPULT
			UNIT_ROMAN_BALLISTA
			UNIT_ASSYRIAN_SIEGE_TOWER
		UNITCLASS_TREBUCHET
			UNIT_TREBUCHET
			UNIT_KOREAN_HWACHA
		UNITCLASS_CANNON
			UNIT_CANNON
		UNITCLASS_ARTILLERY
			UNIT_ARTILLERY
		UNITCLASS_ROCKET_ARTILLERY
			UNIT_ROCKET_ARTILLERY
	UNITCOMBAT_MOUNTED
		UNITCLASS_HORSEMAN
			UNIT_HORSEMAN
			UNIT_GREEK_COMPANIONCAVALRY
			UNIT_BYZANTINE_CATAPHRACT
			UNIT_CARTHAGINIAN_FOREST_ELEPHANT
			UNIT_BARBARIAN_HORSEMAN
		UNITCLASS_KNIGHT
			UNIT_KNIGHT
			UNIT_SIAMESE_WARELEPHANT
			UNIT_SONGHAI_MUSLIMCAVALRY
			UNIT_SPANISH_CONQUISTADOR
		UNITCLASS_LANCER
			UNIT_LANCER
			UNIT_OTTOMAN_SIPAHI
			UNIT_POLISH_WINGED_HUSSAR
			UNIT_SWEDISH_HAKKAPELIITTA
		UNITCLASS_CAVALRY
			UNIT_CAVALRY
			UNIT_RUSSIAN_COSSACK
			UNIT_BERBER_CAVALRY
			UNIT_SHOSHONE_COMANCHE_RIDERS
			UNIT_AUSTRIAN_HUSSAR
	UNITCOMBAT_ARMOR
		UNITCLASS_WWI_TANK
			UNIT_WWI_TANK
		UNITCLASS_TANK
			UNIT_TANK
			UNIT_GERMAN_PANZER
		UNITCLASS_MODERN_ARMOR
			UNIT_MODERN_ARMOR
		UNITCLASS_MECH
			UNIT_MECH
	UNITCOMBAT_HELICOPTER (to me strange, but also true)
		UNITCLASS_HELICOPTER_GUNSHIP
			UNIT_HELICOPTER_GUNSHIP

DOMAIN_AIR (contains the following unitcombat subtypes)
	UNITCOMBAT_FIGHTER
		UNITCLASS_TRIPLANE
			UNIT_TRIPLANE
		UNITCLASS_FIGHTER
			UNIT_FIGHTER
			UNIT_JAPANESE_ZERO
		UNITCLASS_JET_FIGHTER
			UNIT_JET_FIGHTER
	UNITCOMBAT_BOMBER
		UNITCLASS_WWI_BOMBER
			UNIT_WWI_BOMBER
		UNITCLASS_BOMBER
				UNIT_BOMBER
			UNIT_AMERICAN_B17
		UNITCLASS_STEALTH_BOMBER
			UNIT_STEALTH_BOMBER

DOMAIN_SEA (contains the following unitcombat subtypes)
	UNITCOMBAT_NAVALRANGED
		UNITCLASS_GALLEASS
			UNIT_GALLEASS
			UNIT_VENETIAN_GALLEASS
		UNITCLASS_TRIREME
			UNIT_BYZANTINE_DROMON
		UNITCLASS_FRIGATE
			UNIT_FRIGATE
			UNIT_ENGLISH_SHIPOFTHELINE
		UNITCLASS_BATTLESHIP
			UNIT_BATTLESHIP
		UNITCLASS_MISSILE_CRUISER
			UNIT_MISSILE_CRUISER
	UNITCOMBAT_NAVALMELEE
		UNITCLASS_GALLEY
			UNIT_GALLEY
		UNITCLASS_TRIREME
			UNIT_TRIREME
			UNIT_CARTHAGINIAN_QUINQUEREME
		UNITCLASS_PRIVATEER
			UNIT_PRIVATEER
			UNIT_DUTCH_SEA_BEGGAR
		UNITCLASS_CARAVEL
			UNIT_CARAVEL
			UNIT_PORTUGUESE_NAU
			UNIT_KOREAN_TURTLE_SHIP
		UNITCLASS_IRONCLAD
			UNIT_IRONCLAD
		UNITCLASS_DESTROYER
			UNIT_DESTROYER
	UNITCOMBAT_SUBMARINE
		UNITCLASS_SUBMARINE
			UNIT_SUBMARINE
		UNITCLASS_NUCLEAR_SUBMARINE
			UNIT_NUCLEAR_SUBMARINE
	UNITCOMBAT_CARRIER
		UNITCLASS_CARRIER
			UNIT_CARRIER
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Unit ART_DEF tags as used by Firaxis, showing the ART_DEF_UNIT_SOMETHING tags and the ART_DEF_UNIT_MEMBER_SOMETHINGS that go with each.
  • The ART_DEF_UNIT_SOMETHING tags shown are the "Types" found in table "UnitArtInfo". They should be used in mods for tables <ArtDefine_UnitInfos>, <ArtDefine_UnitInfoMemberInfos>, and <ArtDefine_StrategicView>.
  • You can also simply use any of the ART_DEF_UNIT_SOMETHING tags within the <Units> table for column <UnitArtInfo>.
  • The ART_DEF_UNIT_MEMBER_SOMETHINGS tags shown are the "Types" found in table "UnitMemberArtInfo". They should be used in mods for tables <ArtDefine_UnitInfoMemberInfos>, <ArtDefine_UnitMemberInfos>, <ArtDefine_UnitMemberCombats>, and <ArtDefine_UnitMemberCombatWeapons>.
  • You should not use tables UnitArtInfo or UnitMemberArtInfo anywhere in your mods.
  • The information for the ART_DEF_UNIT_SOMETHING tags is found in file: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Units\Civ5ArtDefines_Units.xml
  • The information for the ART_DEF_UNIT_MEMBER_SOMETHINGS tags is found in file: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Units\Civ5ArtDefines_UnitMembers.xml
  • ART_DEF_UNIT_MEMBER_SOMETHINGS Designations can be used (especially in SQL) to copy info from a Firaxis-suppled unit into a custom unit, in a manner such as this, where ART_DEF_UNIT_MEMBER_KNIGHT_TEMPLAR (in dark red) is borrowing information from ART_DEF_UNIT_MEMBER_U_IROQUOIAN_MOHAWKWARRIOR (in blue):
    Code:
    INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType,	EnableActions,	DisableActions,	MoveRadius,	ShortMoveRadius,	ChargeRadius,	AttackRadius,	RangedAttackRadius,	MoveRate,	ShortMoveRate,	TurnRateMin,	TurnRateMax,	TurnFacingRateMin,	TurnFacingRateMax,	RollRateMin,	RollRateMax,	PitchRateMin,	PitchRateMax,	LOSRadiusScale,	TargetRadius,	TargetHeight,	HasShortRangedAttack,	HasLongRangedAttack,	HasLeftRightAttack,	HasStationaryMelee,	HasStationaryRangedAttack,	HasRefaceAfterCombat,	ReformBeforeCombat,	HasIndependentWeaponFacing,	HasOpponentTracking,	HasCollisionAttack,	AttackAltitude,	AltitudeDecelerationDistance,	OnlyTurnInMovementActions,	RushAttackFormation)
    SELECT	('[COLOR="DarkRed"]ART_DEF_UNIT_MEMBER_KNIGHT_TEMPLAR[/COLOR]'),				EnableActions,	DisableActions,	MoveRadius,	ShortMoveRadius,	ChargeRadius,	AttackRadius,	RangedAttackRadius,	MoveRate,	ShortMoveRate,	TurnRateMin,	TurnRateMax,	TurnFacingRateMin,	TurnFacingRateMax,	RollRateMin,	RollRateMax,	PitchRateMin,	PitchRateMax,	LOSRadiusScale,	TargetRadius,	TargetHeight,	HasShortRangedAttack,	HasLongRangedAttack,	HasLeftRightAttack,	HasStationaryMelee,	HasStationaryRangedAttack,	HasRefaceAfterCombat,	ReformBeforeCombat,	HasIndependentWeaponFacing,	HasOpponentTracking,	HasCollisionAttack,	AttackAltitude,	AltitudeDecelerationDistance,	OnlyTurnInMovementActions,	RushAttackFormation
    FROM ArtDefine_UnitMemberCombats		WHERE UnitMemberType = '[COLOR="Blue"]ART_DEF_UNIT_MEMBER_U_IROQUOIAN_MOHAWKWARRIOR[/COLOR]';
    
    INSERT INTO ArtDefine_UnitMemberCombatWeapons ('UnitMemberType',	'Index', 'SubIndex', 'ID', 'VisKillStrengthMin', 'VisKillStrengthMax', 'ProjectileSpeed', 'ProjectileTurnRateMin', 'ProjectileTurnRateMax', 'HitEffect', 'HitEffectScale', 'HitRadius', 'ProjectileChildEffectScale', 'AreaDamageDelay', 'ContinuousFire', 'WaitForEffectCompletion', 'TargetGround', 'IsDropped', 'WeaponTypeTag', 'WeaponTypeSoundOverrideTag')
    SELECT ('[COLOR="DarkRed"]ART_DEF_UNIT_MEMBER_KNIGHT_TEMPLAR[/COLOR]'),						"Index", "SubIndex", "ID", "VisKillStrengthMin", "VisKillStrengthMax", "ProjectileSpeed", "ProjectileTurnRateMin", "ProjectileTurnRateMax", "HitEffect", "HitEffectScale", "HitRadius", "ProjectileChildEffectScale", "AreaDamageDelay", "ContinuousFire", "WaitForEffectCompletion", "TargetGround", "IsDropped", "WeaponTypeTag", "WeaponTypeSoundOverrideTag"
    FROM ArtDefine_UnitMemberCombatWeapons	WHERE (UnitMemberType = '[COLOR="Blue"]ART_DEF_UNIT_MEMBER_U_IROQUOIAN_MOHAWKWARRIOR[/COLOR]');
Spoiler Unit ART_DEF :

NOTE THAT MANY OF THESE DESIGNATIONS ARE NOT NECESSARILY VALID ANYMORE FOR THE UNIT-MEMBER STUFF. It has been superceded in game expansions, patches, and the like. So Use any of the ART_DEF_UNIT_X and its related ART_DEF_UNIT_MEMBER_X with skepticism that it is still 100% accurate anymore.

Note that Great People also have a "_LATE" define used in the later Eras, though those are not shown yet in this listing

Unit Defines | Unit Member Defines Used | 2nd Unit Member Define | 3rd Unit Member Define | 4th Unit Member Define | 5th Unit Member Define | 6th Unit Member Define
ART_DEF_UNIT_ANTI_AIRCRAFT_GUN | ART_DEF_UNIT_MEMBER_ANTIAIRCRAFTGUN
ART_DEF_UNIT_ANTI_TANK_GUN | ART_DEF_UNIT_MEMBER_ANTITANKGUN
ART_DEF_UNIT_ARCHER | ART_DEF_UNIT_MEMBER_ARCHER | ART_DEF_UNIT_MEMBER_ARCHER_V2 | ART_DEF_UNIT_MEMBER_ARCHER_V3
ART_DEF_UNIT_ARTILLERY | ART_DEF_UNIT_MEMBER_ARTILLERY
ART_DEF_UNIT_ATOMIC_BOMB | ART_DEF_UNIT_MEMBER_ATOMICBOMB
ART_DEF_UNIT_BATTLESHIP | ART_DEF_UNIT_MEMBER_BATTLESHIP
ART_DEF_UNIT_BOMBER | ART_DEF_UNIT_MEMBER_BOMBER
ART_DEF_UNIT_CANNON | ART_DEF_UNIT_MEMBER_CANNON
ART_DEF_UNIT_CARAVEL | ART_DEF_UNIT_MEMBER_CARAVEL
ART_DEF_UNIT_CARRIER | ART_DEF_UNIT_MEMBER_CARRIER
ART_DEF_UNIT_CATAPULT | ART_DEF_UNIT_MEMBER_CATAPULT
ART_DEF_UNIT_CAVALRY | ART_DEF_UNIT_MEMBER_CAVALRY
ART_DEF_UNIT_CHARIOT_ARCHER | ART_DEF_UNIT_MEMBER_CHARIOTARCHER
ART_DEF_UNIT_CROSSBOWMAN | ART_DEF_UNIT_MEMBER_CROSSBOWMAN
ART_DEF_UNIT_DESTROYER | ART_DEF_UNIT_MEMBER_DESTROYER
ART_DEF_UNIT_FIGHTER | ART_DEF_UNIT_MEMBER_FIGHTER
ART_DEF_UNIT_FRIGATE | ART_DEF_UNIT_MEMBER_FRIGATE
ART_DEF_UNIT_GALLEY | ART_DEF_UNIT_MEMBER_GALLEY
ART_DEF_UNIT_GUIDED_MISSILE | ART_DEF_UNIT_MEMBER_GUIDEDMISSILE
ART_DEF_UNIT_HELICOPTER_GUNSHIP | ART_DEF_UNIT_MEMBER_HELICOPTERGUNSHIP
ART_DEF_UNIT_HORSEMAN | ART_DEF_UNIT_MEMBER_HORSEMAN
ART_DEF_UNIT_INFANTRY | ART_DEF_UNIT_MEMBER_INFANTRY
ART_DEF_UNIT_IRONCLAD | ART_DEF_UNIT_MEMBER_IRONCLAD
ART_DEF_UNIT_JET_FIGHTER | ART_DEF_UNIT_MEMBER_JETFIGHTER
ART_DEF_UNIT_KNIGHT | ART_DEF_UNIT_MEMBER_KNIGHT
ART_DEF_UNIT_LANCER | ART_DEF_UNIT_MEMBER_LANCER
ART_DEF_UNIT_LONGSWORDSMAN | ART_DEF_UNIT_MEMBER_LONGSWORDSMAN
ART_DEF_UNIT_MECH | ART_DEF_UNIT_MEMBER_MECH
ART_DEF_UNIT_MECHANIZED_INFANTRY | ART_DEF_UNIT_MEMBER_MECHANIZEDINFANTRY
ART_DEF_UNIT_MISSILE_CRUISER | ART_DEF_UNIT_MEMBER_MISSILECRUISER
ART_DEF_UNIT_ROCKET_ARTILLERY | ART_DEF_UNIT_MEMBER_ROCKETARTILLERY
ART_DEF_UNIT_MOBILE_SAM | ART_DEF_UNIT_MEMBER_MOBILESAM
ART_DEF_UNIT_MODERN_ARMOR | ART_DEF_UNIT_MEMBER_MODERNARMOR
ART_DEF_UNIT_MUSKETMAN | ART_DEF_UNIT_MEMBER_MUSKETMAN
ART_DEF_UNIT_NUCLEAR_MISSILE | ART_DEF_UNIT_MEMBER_NUCLEARMISSILE
ART_DEF_UNIT_NUCLEAR_SUBMARINE | ART_DEF_UNIT_MEMBER_NUCLEARSUBMARINE
ART_DEF_UNIT_PARATROOPER | ART_DEF_UNIT_MEMBER_PARATROOPER
ART_DEF_UNIT_PIKEMAN | ART_DEF_UNIT_MEMBER_PIKEMAN
ART_DEF_UNIT_RIFLEMAN | ART_DEF_UNIT_MEMBER_RIFLEMAN
ART_DEF_UNIT_SCOUT | ART_DEF_UNIT_MEMBER_SCOUT
ART_DEF_UNIT_SPEARMAN | ART_DEF_UNIT_MEMBER_SPEARMAN_V2 | ART_DEF_UNIT_MEMBER_SPEARMAN | ART_DEF_UNIT_MEMBER_SPEARMAN_V3
ART_DEF_UNIT_STEALTH_BOMBER | ART_DEF_UNIT_MEMBER_STEALTHBOMBER
ART_DEF_UNIT_SUBMARINE | ART_DEF_UNIT_MEMBER_SUBMARINE
ART_DEF_UNIT_SWORDSMAN | ART_DEF_UNIT_MEMBER_SWORDSMAN_V2 | ART_DEF_UNIT_MEMBER_SWORDSMAN | ART_DEF_UNIT_MEMBER_SWORDSMAN_V3
ART_DEF_UNIT_TANK | ART_DEF_UNIT_MEMBER_TANK
ART_DEF_UNIT_TRANSPORT | ART_DEF_UNIT_MEMBER_TRANSPORT
ART_DEF_UNIT_TREBUCHET | ART_DEF_UNIT_MEMBER_TREBUCHET
ART_DEF_UNIT_TRIREME | ART_DEF_UNIT_MEMBER_TRIREME
ART_DEF_UNIT__WARRIOR | ART_DEF_UNIT_MEMBER_WARRIOR_V2 | ART_DEF_UNIT_MEMBER_WARRIOR | ART_DEF_UNIT_MEMBER_WARRIOR_V4
ART_DEF_UNIT_WORKBOAT | ART_DEF_UNIT_MEMBER_WORKBOAT
ART_DEF_UNIT_ARTIST | ART_DEF_UNIT_MEMBER_GREATARTIST_EARLY_FLUTE | ART_DEF_UNIT_MEMBER_GREATARTIST_EARLY_TAMBOURINE | ART_DEF_UNIT_MEMBER_GREATARTIST_EARLY_BIGDRUMMER | ART_DEF_UNIT_MEMBER_GREATARTIST_EARLY_BAGPIPER | ART_DEF_UNIT_MEMBER_GREATARTIST_EARLY_DRUMMER | ART_DEF_UNIT_MEMBER_GREATARTIST_EARLY_FLAGBEARER
ART_DEF_UNIT_ENGINEER | ART_DEF_UNIT_MEMBER_GREATENGINEER_EARLY
ART_DEF_UNIT_GENERAL | ART_DEF_UNIT_MEMBER_GREATGENERAL_EARLY
ART_DEF_UNIT_MERCHANT | ART_DEF_UNIT_MEMBER_GREATMERCHANT_EARLY_LEADER | ART_DEF_UNIT_MEMBER_GREATMERCHANT_EARLY_CAMEL_V1 | ART_DEF_UNIT_MEMBER_GREATMERCHANT_EARLY_CAMEL_V2
ART_DEF_UNIT_SCIENTIST | ART_DEF_UNIT_MEMBER_GREATSCIENTIST_EARLY
ART_DEF_UNIT_U_AMERICAN_B17 | ART_DEF_UNIT_MEMBER_U_AMERICAN_B17
ART_DEF_UNIT_U_AMERICAN_MINUTEMAN | ART_DEF_UNIT_MEMBER_U_AMERICAN_MINUTEMAN
ART_DEF_UNIT_U_ARABIAN_CAMELARCHER | ART_DEF_UNIT_MEMBER_U_ARABIAN_CAMELARCHER
ART_DEF_UNIT_U_AZTEC_JAGUAR | ART_DEF_UNIT_MEMBER_U_AZTEC_JAGUAR
ART_DEF_UNIT_U_CHINESE_CHUKONU | ART_DEF_UNIT_MEMBER_U_CHINESE_CHUKONU
ART_DEF_UNIT_U_EGYPTIAN_WARCHARIOT | ART_DEF_UNIT_MEMBER_U_EGYPTIAN_WARCHARIOT
ART_DEF_UNIT_U_ENGLISH_LONGBOWMAN | ART_DEF_UNIT_MEMBER_U_ENGLISH_LONGBOWMAN
ART_DEF_UNIT_U_ENGLISH_SHIPOFTHELINE | ART_DEF_UNIT_MEMBER_U_ENGLISH_SHIPOFTHELINE
ART_DEF_UNIT_U_FRENCH_FOREIGNLEGION | ART_DEF_UNIT_MEMBER_U_FRENCH_FOREIGNLEGION
ART_DEF_UNIT_U_FRENCH_MUSKETEER | ART_DEF_UNIT_MEMBER_U_FRENCH_MUSKETEER
ART_DEF_UNIT_U_GERMAN_LANDSKNECHT | ART_DEF_UNIT_MEMBER_U_GERMAN_LANDSKNECHT_A | ART_DEF_UNIT_MEMBER_U_GERMAN_LANDSKNECHT_B
ART_DEF_UNIT_U_GERMAN_PANZER | ART_DEF_UNIT_MEMBER_U_GERMAN_PANZER
ART_DEF_UNIT_U_GREEK_COMPANIONCAVALRY | ART_DEF_UNIT_MEMBER_U_GREEK_COMPANIONCAVALRY
ART_DEF_UNIT_U_GREEK_HOPLITE | ART_DEF_UNIT_MEMBER_U_GREEK_HOPLITE
ART_DEF_UNIT_U_INDIAN_WARELEPHANT | ART_DEF_UNIT_MEMBER_U_INDIAN_WARELEPHANT
ART_DEF_UNIT_U_IROQUOIAN_MOHAWKWARRIOR | ART_DEF_UNIT_MEMBER_U_IROQUOIAN_MOHAWKWARRIOR
ART_DEF_UNIT_U_JAPANESE_SAMURAI | ART_DEF_UNIT_MEMBER_U_JAPANESE_SAMURAI
ART_DEF_UNIT_U_JAPANESE_ZERO | ART_DEF_UNIT_MEMBER_U_JAPANESE_ZERO
ART_DEF_UNIT_U_OTTOMAN_JANISSARY | ART_DEF_UNIT_MEMBER_U_OTTOMAN_JANISSARY
ART_DEF_UNIT_U_OTTOMAN_SIPAHI | ART_DEF_UNIT_MEMBER_U_OTTOMAN_SIPAHI
ART_DEF_UNIT_U_PERSIAN_IMMORTAL | ART_DEF_UNIT_MEMBER_U_PERSIAN_IMMORTAL
ART_DEF_UNIT_U_ROMAN_BALLISTA | ART_DEF_UNIT_MEMBER_U_ROMAN_BALLISTA
ART_DEF_UNIT_U_ROMAN_LEGION | ART_DEF_UNIT_MEMBER_U_ROMAN_LEGION
ART_DEF_UNIT_U_RUSSIAN_COSSACK | ART_DEF_UNIT_MEMBER_U_RUSSIAN_COSSACK | ART_DEF_UNIT_MEMBER_U_RUSSIAN_COSSACK_V2 | ART_DEF_UNIT_MEMBER_U_RUSSIAN_COSSACK_V3
ART_DEF_UNIT_U_SIAMESE_WARELEPHANT | ART_DEF_UNIT_MEMBER_U_SIAMESE_WARELEPHANT
ART_DEF_UNIT_U_SONGHAI_MUSLIMCAVALRY | ART_DEF_UNIT_MEMBER_U_SONGHAI_MUSLIMCAVALRY
ART_DEF_UNIT__WORKER | ART_DEF_UNIT_MEMBER_WORKER_EURO
ART_DEF_UNIT__WORKER_LATE | ART_DEF_UNIT_MEMBER_WORKER_EURO_LATE
ART_DEF_UNIT_BARBARIAN_EURO | ART_DEF_UNIT_MEMBER_BARBARIAN_EURO_ALPHA | ART_DEF_UNIT_MEMBER_BARBARIAN_EURO_BRAVO | ART_DEF_UNIT_MEMBER_BARBARIAN_EURO_CHARLIE
ART_DEF_UNIT_BARBARIAN_ARCHER | ART_DEF_UNIT_MEMBER_BARBARIAN_ARCHER_01 | ART_DEF_UNIT_MEMBER_BARBARIAN_ARCHER_V2 | ART_DEF_UNIT_MEMBER_BARBARIAN_ARCHER_V3
ART_DEF_UNIT_BARBARIAN_SPEARMAN | ART_DEF_UNIT_MEMBER_BARBARIAN_SPEARMAN | ART_DEF_UNIT_MEMBER_BARBARIAN_SPEARMAN_V2 | ART_DEF_UNIT_MEMBER_BARBARIAN_SPEARMAN_V3
ART_DEF_UNIT_BARBARIAN_SWORDSMAN | ART_DEF_UNIT_MEMBER_BARBARIAN_SWORDSMAN | ART_DEF_UNIT_MEMBER_BARBARIAN_SWORDSMAN_V2 | ART_DEF_UNIT_MEMBER_BARBARIAN_SWORDSMAN_V3
ART_DEF_UNIT_BARBARIAN_GALLEY | ART_DEF_UNIT_MEMBER_BARBARIAN_GALLEY
ART_DEF_UNIT_GALLEON | ART_DEF_UNIT_MEMBER_GALLEON
ART_DEF_UNIT_SS_BOOSTER | ART_DEF_UNIT_MEMBER_SS_BOOSTER
ART_DEF_UNIT_SS_CAPSULE | ART_DEF_UNIT_MEMBER_SS_CAPSULE
ART_DEF_UNIT_SS_ENGINE | ART_DEF_UNIT_MEMBER_SS_ENGINE
ART_DEF_UNIT_SS_STASIS_CHAMBER | ART_DEF_UNIT_MEMBER_SS_STASIS_CHAMBER
ART_DEF_UNIT_ARTIST_LATE | ART_DEF_UNIT_MEMBER_GREATARTIST_LATE
ART_DEF_UNIT_ENGINEER_LATE | ART_DEF_UNIT_MEMBER_GREATENGINEER_LATE
ART_DEF_UNIT_GENERAL_LATE | ART_DEF_UNIT_MEMBER_GREATGENERAL_LATE
ART_DEF_UNIT_MERCHANT_LATE | ART_DEF_UNIT_MEMBER_GREATMERCHANT_LATE
ART_DEF_UNIT_SCIENTIST_LATE | ART_DEF_UNIT_MEMBER_GREATSCIENTIST_LATE
ART_DEF_UNIT_WORKBOAT_LATE | ART_DEF_UNIT_MEMBER_WORKBOAT_INDUSTRIAL
ART_DEF_UNIT_U_INDONESIAN_KRIS_SWORDSMAN | data to be added
Settlers:
Spoiler :
Settlers are their own special sort of deal, and come in 4 variations based on culture group. Each of those variations has multiple members within it that are used to model all the different-looking "people" within a settler unit.
Note that none of these cultural variation infos appear in the <Units> table: all the <Units> table contains for settlers is these two columns:
Code:
<UnitArtInfo>ART_DEF_UNIT__SETTLER</UnitArtInfo>
<UnitArtInfoCulturalVariation>true</UnitArtInfoCulturalVariation>
Member Infos for the 4 culture variations of Settlers:
Code:
ART_DEF_UNIT__SETTLER
	ART_DEF_UNIT_MEMBER_EURODONKEY
	ART_DEF_UNIT_MEMBER_EUROFEMALE18
	ART_DEF_UNIT_MEMBER_EUROFEMALE25
	ART_DEF_UNIT_MEMBER_EUROFEMALE35
	ART_DEF_UNIT_MEMBER_EUROFEMALE40
	ART_DEF_UNIT_MEMBER_EUROMALE20
	ART_DEF_UNIT_MEMBER_EUROMALE25
	ART_DEF_UNIT_MEMBER_EUROMALE35
	ART_DEF_UNIT_MEMBER_EUROMALE45
ART_DEF_UNIT__SETTLER_ASIA
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_OX
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_F1
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_F2
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_F3
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_F4
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_M1
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_M2
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_M3
	ART_DEF_UNIT_MEMBER_SETTLERS_ASIAN_M4
ART_DEF_UNIT__SETTLER_AMER
	ART_DEF_UNIT_MEMBER_AMERLLAMA
	ART_DEF_UNIT_MEMBER_AMERFEMALE1
	ART_DEF_UNIT_MEMBER_AMERFEMALE2
	ART_DEF_UNIT_MEMBER_AMERFEMALE3
	ART_DEF_UNIT_MEMBER_AMERFEMALE4
	ART_DEF_UNIT_MEMBER_AMERMALE1
	ART_DEF_UNIT_MEMBER_AMERMALE2
	ART_DEF_UNIT_MEMBER_AMERMALE3
	ART_DEF_UNIT_MEMBER_AMERMALE4
ART_DEF_UNIT__SETTLER_AFRI
	ART_DEF_UNIT_MEMBER_AFRICAMEL
	ART_DEF_UNIT_MEMBER_AFRIFEMALE1
	ART_DEF_UNIT_MEMBER_AFRIFEMALE2
	ART_DEF_UNIT_MEMBER_AFRIFEMALE3
	ART_DEF_UNIT_MEMBER_AFRIFEMALE4
	ART_DEF_UNIT_MEMBER_AFRIMALE1
	ART_DEF_UNIT_MEMBER_AFRIMALE2
	ART_DEF_UNIT_MEMBER_AFRIMALE3
	ART_DEF_UNIT_MEMBER_AFRIMALE4
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Unit Sound Selection Tags for use in table <UnitGameplay2DScripts>

"Selection" sound tags for use in <SelectionSound> column:
Spoiler :
Used when the player manually selects the unit, or the unit is auto-selected.
AS2D_SELECT_ANTI_AIRCRAFT_GUN
AS2D_SELECT_ARCHER
AS2D_SELECT_ARTILLERY
AS2D_SELECT_ATOMIC_BOMB
AS2D_SELECT_AZTEC_JAGUAR
AS2D_SELECT_BATTLESHIP
AS2D_SELECT_BOMBER
AS2D_SELECT_CAMEL_ARCHER
AS2D_SELECT_CANNON
AS2D_SELECT_CARAVEL
AS2D_SELECT_CARRIER
AS2D_SELECT_CATAPULT
AS2D_SELECT_CAVALRY
AS2D_SELECT_CHARIOT_ARCHER
AS2D_SELECT_CROSSBOWMAN
AS2D_SELECT_FIGHTER
AS2D_SELECT_FRIGATE
AS2D_SELECT_GREEK_HOPLITE
AS2D_SELECT_GUIDED_MISSILE
AS2D_SELECT_HELICOPTER_GUNSHIP
AS2D_SELECT_HORSEMAN
AS2D_SELECT_INDIAN_WAR_ELEPHANT
AS2D_SELECT_INFANTRY
AS2D_SELECT_IRONCLAD
AS2D_SELECT_JAPANESE_SAMURAI
AS2D_SELECT_JET_FIGHTER
AS2D_SELECT_KNIGHT
AS2D_SELECT_LONGSWORDSMAN
AS2D_SELECT_MECH
AS2D_SELECT_MECH_INFANTRY
AS2D_SELECT_MOBILE_SAM
AS2D_SELECT_MUSKETMAN
AS2D_SELECT_NUCLEAR_MISSILE
AS2D_SELECT_NUCLEAR_SUBMARINE
AS2D_SELECT_PARATROOPER
AS2D_SELECT_PIKEMAN
AS2D_SELECT_ROCKET_ARTILLERY
AS2D_SELECT_ROMAN_BALLISTA
AS2D_SELECT_SCOUT
AS2D_SELECT_SETTLER
AS2D_SELECT_SIAMESE_WAR_ELEPHANT
AS2D_SELECT_STEALTH_BOMBER
AS2D_SELECT_SUBMARINE
AS2D_SELECT_SWORDSMAN
AS2D_SELECT_TANK
AS2D_SELECT_TRANSPORT
AS2D_SELECT_TREBUCHET
AS2D_SELECT_TRIREME
AS2D_SELECT_WARRIER
AS2D_SELECT_WORK_BOAT
AS2D_SELECT_WORKER

"Birth" sound tags for use in <FirstSelectionSound> column:
Spoiler :
Used when the unit is "born". Note that there doesn't seem to be one for the Worker unit. Apparently workers just use the "default" noise.
AS2D_BIRTH_ANTI_AIRCRAFT_GUN
AS2D_BIRTH_ARCHER
AS2D_BIRTH_ARTILLERY
AS2D_BIRTH_ATOMIC_BOMB
AS2D_BIRTH_AZTEC_JAGUAR
AS2D_BIRTH_BATTLESHIP
AS2D_BIRTH_BOMBER
AS2D_BIRTH_CAMEL_ARCHER
AS2D_BIRTH_CANNON
AS2D_BIRTH_CARAVEL
AS2D_BIRTH_CARRIER
AS2D_BIRTH_CATAPULT
AS2D_BIRTH_CAVALRY
AS2D_BIRTH_CHARIOT_ARCHER
AS2D_BIRTH_CROSSBOWMAN
AS2D_BIRTH_FIGHTER
AS2D_BIRTH_FRIGATE
AS2D_BIRTH_GREEK_HOPLITE
AS2D_BIRTH_GUIDED_MISSILE
AS2D_BIRTH_HELICOPTER_GUNSHIP
AS2D_BIRTH_HORSEMAN
AS2D_BIRTH_INDIAN_WAR_ELEPHANT
AS2D_BIRTH_INFANTRY
AS2D_BIRTH_IRONCLAD
AS2D_BIRTH_JAPANESE_SAMURAI
AS2D_BIRTH_JET_FIGHTER
AS2D_BIRTH_KNIGHT
AS2D_BIRTH_LONGSWORDSMAN
AS2D_BIRTH_MECH
AS2D_BIRTH_MECH_INFANTRY
AS2D_BIRTH_MOBILE_SAM
AS2D_BIRTH_MUSKETMAN
AS2D_BIRTH_NUCLEAR_MISSILE
AS2D_BIRTH_NUCLEAR_SUBMARINE
AS2D_BIRTH_PARATROOPER
AS2D_BIRTH_PIKEMAN
AS2D_BIRTH_ROCKET_ARTILLERY
AS2D_BIRTH_ROMAN_BALLISTA
AS2D_BIRTH_SCOUT
AS2D_BIRTH_SETTLER
AS2D_BIRTH_SIAMESE_WAR_ELEPHANT
AS2D_BIRTH_STEALTH_BOMBER
AS2D_BIRTH_SUBMARINE
AS2D_BIRTH_SWORDSMAN
AS2D_BIRTH_TANK
AS2D_BIRTH_TRANSPORT
AS2D_BIRTH_TREBUCHET
AS2D_BIRTH_TRIREME
AS2D_BIRTH_WARRIER
AS2D_BIRTH_WORK_BOAT

Example of how to use:
Code:
<UnitGameplay2DScripts>
	<Row>
		<UnitType>UNIT_CRUSADER_LEGION</UnitType>
		<SelectionSound>AS2D_SELECT_SWORDSMAN</SelectionSound>
		<FirstSelectionSound>AS2D_BIRTH_SWORDSMAN</FirstSelectionSound>
	</Row>
</UnitGameplay2DScripts>
 
Last edited:
Unit Formations used in table <ArtDefine_UnitInfos> for Column <Formation>:

These tags have been directly copied from file C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Units\UnitFormations.xml
Code:
DefaultMelee
DefaultCavalry
Warrior
Archer
Scout
Phalanx
Pikeman
HonorableGunpowder
ThreeBigGuns
TwoBigGuns
Vehicle
ChariotElephant
Samurai
UnFormed
Barbarian
LooseCivilian
Melee Front
BomberWing
FighterWing
EarlyGreatArtist
EarlyGreatMerchant
OffsetPikeman
ThreeInLine
TheeInLineStag
--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Flavors and which were used with what game elements by Firaxis

Flavors from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\GameInfo\CIV5Flavors.xml
  • Valid Flavors as used by Firaxis.
  • Flavors shown in blue were added for BNW
Spoiler Valid Flavors List :
Code:
FLAVOR_OFFENSE
FLAVOR_DEFENSE
FLAVOR_CITY_DEFENSE
FLAVOR_MILITARY_TRAINING
FLAVOR_RECON
FLAVOR_RANGED
FLAVOR_MOBILE
FLAVOR_NAVAL
FLAVOR_NAVAL_RECON
FLAVOR_NAVAL_GROWTH
FLAVOR_NAVAL_TILE_IMPROVEMENT
FLAVOR_AIR
FLAVOR_EXPANSION
FLAVOR_GROWTH
FLAVOR_TILE_IMPROVEMENT
FLAVOR_INFRASTRUCTURE
FLAVOR_PRODUCTION
FLAVOR_GOLD
FLAVOR_SCIENCE
FLAVOR_CULTURE
FLAVOR_HAPPINESS
FLAVOR_GREAT_PEOPLE
FLAVOR_WONDER
FLAVOR_RELIGION
FLAVOR_DIPLOMACY
FLAVOR_SPACESHIP
FLAVOR_WATER_CONNECTION
FLAVOR_NUKE
FLAVOR_ANTIAIR
FLAVOR_USE_NUKE
FLAVOR_ESPIONAGE
FLAVOR_AIR_CARRIER
[color="blue"]FLAVOR_I_LAND_TRADE_ROUTE
FLAVOR_I_SEA_TRADE_ROUTE
FLAVOR_ARCHAEOLOGY
FLAVOR_I_TRADE_ORIGIN
FLAVOR_I_TRADE_DESTINATION
FLAVOR_AIRLIFT[/color]

These are the only flavors Firaxis used for Buildings and Wonders:
  • Flavors shown in blue were added for BNW
  • Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
Spoiler Building Flavors :
Code:
FLAVOR_GOLD
FLAVOR_NAVAL_GROWTH
FLAVOR_GROWTH
FLAVOR_PRODUCTION
FLAVOR_NAVAL
FLAVOR_MILITARY_TRAINING
FLAVOR_SCIENCE
FLAVOR_WATER_CONNECTION
FLAVOR_CULTURE
FLAVOR_MOBILE
FLAVOR_NAVAL_TILE_IMPROVEMENT
FLAVOR_EXPANSION
FLAVOR_CITY_DEFENSE
FLAVOR_HAPPINESS
FLAVOR_SPACESHIP
FLAVOR_WONDER
FLAVOR_GREAT_PEOPLE
FLAVOR_RELIGION
FLAVOR_OFFENSE
FLAVOR_DEFENSE
FLAVOR_TILE_IMPROVEMENT
FLAVOR_AIR
FLAVOR_ESPIONAGE
FLAVOR_DIPLOMACY
[color="blue"]FLAVOR_I_TRADE_ORIGIN
FLAVOR_I_TRADE_DESTINATION
FLAVOR_I_SEA_TRADE_ROUTE
FLAVOR_I_LAND_TRADE_ROUTE
FLAVOR_AIRLIFT[/color]

These are the only flavors Firaxis used for Units (this listing does not as yet include any additions for DLC-CIV units):
  • Flavors shown in blue were added for BNW
  • Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
Spoiler Unit Flavors :
Code:
FLAVOR_EXPANSION
FLAVOR_TILE_IMPROVEMENT
FLAVOR_RECON
FLAVOR_OFFENSE
FLAVOR_DEFENSE
FLAVOR_RANGED
FLAVOR_MOBILE
FLAVOR_INFRASTRUCTURE	(with Roman Legion)
FLAVOR_GREAT_PEOPLE	(with Greek Companion Cavalry)
FLAVOR_GREAT_PEOPLE	(with Japanese Samurai)
FLAVOR_NAVAL_TILE_IMPROVEMENT	(with Workboat)
FLAVOR_ANTIAIR
FLAVOR_AIR	(with Paratrooper)
FLAVOR_AIR
FLAVOR_NUKE
FLAVOR_NAVAL	(with Atomic Bomb)
FLAVOR_NAVAL	(with Guided Missile)
FLAVOR_NAVAL	(with Nuclear Missile)
FLAVOR_NAVAL
FLAVOR_NAVAL_RECON
FLAVOR_AIR_CARRIER
FLAVOR_NUKE	(with Nuclear Sub)
FLAVOR_CULTURE	(with G Artist and a flavor value of "1")
FLAVOR_CULTURE	(with G Writer and a flavor value of "1")
FLAVOR_CULTURE	(with G Musician and a flavor value of "1")
FLAVOR_SCIENCE	(with G Scientist and a flavor value of "1")
FLAVOR_GOLD	(with G Merchant and a flavor value of "1")
FLAVOR_GOLD	(with Venetian G Merchant and a flavor value of "100")
FLAVOR_PRODUCTION	(with G Engineer and a flavor value of "1")
FLAVOR_OFFENSE	(with G General)
FLAVOR_CULTURE	(with G Artist)
FLAVOR_SPACESHIP	(with Spaceship Parts)
FLAVOR_GOLD	(with Cargo Ship)
FLAVOR_GOLD	(with Caravan)
[color="blue"]FLAVOR_ARCHAEOLOGY[/color]	(with Archaeologist and a flavor value of "30")
[color="blue"]FLAVOR_I_SEA_TRADE_ROUTE[/color]	(with Cargo Ship)
[color="blue"]FLAVOR_I_LAND_TRADE_ROUTE[/color]	(with Caravan)

These are the only flavors Firaxis used for Techs:
  • Flavors shown in blue were added for BNW
  • Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
Spoiler Tech Flavors :
Code:
FLAVOR_GROWTH
FLAVOR_RELIGION
FLAVOR_MOBILE
FLAVOR_TILE_IMPROVEMENT
FLAVOR_GOLD
FLAVOR_RANGED
FLAVOR_OFFENSE
FLAVOR_PRODUCTION
FLAVOR_HAPPINESS
FLAVOR_NAVAL
FLAVOR_NAVAL_TILE_IMPROVEMENT
FLAVOR_WONDER
FLAVOR_NAVAL_RECON
FLAVOR_SCIENCE
FLAVOR_DIPLOMACY
FLAVOR_MILITARY_TRAINING
FLAVOR_INFRASTRUCTURE
FLAVOR_CITY_DEFENSE
FLAVOR_DEFENSE
FLAVOR_NAVAL_GROWTH
FLAVOR_EXPANSION
FLAVOR_CULTURE
FLAVOR_GREAT_PEOPLE
FLAVOR_WATER_CONNECTION
FLAVOR_AIR
FLAVOR_ANTIAIR
FLAVOR_SPACESHIP
FLAVOR_AIR_CARRIER
FLAVOR_NUKE

These are the only flavors Firaxis used for Leaders:
  • Leader Flavors are adjusted slightly at the beginning of each game in order to give each game a different "experience" for the player.
  • Leaders always have settings for all of these flavors.
  • "12" appears to be the highest setting used by Firaxis.
  • Each Leader's flavor value is randomly adjusted by up to +/-2 at the beginning of each game to make each game's behavior for a given Leader a bit different.
  • Flavors shown in blue were added for BNW
  • Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
Spoiler Leader Flavors :
Code:
FLAVOR_OFFENSE
FLAVOR_DEFENSE
FLAVOR_CITY_DEFENSE
FLAVOR_MILITARY_TRAINING
FLAVOR_RECON
FLAVOR_RANGED
FLAVOR_MOBILE
FLAVOR_NAVAL
FLAVOR_NAVAL_RECON
FLAVOR_NAVAL_GROWTH
FLAVOR_NAVAL_TILE_IMPROVEMENT
FLAVOR_AIR
FLAVOR_EXPANSION
FLAVOR_GROWTH
FLAVOR_TILE_IMPROVEMENT
FLAVOR_INFRASTRUCTURE
FLAVOR_PRODUCTION
FLAVOR_GOLD
FLAVOR_SCIENCE
FLAVOR_CULTURE
FLAVOR_HAPPINESS
FLAVOR_GREAT_PEOPLE
FLAVOR_WONDER
FLAVOR_RELIGION
FLAVOR_DIPLOMACY
FLAVOR_SPACESHIP
FLAVOR_WATER_CONNECTION
FLAVOR_NUKE
FLAVOR_USE_NUKE
FLAVOR_ESPIONAGE
FLAVOR_ANTIAIR
FLAVOR_AIR_CARRIER
[color="blue"]FLAVOR_I_LAND_TRADE_ROUTE
FLAVOR_I_SEA_TRADE_ROUTE
FLAVOR_ARCHAEOLOGY
FLAVOR_I_TRADE_ORIGIN
FLAVOR_I_TRADE_DESTINATION
FLAVOR_AIRLIFT[/color]

These are the only flavors Firaxis used for Resources:
  • FLAVOR_CULTURE was added to the used Flavors in BNW for RESOURCE_ARTIFACTS
  • Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
Spoiler Resource Flavors :
Code:
FLAVOR_OFFENSE
FLAVOR_MOBILE
FLAVOR_PRODUCTION
FLAVOR_GROWTH
FLAVOR_HAPPINESS
FLAVOR_CULTURE
--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Civilization <ArtDefineTag> as used by Firaxis:

Vanilla Civs:
Code:
ART_DEF_CIVILIZATION_AMERICA
ART_DEF_CIVILIZATION_ARABIA
ART_DEF_CIVILIZATION_AZTEC
ART_DEF_CIVILIZATION_CHINA
ART_DEF_CIVILIZATION_EGYPT
ART_DEF_CIVILIZATION_ENGLAND
ART_DEF_CIVILIZATION_FRANCE
ART_DEF_CIVILIZATION_GERMANY
ART_DEF_CIVILIZATION_GREECE
ART_DEF_CIVILIZATION_INDIA
ART_DEF_CIVILIZATION_IROQUOIS
ART_DEF_CIVILIZATION_JAPAN
ART_DEF_CIVILIZATION_OTTOMANS
ART_DEF_CIVILIZATION_PERSIA
ART_DEF_CIVILIZATION_ROME
ART_DEF_CIVILIZATION_RUSSIA
ART_DEF_CIVILIZATION_SIAM
ART_DEF_CIVILIZATION_SONGHAI
ART_DEF_CIVILIZATION_MINOR
ART_DEF_CIVILIZATION_BARBARIAN
Vanilla DLC:
Code:
ART_DEF_CIVILIZATION_MONGOL
G&K Civs: The regular (non-DLC) Civs added by G&K all used ART_DEF_CIVILIZATION_ROME
G&K DLC:
Code:
ART_DEF_CIVILIZATION_INCA
ART_DEF_CIVILIZATION_SPAIN
BNW Civs:
Code:
ART_DEF_CIVILIZATION_ASSYRIA
ART_DEF_CIVILIZATION_BRAZIL
ART_DEF_CIVILIZATION_INDONESIA
ART_DEF_CIVILIZATION_MOROCCO
ART_DEF_CIVILIZATION_POLAND
ART_DEF_CIVILIZATION_PORTUGAL
ART_DEF_CIVILIZATION_SHOSHONE
ART_DEF_CIVILIZATION_VENICE
ART_DEF_CIVILIZATION_ZULU
BNW DLC:
Code:
ART_DEF_CIVILIZATION_POLYNESIA
ART_DEF_CIVILIZATION_DENMARK
ART_DEF_CIVILIZATION_KOREA
ART_DEF_CIVILIZATION_BABYLON
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
AI Handicap Changes between Vanilla/G&K and BNW:
Handicap Table Column | HANDICAP_CHIEFTAIN | HANDICAP_AI_DEFAULT
<StartingLocPercent> | 50 | 50
<AdvancedStartPointsMod> | 130 | 100
<HappinessDefault> | 12 | 15
<ExtraHappinessPerLuxury> | 1 | --
<NumCitiesUnhappinessMod> | 60 | 90
<PopulationUnhappinessMod> | 60 | 90
<Gold> | 0 | 0
<GoldFreeUnits> | 0 | 0
<ProductionFreeUnits> | 7 | 7
<ProductionFreeUnitsPopulationPercent> | 50 | 50
<ProductionFreeUnitsPerCity> | 3 | 3
<RouteCostPercent> | 50 | 50
<UnitCostPercent> | 67 | 75
<BuildingCostPercent> | 67 | 75
<ResearchPercent> | 95 | 85
<PolicyPercent> | 67 | 75
<ImprovementCostPercent> | 100 | 100
<CityProductionNumOptionsConsidered> | 4 | 2
<TechNumOptionsConsidered> | 4 | 2
<PolicyNumOptionsConsidered> | 4 | 2
<AttitudeChange> | 1 | -1
<NoTechTradeModifier> | 90 | 70
<TechTradeKnownModifier> | -50 | --
<BarbCampGold> | 40 | 25
<BarbSpawnMod> | 5 | 0
<BarbarianBonus> | 60 | 40
<AIBarbarianBonus> | 70 | 60
<EarliestBarbarianReleaseTurn> | 60 | 0
<BarbarianLandTargetRange> | 3 | 5
<BarbarianSeaTargetRange> | 6 | 10
<AIDeclareWarProb> | 75 | 100
<AIUnhappinessPercent> | 100 | 100
<AIGrowthPercent> | 130 | 100
<AITrainPercent> | 130 | 100
<AIWorldTrainPercent> | 130 | 100
<AIConstructPercent> | 130 | 100
<AIWorldConstructPercent> | 130 | 100
<AICreatePercent> | 130 | 100
<AIWorldCreatePercent> | 130 | 100
<AIBuildingCostPercent> | 100 | 100
<AIUnitCostPercent> | 100 | 85
<AIUnitSupplyPercent> | 0 | 20
<AIUnitUpgradePercent> | 50 | 50
<AIAdvancedStartPercent> | 100 | 100
 
Last edited:
@LeeS hi )
Can you guide me in understanding of tagoptions at formation? Is there a tutorial?
Spoiler example :
Code:
    <Formation>
        <Name>DefaultMelee</Name>
        <SpacingX>13</SpacingX>
        <SpacingY>13</SpacingY>
        <SpacingMultiplier>1</SpacingMultiplier>
        <PerRowInc>0</PerRowInc>
        <YOffsetInc>1</YOffsetInc>
        <YOffsetCurved>1</YOffsetCurved>
        <Stagger>0</Stagger>
        <UnitRandomness>0.2</UnitRandomness>
        <BlockRandomness>0.2</BlockRandomness>
        <TotalWidth>4</TotalWidth>
        <XBlockSize>0</XBlockSize>
        <XBlockSpacingCount>0</XBlockSpacingCount>
        <YBlockSize>0</YBlockSize>
        <YBlockSpacingCount>0</YBlockSpacingCount>
        <CenterWidth>0</CenterWidth>
    </Formation>
 
So far as I am aware there is no tutorial on what the data for each of the formations means
So far as I am aware the <Formation> table cannot be modded
The Formation names are merely reference tags used by the game's core graphic unit-animation system when displaying the units ingame. Civ5 modding has never had access to any of the game's core graphic animation systems.

All modders do for the "Formation" info is pick from the list the most approptriate available Formation-tag.

ThreeBigGuns or TwoBigGuns would be appropriate for a cannon or artillery unit, for example, but not for a melee unit.
 
So far as I am aware there is no tutorial on what the data for each of the formations means
So far as I am aware the <Formation> table cannot be modded

Ok, does options of Formation can be moded in Civ6 ?
I need to understand which tagoption (inside formation) does what.
And I need this for modding Formations for Civ BE.
 
Formation in civ 6 has a completely different meaning -- it is not a designation for graphical representation of units like it is used in Civ5 UnitArt defintions.

If you are intending to mod something in Civ BERT then you need to be looking in the Civ BERT modding forums. Data from the Civ5 game do not necessarily cross over to BERT as they are two different games.
 
So far as I am aware the <Formation> table cannot be modded
It actually can be modded but not using the regular method.
My Unit Scaling and Formation mod has modified the XML file (derived from R.E.D) and it works just fine.
 
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