XML investigation

OK so let's start with some things in CIV4BuildingInfos.xml!

<Advisor>

Should be fixed.

<PrereqGameOption>

I'd suggest removing altogether both the Bee Bombs building and GAMEOPTION_HEART_OF_WAR inside GameOptions.xml.

Don't do this! Doing this will break save game compatibility.

<FreeBonus>

The following buildings have a non-0 number set as their number of free bonuses, but the free bonus is defined as NONE so it has no effect:
I suggest putting 0 in the number of free bonuses for consistency's sake.

Should be fixed.

Also the following buildings have "-1" set as their number of free bonuses:

BUILDING_BROADWAY
BUILDING_HOLLYWOOD
BUILDING_ROCKNROLL
BUILDING_RESEARCH_HOSPITAL
BUILDING_MOVIE_STUDIO

It seems that "-1" is interpreted as "6" in-game (the vanilla entries for Broadway, Hollywood and Rock'n Roll already had this "-1") so I guess it works (and should be let as is), though that's misleading...

I believe this was supposed to fix the number to 6 no matter what map size is used. However the variation due to map size done not seem to have been implemented in BtS. Maybe it has some other purpose.

<GreatPeopleUnitClass>

The following buildings have a <GreatPeopleUnitClass> defined but their <iGreatPeopleRateChange>
is set to 0, meaning they don't really contribute to great peoples:
...
I suggest replacing what's in <GreatPeopleUnitClass> by NONE for them.

Should be fixed. However both WIKIPEDIA and NATIONAL_LIBRARY_SERVICE should be contributing 1 to a great scientist.


Should be fixed.

<iHurryCostModifier>

Should be fixed.

<iYield> and <iCommerce>

Not having them there has no game affect. I understood that the fewer tags that have the default specified the faster the initial load.

<BonusHealthChanges><BonusHealthChange><BonusType>

Should be fixed.

<BonusProductionModifiers><BonusProductionModifier><BonusType>

Should be fixed.

<UnitCombatFreeExperiences><UnitCombatFreeExperience><UnitCombatType>

BUILDING_FLAVIAN has <UnitCombatType> defined with UNITCOMBAT_MELEE but with a <iExperience> of 0.
The corresponding tags could be removed.

Depends on the Coluseum. If it gives exp then the Flavian should not otherwise it should give 1 exp.

<SpecialistYieldChanges><SpecialistYieldChange><SpecialistType>

Should be fixed.

<Flavors><Flavor><FlavorType>

Many buildings have a flavor defined in <FlavorType>, but with 0 in <iFlavor>.
The corresponding Flavors could be removed.

I suspect that this was something that was being worked on but not completed. The flavors do need to be reviewed for all buildings at some stage.

Removing the zeros now is OK.

<iPrereqPopulation>I suggest only keeping the last one.

Agreed.

<PrereqOrFeature><PrereqFeature><FeatureType>

BUILDING_STRATOSPHERE has NONE defined as <FeatureType> but 1 as <bPrereqFeature>.
This could be removed.

Agreed.

<AndDependencyTypes><DependencyType>

Some <DependencyType> refer to buildings or features that are already in core:

All those dependencies could be removed, except those refering to religion (since they are defined in Modules/Custom_Religions which may not be loaded).

This may be a problem. All religions will eventually moved out into Custom Religions to allow players more options and because of the work I am doing on evolving religions.

I will need to look at each of these individually. Some can go because they were optional and now aren't but maybe some should be moved back out of core and made optional again.

BTW "core" is used for both the files in the XML folder and those in the optional modules. This is only done to confuse you;).

Tags that are never used (or only with a default value)

Though they may appear in modules files, they could probably be removed when they appear in the core building file, making entries slightly easier to read...

Agreed. As I said elsewhere this is a good idea as it slightly speeds up the initial load time.
 
<AndDependencyTypes><DependencyType>

Some <DependencyType> refer to buildings or features that are already in core:

RELIGION_SHAMAN
RELIGION_TENGRIISM
BUILDINGCLASS_STRATEGIC_GRAIN_RESERVE
ART_DEF_BUILDING_STRATEGIC_GRAIN_RESERVE
TECH_POTTERY
TRAIT_ORGANIZED
BUILDINGCLASS_GRANARY
UNITCLASS_ENGINEER
FLAVOR_GROWTH
BUILDINGCLASS_ARK
ART_DEF_BUILDING_ARK
ART_DEF_MOVIE_ARK
ERA_CLASSICAL
TECH_PRIESTHOOD
RELIGION_JUDAISM
FLAVOR_RELIGION
RELIGION_MESO
RELIGION_MESO
BUILDINGCLASS_NATIONAL_LIBRARY_SERVICE
ART_DEF_BUILDING_NATIONAL_LIBRARY_SERVICE
TECH_LIBERALISM
BUILDINGCLASS_LIBRARY
UNITCLASS_SCIENTIST
FLAVOR_SCIENCE
TECH_EXTREME_SPORTS
TECH_LONG_RANGE_FORECASTING
BUILDINGCLASS_PALACE
BUILDING_PALACE​


All those dependencies could be removed, except those refering to religion (since they are defined in Modules/Custom_Religions which may not be loaded).

Those referring to religions and traits need to remain. The rest can go.
 
Do you know how I can check whether a given tag is mandatory (even under the form <tag><tag> or <tag/>)?

Edit: well, the game seems to work fine without the tags mentioned above (hotkey, etc.) so I guess none of them were mandatory :]

No Tag exept the Type Tag is needed to load the game. This means you have to be very carefull with batch removing Tags. Never remove anything unless you are 100% sure that it isn't needed
 
iCommerce is always in the same order:
First line is :gold:, then :science:, then :culture: and then :espionage: (or :gold: and :science: are the other way round. So if you want to have +1 :culture: you need to set the first two to 0 and the 3rd to 1. You can set the 4th to 0 or just delete it, it works both ways. If you only want -1 :gold: then you only need to set the first one to -1 and can delete all the others. So if you want to delete some lines of code, you can delete all those with a 0, unless after them is a value =/= 0.

Same is true for yields; here it's :hammers:, :food: and :commerce: IIRC. It works the same way.
 
Onwards with the UnitInfos.xml file!


Duplicate Type inside the same file

The following appear more than once:
UNIT_ENGINEER
UNIT_FIGHTER
UNIT_JUDGE
UNIT_PROPHET
UNIT_SCIENTIST

I assume this is the result of merging files; the duplicate add the tags to build national standard of measurement, etc. Fighter as a few more tags to merge.
I suggest merging it all.


Raw text inside Text tags

UNIT_JUDGE's UniqueNames are not under the form TXT_KEY_... but directly as "Judge Roy Bean ; Lord Denning ; Sandra Day O`Connor..."

Similarly, UNIT_ARABIA_CAMELARCHER has "Mamaluke" inside Description, UNIT_APACHE_CAVALRY
has "Cochise (c. 1815 June 8, 1874) was a chief..." inside Civilopedia.

I suggest putting those in new TXT_KEY_... in a gametext file and replacing them by TXT_KEY_... in the core UnitInfos file.


<Capture>

UNIT_POISON_NOVA has two identical <Capture>NONE</Capture> tags.

I suggest removing one.


<Civilopedia>, <Strategy>

The following units have no Civilopedia and Strategy entry:
UNIT_MILITIA_MEDIEVAL
UNIT_MILITIA_RENAISSANCE
UNIT_MILITIA_INDUSTRIAL
UNIT_MILITIA_MODERN
UNIT_BLEEDER
UNIT_FERAL
UNIT_HITECH_ROBOT
UNIT_SENTINEL
UNIT_NANITE_SWARM
UNIT_NANITE_CLOUD

I'm not sure what to put there but at least here's the list if anyone want to fill them.


<Advisor>

UNIT_GREAT_HUNTER is missing its Advisor entry.

I suggest putting ADVISOR_MILITARY (or ADVISOR_GROWTH?)


<UnitAIType>

Those units have no UnitAIType:
Spoiler :

UNIT_EXECUTIVE_1
UNIT_EXECUTIVE_2
UNIT_EXECUTIVE_3
UNIT_EXECUTIVE_4
UNIT_EXECUTIVE_5
UNIT_EXECUTIVE_6
UNIT_EXECUTIVE_7
UNIT_EXECUTIVE_ADVENTURE
UNIT_EXECUTIVE_BULLSEYE
UNIT_EXECUTIVE_BURGERWORLD
UNIT_EXECUTIVE_EMPCLOTH
UNIT_EXECUTIVE_EWTRADE
UNIT_EXECUTIVE_FASHION
UNIT_EXECUTIVE_MALLWART
UNIT_EXECUTIVE_MAPSTER
UNIT_EXECUTIVE_MCDOWELLS
UNIT_EXECUTIVE_MILEHIGH
UNIT_EXECUTIVE_MOBBY
UNIT_MOONBEAN_EXECUTIVE
UNIT_EXECUTIVE_RED
UNIT_EXECUTIVE_SAFARI
UNIT_EXECUTIVE_ULTSOLDIER
UNIT_EXECUTIVE_WONKA
UNIT_JEWISH_MISSIONARY
UNIT_CHRISTIAN_MISSIONARY
UNIT_ISLAMIC_MISSIONARY
UNIT_HINDU_MISSIONARY
UNIT_BUDDHIST_MISSIONARY
UNIT_CONFUCIAN_MISSIONARY
UNIT_TAOIST_MISSIONARY
UNIT_HELLENIC_MISSIONARY
UNIT_ZOROASTRIAN_MISSIONARY
UNIT_EGYPT_MYTH_MISSIONARY
UNIT_NAGUALISM_MISSIONARY
UNIT_JUDGE
UNIT_IMMIGRANT


I don't know if something should be put there?


<iReligionSpread>

The following units have 30 for iReligionSpread, while the missionaries for other religions (as well as corporation executive) all have 40:
UNIT_ZOROASTRIAN_MISSIONARY
UNIT_EGYPT_MYTH_MISSIONARY
UNIT_NAGUALISM_MISSIONARY

Bug or feature?



<iFlavor>

The following unit have "10" defined as iFlavor for FLAVOR_GOLD and FLAVOR_PRODUCTION; other units never have anything else than "1".
UNIT_COG_MERCHANT
UNIT_CARRACK_MERCHANT
UNIT_CLIPPER_MERCHANT
UNIT_LIBERTY_MERCHANT
UNIT_CARGO_SHIP

Bug or feature?


<iBaseDiscover>

I assume this governs the :science: contribution of Great People.
Most Great People have 10,000 there, Great Scientist has 15,000 (sounds OK) but the Great Doctor only has 1,000.
I assume it should be 10,000?

Also, the Great Hunter also has 10,000 (while the Great General and Great Admiral have 0), but, unless I'm mistaken, can't speed up research, is it intended?


<SpecialCargo>, <DomainCargo>, <iCargo>

The following unit have a DomainCargo defined with 0 in iCargo. It seems that it allows units to board the ship even with 0 iCargo.

UNIT_PRE_DREADNOUGHT
UNIT_DREADNOUGHT_HELGOLAND
UNIT_BATTLECRUISER
UNIT_WW2_BATTLESHIP
UNIT_BATTLESHIP
UNIT_WW1_DESTROYER
UNIT_DESTROYER

Oddly, even several units which with a cargo volume of 1 seems to be able to board the ship, even if not belonging to a category defined into <SpecialCargo>

Also, UNIT_IRONCLAD has SPECIALUNIT_PEOPLE defined in <SpecialCargo> but NONE in <DomainCargo> and 0 in <iCargo> so nothing can board it.

I'm not sure what to do with all that.


<iExtraCost>

UNIT_MOBSTER_CAR has -5 defined in <iExtraCost>. Don't know if you really gain 5 :gold: per turn or if has no effect, but I'd say this is a bug and should be replaced by 5 - even if the thought of mobster cars bringing in money in exchange for higher crime sounds fun (but completely unbalanced since you could pile them up in an enemy city)...

Also I'm not sure whether this tag really works (cf. Bug&Crashes thread).



<iHotKeyPriority>

This usually empty or 0-value tag has a value of 100 for the following units:
UNIT_BLEEDER
UNIT_FERAL
UNIT_HITECH_ROBOT
UNIT_SENTINEL

Is it intended?


<FreePromotions><FreePromotion><PromotionType>

UNIT_NEANDERTHAL has PROMOTION_COMBAT1 in <PromotionType> and 0 in <bFreePromotion>. I assume both should be empty?


<iNumHealSupport>

This tag should limit the amount of units a given healer may assist to heal in a given round.

Most units are under 10 and reach up to 14 (UNIT_ANIMA_REPAIR_CLOUD), but two of them have a value of 100:
UNIT_FUSION_CARRIER
UNIT_SCIENTIST

I guess that's a bug (they can't even heal units) and the tag should be removed for them.


Heroes

There are 4 heroes in that file:
UNIT_GOTH_ALARIC
UNIT_BENIN_EWUARE
UNIT_MUGHAL_BABUR
UNIT_TUPI_CUNHAMBEBE
UNIT_SACAGAWEA

I guess they should go into Heroes_CIV4UnitInfos.xml instead (and have the same properties as others - it seems they are missing the ability to build achievements for example).


Culture-related national units

I can get them out in a dedicated file. Could even be optional if some players don't like it?


Tags that are never used (or only with a default value)

bAnimal
bQuickCombat
bPrereqReligion
HolyCity
ReligionType
StateReligion
AIWeight
TerrainImpassables
FeatureImpassables
FeatureNatives
HotKey
bAltDown
bShiftDown
bCtrlDown
bLineOfSight
CivilizationNames
bRBombardForceAbility

Can those be removed?
 
Duplicate Type inside the same file

Yes fix.

Raw text inside Text tags

UNIT_JUDGE's UniqueNames are not under the form TXT_KEY_... but directly as "Judge Roy Bean ; Lord Denning ; Sandra Day O`Connor..."

Similarly, UNIT_ARABIA_CAMELARCHER has "Mamaluke" inside Description, UNIT_APACHE_CAVALRY
has "Cochise (c. 1815 June 8, 1874) was a chief..." inside Civilopedia.

I suggest putting those in new TXT_KEY_... in a gametext file and replacing them by TXT_KEY_... in the core UnitInfos file.

Not for Judges or Great People. Yes for the others.

Having the TXT_KEY... allows for translation into other languages. The Great People screens rely on there being only one spelling of the great person's name as it uses that to find their picture. Yes it could have been done better by having the file name as TXT_KEY... instead of the name. At least that would have allowed for translations and avoided confusion since "The Great Alexander" is the same person as "Alexander the Great".

<Capture>

Yes fix.

<Civilopedia>, <Strategy>

They need pedia entries.

<Advisor>

UNIT_GREAT_HUNTER is missing its Advisor entry.

I suggest putting ADVISOR_MILITARY (or ADVISOR_GROWTH?)

Should be growth or culture as hunters are about food.

<UnitAIType>

Missionaries and Executives have special AI because of their type. They don't need UnitAIType as far as I can see.

Same is true of the Immigrant. AI came with the unit from Orion Veteran.

JUDGE should have the same AI type as LAWYER ????

<iReligionSpread>

Each religion should have its own probability of being spread by the missionary.

<iFlavor>

They are in theory correct. However the AI does seem to produce way to many of them. Perhaps the values can be halved.

<iBaseDiscover>

I assume this governs the :science: contribution of Great People.
Most Great People have 10,000 there, Great Scientist has 15,000 (sounds OK) but the Great Doctor only has 1,000.
I assume it should be 10,000?

Also, the Great Hunter also has 10,000 (while the Great General and Great Admiral have 0), but, unless I'm mistaken, can't speed up research, is it intended?

I think these values should all be increased. Great Scientist should be 150,000. All other GP 100,000.

Great Hunter should be zero.

Note: The Great Engineer hurry value should also be multiplied by 10.

In all cases there is no carry over. It just gives that tech or in the case of the GE finishes the wonder in one turn.

This increase in numbers is necessary because of the added prehistoric era in C2C has made later techs and wonders so much more expensive compared to other mods.

<SpecialCargo>, <DomainCargo>, <iCargo>

@TB can you answer this?

<iExtraCost>

Yes fix.

<iHotKeyPriority>

No idea, anyone?

<FreePromotions><FreePromotion><PromotionType>

Yes fix.

<iNumHealSupport>

@TB?


Yes fix. Not all heroes can build achievements only about half.

Note: Laura Croft should probably be moved from the Alt-Timelines folder in with the other Heroes.

Culture-related national units


I would be more inclined to make the whole Cultures thing an option by moving these and the heroes and the cultures into a Modules folder. This probably should be left until we decide if we want to try out Johny Smith's Culture system.

Having these as a separate file for now is probably a good idea.

Tags that are never used (or only with a default value)

bAnimal - all wild animals have this

bPrereqReligion - all missionaries, religious units and buildings have these
HolyCity
ReligionType
StateReligion


TerrainImpassables - any units may have these
FeatureImpassables
FeatureNatives - all spawning units may have these

Can those be removed?


If they are indeed empty <xxx/> or <xxx></xxx> they can be removed.
 
RWN, can you check one thing?
In CIV4ArtDefines_Unit.xml there is tag
<Type>ART_DEF_UNIT_UNITNAME</Type>

Can you check all XML files looking for all ART_DEF_UNIT_UNITNAME texts and send info which ART_DEF exists only in CIV4ArtDefines_Unit.xml file?
 
<SpecialCargo>, <DomainCargo>, <iCargo>

The following unit have a DomainCargo defined with 0 in iCargo. It seems that it allows units to board the ship even with 0 iCargo.

UNIT_PRE_DREADNOUGHT
UNIT_DREADNOUGHT_HELGOLAND
UNIT_BATTLECRUISER
UNIT_WW2_BATTLESHIP
UNIT_BATTLESHIP
UNIT_WW1_DESTROYER
UNIT_DESTROYER

Oddly, even several units which with a cargo volume of 1 seems to be able to board the ship, even if not belonging to a category defined into <SpecialCargo>

Also, UNIT_IRONCLAD has SPECIALUNIT_PEOPLE defined in <SpecialCargo> but NONE in <DomainCargo> and 0 in <iCargo> so nothing can board it.

I'm not sure what to do with all that.
I sorted this out in the Naval planning document but much of it was never implemented due to many ships being planned for complete redefinition or straight removal with something else put in place.
https://docs.google.com/spreadsheets/d/17se6XWheM40HVwFeKnVwzUcxaM5WvLny42OrG-OTQQQ/edit#gid=0
Honestly, if the team can start putting this planning in action it could help a lot. There's a few programming points that need to be made for some planned aspects, like units not being able to unboard in anything but a city for Troop Ships, freezing and ice destruction effects, late game naval units being able to hover over land and interact with land units, including defending and attacking cities much like a helicopter, but still being Sea Domain for example. But this shouldn't stop the vast majority of the planning here to be functional provided we can get 3d art worked out for all units that need it.
 
<iNumHealSupport>

This tag should limit the amount of units a given healer may assist to heal in a given round.

Most units are under 10 and reach up to 14 (UNIT_ANIMA_REPAIR_CLOUD), but two of them have a value of 100:
UNIT_FUSION_CARRIER
UNIT_SCIENTIST

I guess that's a bug (they can't even heal units) and the tag should be removed for them.
Remove it from the Scientist, yes. As for the Fusion Carrier, there are plans for that to be able to heal some types according to the aforementioned naval review document.
 
RWN, can you check one thing?
In CIV4ArtDefines_Unit.xml there is tag
<Type>ART_DEF_UNIT_UNITNAME</Type>

Can you check all XML files looking for all ART_DEF_UNIT_UNITNAME texts and send info which ART_DEF exists only in CIV4ArtDefines_Unit.xml file?

I'm not totally sure what you mean; I've put in your sheet from last time the list of all ART_DEF_* (in fact ART_DEF_UNIT_*) that appear in any .*CIV4ArtDefines_Unit.xml file, as well as the location of the corresponding .xml file and .dds it is pointing to.

Just in case, I also added the full list of every ART_DEF inside each ArtDefines_Unit in a 3rd sheet (basically the same as the 2nd sheet except that it's also for other files than just unit). For some reason I couldn't retrieve correctly the location some (very few) ART_DEF; their location is shown as "???" (by the look of it it's the art for some events, promotions and bonuses, nothing in units).

Also, for both sheets, I did the extraction before some file merging so the filepath might not be 100% up to date.

Hope it helps!


Have I missed any other requests for help here?

I don't think so, thanks for your input!
 
Just in case, I also added the full list of every ART_DEF inside each ArtDefines_Unit in a 3rd sheet (basically the same as the 2nd sheet except that it's also for other files than just unit). For some reason I couldn't retrieve correctly the location some (very few) ART_DEF; their location is shown as "???" (by the look of it it's the art for some events, promotions and bonuses, nothing in units).

Hope it helps!

Yep this helps :)
tnx
 
Not for Judges or Great People. Yes for the others.

Having the TXT_KEY... allows for translation into other languages. The Great People screens rely on there being only one spelling of the great person's name as it uses that to find their picture. Yes it could have been done better by having the file name as TXT_KEY... instead of the name. At least that would have allowed for translations and avoided confusion since "The Great Alexander" is the same person as "Alexander the Great".

Err, are you sure you mean it to stay this way? It looks like that in the file:

Code:
			<Class>UNITCLASS_APACHE_CAVALRY</Class>
			<Type>UNIT_APACHE_CAVALRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_MOUNTED</Combat>
			<SubCombatTypes>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_APACHE_CAVALRY</Description>
			<Civilopedia>Cochise (c. 1815 June 8, 1874) was a chief (a nantan) of the Chokonen ("central" or "real" Chiricahua) band of the Chiricahua Apache and the leader of an uprising that began in 1861. Cochise County, Arizona is named after him.</Civilopedia>
			<Strategy>TXT_KEY_UNIT_CAVALRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>

Meaning that there are 3 entries standing out due to directly putting text in some tags in the main file instead of into Gametext.xml, unlike every other (including other Great People which use TXT_KEY...).


They are in theory correct. However the AI does seem to produce way to many of them. Perhaps the values can be halved.

Well, they're the only entries with anything else than 1 for flavor, this looks like a typo that would have been carried over when copy&pasting the entry for each merchant ship...


Note: The Great Engineer hurry value should also be multiplied by 10.

You mean the production :)hammers:) hurry right?


If they are indeed empty <xxx/> or <xxx></xxx> they can be removed.

Some contain <xxx>NONE</xxx> or <xxx>0</xxx>. For example, <bPrereqReligion> only appears as 0 (obvious default value) if it's present at all; <TerrainImpassables> always appears as <TerrainImpassables/>.

What about those you quoted in red or removed in your quote, should I let them as they are?
 
The person names don't need KEY_TXT... because they, especially the Great People, must not be translated.

Pedia, Help and Strategy do need KEY_TXT_.. because they are the ones that can be translated without causing problems.

The merchant cogs etc are special case. They also came from Orion Veteran's mod as is, so maybe the value is correct in that mod.
 
The person names don't need KEY_TXT... because they, especially the Great People, must not be translated.

Pedia, Help and Strategy do need KEY_TXT_.. because they are the ones that can be translated without causing problems.

OK but then why should the Judge stand out? Every other Great Person goes through TXT_KEY referenced in one of the Gametext files... If it's just a matter of avoiding translations, I guess I can add a warning at the beginning of the corresponding Gametext files (now that they are nicely sorted ;) ) not to translate them and delete existing translations?

The merchant cogs etc are special case. They also came from Orion Veteran's mod as is, so maybe the value is correct in that mod.

I checked, it's also 10 for each. As they all came from the same file (which do not contain any other flavor entry), I'd say this reinforce the typo assumption ;) Even if it's not, it was then probably not thought as a component of C2C and thus their <flavor> is not aligned with all the other C2C units' <flavor> (why should those units particularly stand out compared to every other one in terms of production/gold flavor?).
 
If civilopeidia entry is XML like in Cochise sample then this text should be moved to proper XML TEXT file.
 
If civilopeidia entry is XML like in Cochise sample then this text should be moved to proper XML TEXT file.

I think Dancing Hoskuld was mainly talking about the Judge entry which shows like :

Code:
		<Class>UNITCLASS_JUDGE</Class>
			<Type>UNIT_JUDGE</Type>
			<UniqueNames>
				<UniqueName>Judge Roy Bean</UniqueName>
				<UniqueName>Lord Denning</UniqueName>
				<UniqueName>Sandra Day O`Connor</UniqueName>
				<UniqueName>Cardinal Francesco Barberini</UniqueName>
				<UniqueName>Carrington Tanner Marshall</UniqueName>
				<UniqueName>Thomas Danforth</UniqueName>
				<UniqueName>Thurgood Marshall</UniqueName>
				<UniqueName>Bao Zheng</UniqueName>
				<UniqueName>Juan Salvador Guzman Tapia</UniqueName>
				<UniqueName>King Archon</UniqueName>
				<UniqueName>Andrew Jackson</UniqueName>
				<UniqueName>Maximilien de Robespierre</UniqueName>
				<UniqueName>Syed Ahmed Khan</UniqueName>
				<UniqueName>Louis Renault</UniqueName>
				<UniqueName>Shirin Ebadi</UniqueName>
				<UniqueName>Andrew Hamilton</UniqueName>
				<UniqueName>Judge Ito</UniqueName>
				<UniqueName>Judge Othniel</UniqueName>
				<UniqueName>Judge Wapner</UniqueName>
			</UniqueNames>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ADMINISTRATOR</Combat>
			<SubCombatTypes>

while I thought of putting it like the Great Scientist for example:

Code:
<Class>UNITCLASS_SCIENTIST</Class>
			<Type>UNIT_SCIENTIST</Type>
			<UniqueNames>
				<UniqueName>TXT_KEY_GREAT_PERSON_ABU_AL_ZAHRAWI</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALBERT_EINSTEIN</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALEKSANDR_BUTLEROV</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALESSANDRO_VOLTA</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALEXANDER_FLEMING</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALFONSO_X_OF_CASTILE</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALFRED_NOBEL</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_ALHAZEN</UniqueName>
				<UniqueName>TXT_KEY_GREAT_PERSON_AL_KINDI</UniqueName>
...
 
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