Let's document GlobalDefines.xml!

JohnnyW

Gave up on this game
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Oct 8, 2010
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USA
I've been looking through the GlobalDefines.xml and I realized something....I don't know what more than half of it means! :confused: The modwiki page is blank and locked to editing as well, so no help there. :( So, in an effort to expand our communal knowledge (including my own), let's all contribute what we know about this file in this thread!

First half of GlobalDefines.xml:
Spoiler :

CAN_WORK_WATER_FROM_GAME_START (1) =
NAVAL_PLOT_BLOCKADE_RANGE (2) = The number of hexes naval units blockade in radius.
EVENT_MESSAGE_TIME (10) =
START_YEAR (-4000) = The starting date of the game (4000 BC).
WEEKS_PER_MONTHS (4) =
RECON_VISIBILITY_RANGE (6) = The visibility of air units with recon.
PLOT_VISIBILITY_RANGE (1) =
UNIT_VISIBILITY_RANGE (1) =
AIR_UNIT_REBASE_RANGE_MULTIPLIER (200) = The max range that air units may rebase (200% of combat range).
MOUNTAIN_SEE_FROM_CHANGE (2) =
MOUNTAIN_SEE_THROUGH_CHANGE (2) =
HILLS_SEE_FROM_CHANGE (1) =
HILLS_SEE_THROUGH_CHANGE (1) =
SEAWATER_SEE_FROM_CHANGE (1) =
SEAWATER_SEE_THROUGH_CHANGE (1) =
MAX_YIELD_STACK (5) =
MOVE_DENOMINATOR (60) =

Spoiler :

STARTING_DISTANCE_PERCENT (12) =
MIN_CIV_STARTING_DISTANCE (10) =
MIN_CITY_RANGE (2) = The minimum number of spaces between cities placed on the same continent.
OWNERSHIP_SCORE_DURATION_THRESHOLD (20) =
NUM_POLICY_BRANCHES_ALLOWED (2) =
VICTORY_POINTS_NEEDED_TO_WIN (20) =
NUM_VICTORY_POINT_AWARDS (5) =
NUM_OR_TECH_PREREQS (3) = The max number of "or" prerequisites the engine will read for techs before ignoring them.
NUM_AND_TECH_PREREQS (4) = The max number of "and" prerequisites the engine will read for techs before ignoring them.
NUM_UNIT_AND_TECH_PREREQS (3) =The max number of "and" tech prerequisites the engine will read for units before ignoring them.
NUM_BUILDING_AND_TECH_PREREQS (3) = The max number of "and" prerequisites the engine will read for buildings before ignoring them.
NUM_BUILDING_RESOURCE_PREREQS (5) = The max number of resource prerequisites the engine will read for buildings before ignoring them.
BASE_RESEARCH_RATE (1) =

Limits on buildings/wonders per city:
Spoiler :

MAX_WORLD_WONDERS_PER_CITY (-1) = The number of world wonders a city may construct (unlimited).
MAX_TEAM_WONDERS_PER_CITY (-1) = The number of team wonders a city may construct (unlimited).
MAX_NATIONAL_WONDERS_PER_CITY (-1) = The number of national wonders a city may construct (unlimited).
MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC (-1) = The number of national wonders a city may construct using One City Challenge (unlimited).
MAX_BUILDINGS_PER_CITY (-1) = The number of buildings a city may construct (unlimited).

Food mechanics:
Spoiler :

INITIAL_CITY_POPULATION (1) = The number of citizens in newly settled cities.
CITY_CAPTURE_POPULATION_PERCENT (50) = The percent of the population a captured city will retain (50%).
BASE_CITY_GROWTH_THRESHOLD (15) = The amount of food required for city growth from size 1 to size 2.
CITY_GROWTH_MULTIPLIER (8) = The additional amount each pop adds to the growth bucket (8x).
CITY_GROWTH_EXPONENT (1.5) = The additional amount pop adds to the growth bucket ([x-1]^1.5).
FOOD_CONSUMPTION_PER_POPULATION (2) = The amount of food each citizen consumes.

Happiness mechanics:
Spoiler :

HAPPINESS_PER_CITY_WITH_STATE_RELIGION (0) = Assumed to be obsolete.
HAPPINESS_PER_NATURAL_WONDER (1) = The global happiness that each natural wonder grants.
HAPPINESS_PER_EXTRA_LUXURY (0) = The global happiness excess luxuries grant.
UNHAPPINESS_PER_POPULATION (1) = The global unhappiness caused per population.
UNHAPPINESS_PER_OCCUPIED_POPULATION (1.34) = The global unhappiness caused per population in occupied cities.
UNHAPPINESS_PER_CITY (2) = The global unhappiness caused by each city.
UNHAPPINESS_PER_CAPTURED_CITY (5) = The unhappiness caused by annexed cities without a courthouse.
UNHAPPY_GROWTH_PENALTY (-75) = The bonus to excess food in every city when below 0 global happiness (75% penalty).
VERY_UNHAPPY_GROWTH_PENALTY (-100) = The bonus to excess food in every city when below the Very Unhappy treshold (see below).
VERY_UNHAPPY_CANT_TRAIN_SETTLERS (1) = Civilizations below the Very Unhappy cannot train settlers (when set to 1).
VERY_UNHAPPY_THRESHOLD (-10) = The treshold where a civilization becomes Very Unhappy (at -10).
VERY_UNHAPPY_COMBAT_PENALTY (-33) = Bonus to military units in a Very Unhappy civilization (-33%).
STRATEGIC_RESOURCE_EXHAUSTED_PENALTY (-50) = The bonus to military units which require a strategic resource the civilization currently does not have enough of (-50%).
VERY_UNHAPPY_PRODUCTION_PENALTY (-50) = The bonus to production in Very Unhappy civilizations (-50%).
SUPER_UNHAPPY_THRESHOLD (-20) = The treshold where a civilization becomse Super Unhappy.
REVOLT_COUNTER_MIN (4) =
REVOLT_COUNTER_POSSIBLE (3) =
REVOLT_NUM_BASE (100) =
REVOLT_NUM_CITY_COUNT (20) =
WLTKD_GROWTH_MULTIPLIER (25) = The increase in excess food under We Love The King Day (+25%).

Spoiler :

INDUSTRIAL_ROUTE_PRODUCTION_MOD (50) = The percentile production bonus granted to cities connected to the capital by rails (+50%).
RESOURCE_DEMAND_COUNTDOWN_BASE (15) =
RESOURCE_DEMAND_COUNTDOWN_CAPITAL_ADD (25) =
RESOURCE_DEMAND_COUNTDOWN_RAND (10) =
NEW_HURRY_MODIFIER (50) =

Spoiler :

GREAT_GENERAL_RANGE (2) = The number of hexes (in radius) effected by Great Generals.
GREAT_GENERAL_STRENGTH_MOD (20) = The bonus to surrounding units from Great Generals (+20%).
BONUS_PER_ADJACENT_FRIEND (10) = The bonus from each friendly unit flanking an enemy (+10%).
POLICY_ATTACK_BONUS_MOD (33) = The bonus from the autocracy social policy (+33%).
CONSCRIPT_MIN_CITY_POPULATION (5) =
CONSCRIPT_POPULATION_PER_COST (60) =
MIN_TIMER_UNIT_DOUBLE_MOVES (32) =
COMBAT_DAMAGE (20) =
NONCOMBAT_UNIT_RANGED_DAMAGE (4) = Teh damage dealt to noncombat units from ranged attacks.
NAVAL_COMBAT_DEFENDER_STRENGTH_MULTIPLIER (40) =

Spoiler :

QUICKSAVE (QuickSave) =
LAKE_PLOT_RAND (160) =
PLOTS_PER_RIVER_EDGE (12) =
RIVER_SOURCE_MIN_RIVER_RANGE (4) =
RIVER_SOURCE_MIN_SEAWATER_RANGE (2) =
LAKE_MAX_AREA_SIZE (9) = A lake may only be as large as this many hexes.

Maintenance and trade routes:
Spoiler :

INITIAL_GOLD_PER_UNIT_TIMES_100 (50) =
INITIAL_FREE_OUTSIDE_UNITS (3) =
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT (0) =
UNIT_MAINTENANCE_GAME_MULTIPLIER (8) =
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR (7) =
FREE_UNIT_HAPPINESS (0) =
TRADE_ROUTE_BASE_GOLD (100) = The base yield of trade routes in hundreths (1 gold).
TRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER (0) = The gold per population of the capital yield for trade routes in hundreths (0 gold).
TRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER (125) = The gold per population of connected cities yield of trade routes in hundreths (1.25 gold per pop).
DEFICIT_UNIT_DISBANDING_THRESHOLD (-5) =
BUILDING_SALE_DIVISOR (10) =
DISBAND_UNIT_REFUND_PERCENT (10) =

Golden age mechanics:
Spoiler :

GOLDEN_AGE_BASE_THRESHOLD_HAPPINESS (500) = The amount of excess happiness required to start first golden age.
GOLDEN_AGE_THRESHOLD_CITY_MULTIPLIER (0.01) =
GOLDEN_AGE_EACH_GA_ADDITIONAL_HAPPINESS (250) = The amount of excess happiness added to trigger each additional golden age.
GOLDEN_AGE_VISIBLE_THRESHOLD_DIVISOR (5) =
BASE_GOLDEN_AGE_UNITS (1) =
GOLDEN_AGE_UNITS_MULTIPLIER (1) =
GOLDEN_AGE_LENGTH (10) = The number of turns a golden age from happiness wil last.
GOLDEN_AGE_GREAT_PEOPLE_MODIFIER (100) =
MIN_UNIT_GOLDEN_AGE_TURNS (3) = The minimum length of golden ages sparked by great people.

Spoiler :

HILLS_EXTRA_MOVEMENT (1) = The number of extra moves required to cross hills.
RIVER_EXTRA_MOVEMENT (10) = The number of extra moves required to cross rivers.
FEATURE_GROWTH_MODIFIER (25) =
ROUTE_FEATURE_GROWTH_MODIFIER (-50) =
EXTRA_YIELD (1) =
FORTIFY_MODIFIER_PER_TURN (25) = The bonus to defending when fortified (+25% and stacks per turn).
MAX_FORTIFY_TURNS (2) = The max stacks of the fortification bonus.

Nuke mechanics:
Spoiler :

NUKE_FALLOUT_PROB (50) = The chance of hexes attacked by a nuke to receive the fallout feature (50%).
NUKE_UNIT_DAMAGE_BASE (3) = The base damage dealt to units by nukes.
NUKE_UNIT_DAMAGE_RAND_1 (4) = The possible bonus damage dealt by level 1 or 2 nukes.
NUKE_UNIT_DAMAGE_RAND_2 (4) = The possible additional bonus damage dealt to units by level 2 nukes.
NUKE_NON_COMBAT_DEATH_THRESHOLD (6) = The damage dealt to noncombat units by nukes.
NUKE_LEVEL1_POPULATION_DEATH_BASE (30) = The base percentile of population killed by atomic bombers (-30% pop).
NUKE_LEVEL1_POPULATION_DEATH_RAND_1 (20) = Random additional damage to pop from atomic bombers.
NUKE_LEVEL1_POPULATION_DEATH_RAND_2 (20) = Random additional damage to pop from atomic bombers.
NUKE_LEVEL2_POPULATION_DEATH_BASE (60) = The base percentile of population killed by a nuclear missle (-60% pop).
NUKE_LEVEL2_POPULATION_DEATH_RAND_1 (10) = Random additional damage to pop from a nuclear missle.
NUKE_LEVEL2_POPULATION_DEATH_RAND_2 (10) = Random additional damage to pop from a nuclear missle.
NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD (5) = A city with this pop or lower is instantly destroyed by a nuclear missle.
NUKE_CITY_HIT_POINT_DAMAGE (50) = The percent of hp the city loses when nuked.
NUKE_BLAST_RADIUS (2) = The number of hexes (radius) surrounding targetted tile that are nuked.

Spoiler :

TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER (50) =
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER (30) =
TECH_COST_KNOWN_PREREQ_MODIFIER (20) =
PEACE_TREATY_LENGTH (10) = The number of turns you may not attack an opponent after signing a peace treaty with them.
COOP_WAR_LOCKED_LENGTH (15) =

Spoiler :

BASE_FEATURE_PRODUCTION_PERCENT (67) =
FEATURE_PRODUCTION_PERCENT_MULTIPLIER (0) =
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT (67) =
DEFAULT_WAR_VALUE_FOR_UNIT (100) =
UNIT_PRODUCTION_PERCENT (100) =
MAX_UNIT_SUPPLY_PRODMOD (70) =
BUILDING_PRODUCTION_PERCENT (100) =
PROJECT_PRODUCTION_PERCENT (100) =
MAXED_UNIT_GOLD_PERCENT (100) =
MAXED_BUILDING_GOLD_PERCENT (100) =
MAXED_PROJECT_GOLD_PERCENT (300) =
MAX_CITY_DEFENSE_DAMAGE (100) =

Spoiler :

CIRCUMNAVIGATE_FREE_MOVES (0) = The number of extra moves given to naval units of the first civ to circumnavigate the world.
BASE_CAPTURE_GOLD (20) = The base value of gold when capturing a city.
CAPTURE_GOLD_PER_POPULATION (10) = The amount of bonus gold granted per population of a captured city.
CAPTURE_GOLD_RAND1 (20) =
CAPTURE_GOLD_RAND2 (20) =
CAPTURE_GOLD_MAX_TURNS (50) =
BARBARIAN_CITY_ATTACK_MODIFIER (-25) = The bonus barbarians receive when attacking cities (-25%).
BUILDING_PRODUCTION_DECAY_TIME (50) =
BUILDING_PRODUCTION_DECAY_PERCENT (99) =
UNIT_PRODUCTION_DECAY_TIME (10) =
UNIT_PRODUCTION_DECAY_PERCENT (98) =
BASE_UNIT_UPGRADE_COST (10) =
UNIT_UPGRADE_COST_PER_PRODUCTION (2) =
UNIT_UPGRADE_COST_MULTIPLIER_PER_ERA (0.0) =
UNIT_UPGRADE_COST_EXPONENT (1.0) =
UNIT_UPGRADE_COST_VISIBLE_DIVISOR (5) =
UNIT_UPGRADE_COST_DISCOUNT_MAX (-75) =
WAR_SUCCESS_UNIT_CAPTURING (1) =
WAR_SUCCESS_CITY_CAPTURING (10) =
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL (4) =
TEAM_VOTE_MIN_CANDIDATES (2) =
RESEARCH_AGREEMENT_TIMER (20) = The base number of turns a research agreement takes using standard settings.
 
The second half of GlobalDefines.xml:

Policy mechanics:
Spoiler :

BASE_POLICY_COST (25) = The base cost of a civilization's first social policy.
POLICY_COST_INCREASE_TO_BE_EXPONENTED (6) =
POLICY_COST_EXPONENT (1.70) =
POLICY_COST_VISIBLE_DIVISOR (5) =
SWITCH_POLICY_BRANCHES_ANARCHY_TURNS (1) = The number of turns of anarchy when a civilzation switches between incompatible social policies.
POLICY_COST_DISCOUNT_MAX (-75) = The maximum percentile discount allowed for social policy cost.

Gold rush mechanics:
Spoiler :

GOLD_PURCHASE_GOLD_PER_PRODUCTION (30) = Coefficient for the production formula a*:c5production:^b
HURRY_GOLD_PRODUCTION_EXPONENT (0.75) = Exponent for the production formula a*:c5production:^b
GOLD_PURCHASE_VISIBLE_DIVISOR (10) =
PROJECT_PURCHASING_DISABLED (1) = Can a civilization purchase projects? (1 = disabled)
HURRY_GOLD_TECH_EXPONENT (1.10) =
HURRY_GOLD_CULTURE_EXPONENT (1.10) =

Spoiler :

INFLUENCE_MOUNTAIN_COST (3) =
INFLUENCE_HILL_COST (2) =
INFLUENCE_RIVER_COST (1) =
USE_FIRST_RING_INFLUENCE_TERRAIN_COST (0) =
NUM_RESOURCE_QUANTITY_TYPES (4) =
SPECIALISTS_DIVERT_POPULATION_ENABLED (0) =
SCIENCE_PER_POPULATION (1) = The number of beakers each population grants.
RESEARCH_AGREEMENT_MOD (0) =

Barbarian mechanics:
Spoiler :

BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD (33) =
BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING (2) =
BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL (4) = The minimum distance barbarian camps may spawn to a civilization's capital.
BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP (7) = The minimum distance barbarian camps may spawn to another barbarian camp.
BARBARIAN_CAMP_COASTAL_SPAWN_ROLL (6) =
BARBARIAN_EXTRA_RAGING_UNIT_SPAWN_CHANCE (10) =
BARBARIAN_NAVAL_UNIT_START_TURN_SPAWN (30) =
MAX_BARBARIANS_FROM_CAMP_NEARBY (2) =
MAX_BARBARIANS_FROM_CAMP_NEARBY_RANGE (4) =
GOLD_FROM_BARBARIAN_CONVERSION (25) =
BARBARIAN_CITY_GOLD_RANSOM (200) =
BARBARIAN_UNIT_GOLD_RANSOM (100) =

Embarked mechanics:
Spoiler :

EMBARKED_UNIT_COMBAT_STRENGTH (0) = The combat strength of embarked units (is it flat or percentage?).
EMBARKED_NOT_CIVILIAN_COMBAT_STRENGTH (500) = Combat strength of non-civilian embarked units which can defend themselves.
EMBARKED_UNIT_MOVEMENT (2) = The movement rate of embarked units.
EMBARKED_VISIBILITY_RANGE (0) = The visibility range of embarked units.

Spoiler :

DEFAULT_MAX_NUM_BUILDERS (-1) =
BARBARIAN_TECH_PERCENT (75) =
CITY_RESOURCE_WLTKD_TURNS (20) = The number of turns a city will stay in WLTKD.
MAX_SPECIALISTS_FROM_BUILDING (4) = The max number of specialists allowed per building.
GREAT_PERSON_THRESHOLD_BASE (100) = The amount of great person points needed to spawn the first great person in a city.
GREAT_PERSON_THRESHOLD_INCREASE (100) = The amount of additional great person points needed for consecutive great people.
GREAT_PERSON_VICTORY_POINTS (2) =
CULTURE_BOMB_COOLDOWN (10) = number of turns before a player may use another culture bomb
CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE (-50) = The amount of influence you gain with minor civs by taking their land with a Great Artist culture bomb (-50).
POST_COMBAT_TEXT_DELAY (1.0) =
UNIT_AUTO_EXPLORE_DISABLED (0) = Is auto-explore disabled? (0 = no.)
UNIT_WORKER_AUTOMATION_DISABLED (0) = Is worker automation disabled? (0 = no.)
UNIT_DELETE_DISABLED (0) = Is unit delete disabled? (0 = no.)

Spoiler :

MIN_START_AREA_TILES (4) =
MIN_DISTANCE_OTHER_AREA_PERCENT (75) =
MINOR_CIV_FOOD_REQUIREMENT (2) =
MAJOR_CIV_FOOD_REQUIREMENT (2) =
MIN_START_FOUND_VALUE_AS_PERCENT_OF_BEST (50) =
START_AREA_FOOD_MULTIPLIER (6) =
START_AREA_HAPPINESS_MULTIPLIER (12) =
START_AREA_PRODUCTION_MULTIPLIER (8) =
START_AREA_GOLD_MULTIPLIER (2) =
START_AREA_SCIENCE_MULTIPLIER (1) =
START_AREA_RESOURCE_MULTIPLIER (1) =
START_AREA_STRATEGIC_MULTIPLIER (1) =
START_AREA_BUILD_ON_COAST_PERCENT (20) =

AI Settler mechanics:
Spoiler :

SETTLER_FOOD_MULTIPLIER (15) = The value AI settlers give to food when evaluating where to settle.
SETTLER_HAPPINESS_MULTIPLIER (8) = The value AI settlers give to happiness when evaluating where to settle.
SETTLER_PRODUCTION_MULTIPLIER (3) = The value AI settlers give to production when evaluating where to settle.
SETTLER_GOLD_MULTIPLIER (2) = The value AI settlers give to gold when evaluating where to settle.
SETTLER_SCIENCE_MULTIPLIER (1) = The value AI settlers give to science when evaluating where to settle.
SETTLER_RESOURCE_MULTIPLIER (3) = The value AI settlers give to bonus resources when evaluating where to settle.
SETTLER_STRATEGIC_MULTIPLIER (1) = The value AI settlers give to strategic resources when evaluating where to settle.
SETTLER_BUILD_ON_COAST_PERCENT (25) = The bonus value AI settlers give to building on the coast when evaluating where to settle (+25%).
CITY_RING_1_MULTIPLIER (12) = The weight AI settlers give to the first ring of hexes when evaluating where to settle.
CITY_RING_2_MULTIPLIER (6) = The weight AI settlers give to the second ring of hexes when evaluating where to settle.
CITY_RING_3_MULTIPLIER (2) = The weight AI settlers give to the third ring of hexes when evaluating where to settle.
SETTLER_EVALUATION_DISTANCE (20) = The maximum distance AI settlers will evaulate city construction.
SETTLER_DISTANCE_DROPOFF_MODIFIER (75) =
BUILD_ON_RESOURCE_PERCENT (-50) = The bonus value AI settlers give to building on a resource when evaluating where to settle (-50%).
BUILD_ON_RIVER_PERCENT (50) = The bonus value AI settlers give to building on a river when evaluating where to settle (+50%).
CHOKEPOINT_STRATEGIC_VALUE (3) =
HILL_STRATEGIC_VALUE (2) =
ALREADY_OWNED_STRATEGIC_VALUE (-1000) =

Minor civ mechanics:
Spoiler :

MINOR_CIV_CONTACT_GOLD_FIRST (30) = The gold bonus for finding a minor civ (city-state) first.
MINOR_CIV_CONTACT_GOLD_OTHER (15) = The gold bonus for finding a minor civ (city-state), but not the first to do so.
MINOR_CIV_GROWTH_PERCENT (150) = The percent at which minor civs grow (150% food produciton).
MINOR_CIV_PRODUCTION_PERCENT (150) = The percent at which minor civs produce (150% production).
MINOR_CIV_GOLD_PERCENT (200) = The percent at which minor civs gain gold (200% commerce).
MINOR_CIV_TECH_PERCENT (40) = The percent at which minor civs research (40% beakers).
MINOR_POLICY_RESOURCE_MULTIPLIER (200) = The amount of resources you receive from minor civs with the patronage policy modifier (200%).
MINOR_POLICY_RESOURCE_HAPPINESS_MULTIPLIER (150) = The amount of happiness you receive from minor civs with the patronage policy modifier (150%).
MINOR_GOLD_GIFT_LARGE (1000) = The gold value of a large gift to a minor civ (city-state).
MINOR_GOLD_GIFT_MEDIUM" (500) = The gold value of a medium gift to a minor civ (city-state).
MINOR_GOLD_GIFT_SMALL (250) = The gold value of a small gift to a minor civ (city-state).
MINOR_FRIENDSHIP_FROM_TRADE_MISSION (30) = The amount of influence gained by a Great Merchant trade mission.

Unit combat mechanics:
Spoiler :

PLOT_UNIT_LIMIT (1) =
ZONE_OF_CONTROL_ENABLED (1) = Is zone of control enabled? (1 = yes.)
FIRE_SUPPORT_DISABLED (1) =
MAX_HIT_POINTS (10) = unit max hitpoints
MAX_CITY_HIT_POINTS (25) = city max hitpoints
CITY_HIT_POINTS_HEALED_PER_TURN (2) = base hitpoints cities heal each turn
FLAT_LAND_EXTRA_DEFENSE (-10) = bonus for units on flatland (10% penalty)
HILLS_EXTRA_DEFENSE (25) = bonus for units on hill terrain (25%)
RIVER_ATTACK_MODIFIER (-20) = bonus for attacking across a river (20% penalty)
AMPHIB_ATTACK_MODIFIER (-50) = bonus for attacking from sea to land (50% penalty)
ENEMY_HEAL_RATE (1) = The amount of hp a unit will heal per turn in enemy territory.
NEUTRAL_HEAL_RATE (1) = The amount of hp a unit will heal per turn in neutral territory.
FRIENDLY_HEAL_RATE (2) = The amount of hp a unit will heal per turn in friendly territory.
CITY_HEAL_RATE (3) = The amount of hp a unit will heal per turn in a city.
ATTACK_SAME_STRENGTH_MIN_DAMAGE (400) = The minimum amount of damage melee units deal when evenly matched in hundreths (4 damage).
RANGE_ATTACK_RANGED_DEFENDER_MOD (125) = The defensive value for ranged units against ranged attacks (125%).
ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE (400) = developer note: this will actually produce between 0.00 and 3.99 damage (rounded down to 0-3 typically)
RANGE_ATTACK_SAME_STRENGTH_MIN_DAMAGE (200) = The minimum amount of damage ranged units deal when evenly matched in hundreths (2 damage).
RANGE_ATTACK_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE (400) = developer note: this will actually produce between 0.00 and 3.99 damage (rounded down to 0-2 typically)
AIR_STRIKE_SAME_STRENGTH_MIN_DEFENSE_DAMAGE (200) = The minimum amount of damage air units take when evenly matched in hundreths (2 damage).
AIR_STRIKE_SAME_STRENGTH_POSSIBLE_EXTRA_DEFENSE_DAMAGE (200) = developer note: this will actually produce between 0.00 and 1.99 damage (rounded down to 0-1 typically)
INTERCEPTION_SAME_STRENGTH_MIN_DAMAGE (400) = The minimum amount of damage air units deal in interception when evenly matched in hundreths (4 damage).
INTERCEPTION_SAME_STRENGTH_POSSIBLE_EXTRA_DAMAGE (300) = developer note: this will actually produce between 0.00 and 2.99 damage (rounded down to 0-2 typically)
AIR_SWEEP_INTERCEPTION_DAMAGE_MOD (75) = The amount of damage air units deal in interception (75%).
WOUNDED_DAMAGE_MULTIPLIER (50) =
TRAIT_WOUNDED_DAMAGE_MOD (-50) =

City combat mechanics:
Spoiler :

CITY_STRENGTH_DEFAULT (600) = The base defense for a newly settled city (6.00).
CITY_STRENGTH_POPULATION_CHANGE (25) = The amount of defense added for each population (0.25).
CITY_STRENGTH_UNIT_DIVISOR (500) =
CITY_STRENGTH_TECH_BASE (5) =
CITY_STRENGTH_TECH_EXPONENT (2.0) =
CITY_STRENGTH_TECH_MULTIPLIER (2) =
CITY_STRENGTH_HILL_MOD (15) =
CITY_ATTACKING_DAMAGE_MOD (50) =
ATTACKING_CITY_MELEE_DAMAGE_MOD (100) =
CITY_ATTACK_RANGE (2) = The max range a city may fire.
CAN_CITY_USE_INDIRECT_FIRE (1) = Does a city have indirect fire? (1 = yes.)
CITY_RANGED_ATTACK_STRENGTH_MULTIPLIER (50) =
MIN_CITY_STRIKE_DAMAGE (1) = The minimum damage a city can deal.
CITY_CAPTURE_DAMAGE_PERCENT (50) = A captured city retains this percentile of hp (50%).

Experience mechanics:
Spoiler :

EXPERIENCE_PER_LEVEL (10) = The amount of additional experience a unit must acquire to gain each level (10. then 20 more, then 30 more).
EXPERIENCE_ATTACKING_UNIT_MELEE (5) = The amount of xp a unit gains when attacking in melee.
EXPERIENCE_DEFENDING_UNIT_MELEE (4) = The amount of xp a unit gains when defending in melee.
EXPERIENCE_ATTACKING_UNIT_AIR (4) = The amount of xp a unit gains when attacking in air.
EXPERIENCE_DEFENDING_UNIT_AIR (2) = The amount of xp a unit gains when defending in air.
EXPERIENCE_ATTACKING_UNIT_RANGED (2) = The amount of xp a unit gains when attacking a unit in range.
EXPERIENCE_DEFENDING_UNIT_RANGED (2) = The amount of xp a unit gains when defending against a ranged attack.
EXPERIENCE_ATTACKING_AIR_SWEEP (5) = The amount of xp a unit gains when performing an air sweep.
EXPERIENCE_DEFENDING_AIR_SWEEP_AIR (5) = The amount of xp an air unit gains when defending an air sweep.
EXPERIENCE_DEFENDING_AIR_SWEEP_GROUND (2) = The amount of xp a ground unit gains when defending an air sweep.
EXPERIENCE_ATTACKING_CITY_MELEE (5) = The amount of xp a unit gains when attacking a city in melee.
EXPERIENCE_ATTACKING_CITY_RANGED (3) = The amount of xp a unit gains when attacking a city in range.
EXPERIENCE_ATTACKING_CITY_AIR (4) = The amount of xp an air unit gains when attacking a city.
BARBARIAN_MAX_XP_VALUE (30) = The maximum xp a unit may earn from fighting barbarians.
COMBAT_EXPERIENCE_IN_BORDERS_PERCENT (100) =

Spoiler :

GREAT_GENERALS_THRESHOLD_INCREASE (50) = The amount of additional xp required to spawn consecutive Great Generals.
GREAT_GENERALS_THRESHOLD_INCREASE_TEAM (50) =
GREAT_GENERALS_THRESHOLD (200) = The amount of xp required to spawn a Great General.
UNIT_DEATH_XP_GREAT_GENERAL_LOSS (50) =
MIN_EXPERIENCE_PER_COMBAT (1) = The minimum amount of experience a unit can gain through one combat.
MAX_EXPERIENCE_PER_COMBAT (10) = The maximum amount of experience a unit may gain through one combat.
CRAMPED_RANGE_FROM_CITY (5) =
CRAMPED_USABLE_PLOT_PERCENT (25) =
PROXIMITY_NEIGHBORS_CLOSEST_CITY_REQUIREMENT (7) =
PROXIMITY_CLOSE_CLOSEST_CITY_POSSIBILITY (11) =
PROXIMITY_CLOSE_DISTANCE_MAP_MULTIPLIER (25) =
PROXIMITY_CLOSE_DISTANCE_MAX (20) =
PROXIMITY_CLOSE_DISTANCE_MIN (10) =
PROXIMITY_FAR_DISTANCE_MAP_MULTIPLIER (45) =
PROXIMITY_FAR_DISTANCE_MAX (50) =
PROXIMITY_FAR_DISTANCE_MIN (20) =

Border expansion mechanics:
Spoiler :

PLOT_BASE_COST (50) = cost of buying the first hex of land
PLOT_ADDITIONAL_COST_PER_PLOT (5) = additional cost of each further purchased hex of land
PLOT_COST_APPEARANCE_DIVISOR (5) = rounds cost to a multiple of 5 (but in which direction?)
CULTURE_COST_FIRST_PLOT (15) = amount of culture required to expand the borders of a city for the first time
CULTURE_COST_LATER_PLOT_MULTIPLIER (10) =
CULTURE_COST_LATER_PLOT_EXPONENT (1.1) =
CULTURE_COST_VISIBLE_DIVISOR (5) =
CULTURE_PLOT_COST_MOD_MINIMUM (-85) = minimum culture cost after any discounts (15%)
MINOR_CIV_PLOT_CULTURE_COST_MULTIPLIER (150) =
MAXIMUM_BUY_PLOT_DISTANCE (3) = The maximum radius to purchase hexes aruond a city.
MAXIMUM_ACQUIRE_PLOT_DISTANCE (5) = The maximum radius to acquire hexes from a city (have not tested if this is less than MAXIMUM_BUY_PLOT_DISTANCE).
PLOT_INFLUENCE_DISTANCE_MULTIPLIER (100) =
PLOT_INFLUENCE_RING_COST (100) =
PLOT_INFLUENCE_WATER_COST (25) =
PLOT_INFLUENCE_IMPROVEMENT_COST (-5) =
PLOT_INFLUENCE_ROUTE_COST (0) =
PLOT_INFLUENCE_RESOURCE_COST (-105) =
PLOT_INFLUENCE_NW_COST (-105) =
PLOT_BUY_RESOURCE_COST (-100) =
PLOT_BUY_YIELD_COST (10) =
PLOT_INFLUENCE_YIELD_POINT_COST (-1) =
PLOT_INFLUENCE_NO_ADJACENT_OWNED_COST (1000) =


Spoiler :

UNITED_NATIONS_COUNTDOWN_TURNS (10) = The number of turns after the United Nations world wonder is built before the first check for diplomatic victory.
OWN_UNITED_NATIONS_VOTE_BONUS (1) = The number of bonus votes you get for diplomatic victory if you own the United Nations world wonder.
DIPLO_VICTORY_ALGORITHM_THRESHOLD (28) =
DIPLO_VICTORY_BEYOND_ALGORITHM_MULTIPLIER (35) =
DIPLO_VICTORY_TEAM_MULTIPLIER (1.1) =
DIPLO_VICTORY_DEFAULT_VOTE_PERCENT (67) =
SCORE_CITY_MULTIPLIER (8) = Each city placed grants this many victory points (unsure how puppets affect this).
SCORE_POPULATION_MULTIPLIER (4) = Each population acquired grants this many victory points (unsure of puppet effects).
SCORE_LAND_MULTIPLIER (1) = Each hex of land (not seas) controlled grants this many victory points.
SCORE_WONDER_MULTIPLIER (25) = Each world wonder built grants this many victory points.
SCORE_TECH_MULTIPLIER (4) = Each tech researched grants this many victory points.
SCORE_FUTURE_TECH_MULTIPLIER (10) = Each time Future Tech is researched this many points are granted to the player.
VICTORY_POINTS_PER_ERA (1) =
MIN_GAME_TURNS_ELAPSED_TO_TEST_VICTORY (10) =
ZERO_SUM_COMPETITION_WONDERS_VICTORY_POINTS (5) =
ZERO_SUM_COMPETITION_POLICIES_VICTORY_POINTS (5) =
ZERO_SUM_COMPETITION_GREAT_PEOPLE_VICTORY_POINTS (5) =
MAX_CITY_DIST_HIGHWATER_MARK (3) =
CITY_ZOOM_LEVEL_1 (500.0) =
CITY_ZOOM_LEVEL_2 (700.0) =
CITY_ZOOM_LEVEL_3 (800.0) =
CITY_ZOOM_OFFSET (20.0) =
HEAVY_RESOURCE_THRESHOLD (3) =
PROGRESS_POPUP_TURN_FREQUENCY (25) =
SETTLER_PRODUCTION_SPEED (0) =
BUY_PLOTS_DISABLED (0) = Is purchasing of hexes by money disabled? (0 = no.)
MAX_SUPPORTED_MAP_X (152) =
MAX_SUPPORTED_MAP_Y (96) =
WARLORD_EXTRA_EXPERIENCE_PER_UNIT_PERCENT (0) =
MINOR_CIV_ROUTE_QUEST_WEIGHT (1000) =
WITHDRAW_MOD_ENEMY_MOVES (-20) =
WITHDRAW_MOD_BLOCKED_TILE (-20) =
ALLOW_EXTENDED_PLAY (1) = Is the player allowed to continue with the game once it is finished? (1 = yes.)
 
I'm not sure about these, but I think I know some of those fields. These may be wrong also, because I haven't tested them.

Spoiler :

<Row Name="CAN_WORK_WATER_FROM_GAME_START"><Value>1</Value> = if turned to 0 you cannot assign citizens to water tiles.
<Row Name="NAVAL_PLOT_BLOCKADE_RANGE"><Value>2</Value> = Blockading range of ships, similar to ranged attack ranges.
<Row Name="EVENT_MESSAGE_TIME"><Value>10</Value>
<Row Name="START_YEAR"><Value>-4000</Value> = Game starts at 4000 BC
<Row Name="WEEKS_PER_MONTHS"><Value>4</Value>
<Row Name="RECON_VISIBILITY_RANGE"><Value>6</Value>
<Row Name="PLOT_VISIBILITY_RANGE"><Value>1</Value>
<Row Name="UNIT_VISIBILITY_RANGE"><Value>1</Value>
<Row Name="AIR_UNIT_REBASE_RANGE_MULTIPLIER"><Value>200 </Value>
<Row Name="MOUNTAIN_SEE_FROM_CHANGE"><Value>2</Value>
<Row Name="MOUNTAIN_SEE_THROUGH_CHANGE"><Value>2</Value>
<Row Name="HILLS_SEE_FROM_CHANGE"><Value>1</Value>
<Row Name="HILLS_SEE_THROUGH_CHANGE"><Value>1</Value>
<Row Name="SEAWATER_SEE_FROM_CHANGE"><Value>1</Value>
<Row Name="SEAWATER_SEE_THROUGH_CHANGE"><Value>1</Value>
<Row Name="MAX_YIELD_STACK"><Value>5</Value>
<Row Name="MOVE_DENOMINATOR"><Value>60</Value>
<Row Name="STARTING_DISTANCE_PERCENT"><Value>12</Value>
<Row Name="MIN_CIV_STARTING_DISTANCE"><Value>10</Value>
<Row Name="MIN_CITY_RANGE"><Value>2</Value> = number of spaces between same continent city placement
<Row Name="OWNERSHIP_SCORE_DURATION_THRESHOLD"><Value>2 0</Value>
<Row Name="NUM_POLICY_BRANCHES_ALLOWED"><Value>2</Value>
<Row Name="VICTORY_POINTS_NEEDED_TO_WIN"><Value>20</Value>
<Row Name="NUM_VICTORY_POINT_AWARDS"><Value>5</Value>
<Row Name="NUM_OR_TECH_PREREQS"><Value>3</Value>
<Row Name="NUM_AND_TECH_PREREQS"><Value>4</Value>
<Row Name="NUM_UNIT_AND_TECH_PREREQS"><Value>3</Value>
<Row Name="NUM_BUILDING_AND_TECH_PREREQS"><Value>3</Value>
<Row Name="NUM_BUILDING_RESOURCE_PREREQS"><Value>5</Value>
<Row Name="BASE_RESEARCH_RATE"><Value>1</Value> = Number of beakers given "for free"
<Row Name="MAX_WORLD_WONDERS_PER_CITY"><Value>-1</Value> = Number of world wonders city can construct, currently set to unlimited
<Row Name="MAX_TEAM_WONDERS_PER_CITY"><Value>-1</Value> = Similar to above
<Row Name="MAX_NATIONAL_WONDERS_PER_CITY"><Value>-1</Value> = Similar to above
<Row Name="MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC"><Valu e>-1</Value> = If I only could remember what OOC did stand for, I could perhaps understand this too.
<Row Name="MAX_BUILDINGS_PER_CITY"><Value>-1</Value> = Number of buildings one city can construct, currently set to unlimited.
<Row Name="INITIAL_CITY_POPULATION"><Value>1</Value> = citizens in settles cities
<Row Name="CITY_CAPTURE_POPULATION_PERCENT"><Value>50</Value> = Percent of population that remains in captured city after capture.
<Row Name="BASE_CITY_GROWTH_THRESHOLD"><Value>15</Value> = amount of food required for city growth from 1 to 2 pop
<Row Name="CITY_GROWTH_MULTIPLIER"><Value>8</Value>
<Row Name="CITY_GROWTH_EXPONENT"><Value>1.5</Value>
<Row Name="FOOD_CONSUMPTION_PER_POPULATION"><Value>2</Value> = amount of food citizens require
<Row Name="HAPPINESS_PER_CITY_WITH_STATE_RELIGION"><Val ue>0</Value> = This must be obsolete.
<Row Name="HAPPINESS_PER_NATURAL_WONDER"><Value>1</Value> = happiness NWs grant
<Row Name="HAPPINESS_PER_EXTRA_LUXURY"><Value>0</Value> = Number of happiness extra (you have more than one) luxuries give.
<Row Name="UNHAPPINESS_PER_POPULATION"><Value>1</Value> = its name
<Row Name="UNHAPPINESS_PER_OCCUPIED_POPULATION"><Value> 1.34</Value> = its name
<Row Name="UNHAPPINESS_PER_CITY"><Value>2</Value> = its name
<Row Name="UNHAPPINESS_PER_CAPTURED_CITY"><Value>5</Value> = Unhappiness captured cities generate before court house has been built.
<Row Name="UNHAPPY_GROWTH_PENALTY"><Value>-75</Value> = penalty to excess food in every city when below 0 global happiness
<Row Name="VERY_UNHAPPY_GROWTH_PENALTY"><Value>-100</Value> = Similar to above except this is for civs whose happiness excess -10
<Row Name="VERY_UNHAPPY_CANT_TRAIN_SETTLERS"><Value>1</Value> = If this field is set to '1', civs with -10 happiness cannot train settlers.
<Row Name="VERY_UNHAPPY_THRESHOLD"><Value>-10</Value> = Number of unhappiness needed for civ to be 'very unhappy'
<Row Name="VERY_UNHAPPY_COMBAT_PENALTY"><Value>-33</Value> = Combat penalty percent for civs which are very unhappy. Combat unit of unhappy civ get currently -33% combat strength.
<Row Name="STRATEGIC_RESOURCE_EXHAUSTED_PENALTY"><Value >-50</Value>
<Row Name="VERY_UNHAPPY_PRODUCTION_PENALTY"><Value>-50</Value> = Production penalty percent for very unhappy civs.
<Row Name="SUPER_UNHAPPY_THRESHOLD"><Value>-20</Value>
<Row Name="REVOLT_COUNTER_MIN"><Value>4</Value>
<Row Name="REVOLT_COUNTER_POSSIBLE"><Value>3</Value>
<Row Name="REVOLT_NUM_BASE"><Value>100</Value>
<Row Name="REVOLT_NUM_CITY_COUNT"><Value>20</Value>
<Row Name="WLTKD_GROWTH_MULTIPLIER"><Value>25</Value> = % increase in excess food under We Love The King Day
<Row Name="INDUSTRIAL_ROUTE_PRODUCTION_MOD"><Value>50</Value>
<Row Name="RESOURCE_DEMAND_COUNTDOWN_BASE"><Value>15</Value>
<Row Name="RESOURCE_DEMAND_COUNTDOWN_CAPITAL_ADD"><Valu e>25</Value>
<Row Name="RESOURCE_DEMAND_COUNTDOWN_RAND"><Value>10</Value>
 
A commendable effort. I would add GlobalAIDefines to the list because it uses the same DB table.

I will add some global defines I used, more when I have time (vanilla defaults in brackets):

GOLD_PURCHASE_GOLD_PER_PRODUCTION (30): Coefficient for the production formula a*:c5production:^b
HURRY_GOLD_PRODUCTION_EXPONENT (0.75): Exponent for the production formula a*:c5production:^b
MIN_CITY_RANGE (2): Minimal distance in tiles between two neighboring cities
PLOT_UNIT_LIMIT (1): Number of units allowed of each type in each plot.
 
Thanks Anachist and alpaca.

I've thrown all of the base xml+values into the first 2 posts and will be editing in information when I can, as well as cleaning it up as I go.
 
I'll take look at these now:

Spoiler :

BASE_POLICY_COST<Value>25</Value> = Cost for the very first policy
POLICY_COST_INCREASE_TO_BE_EXPONENTED<Value>6</Value>
POLICY_COST_EXPONENT<Value>1.70</Value>
POLICY_COST_VISIBLE_DIVISOR<Value>5</Value>
SWITCH_POLICY_BRANCHES_ANARCHY_TURNS<Value>1</Value> = When you change active policies (for example Autocracy to Freedom) this many turns of Anarchy will follow.
POLICY_COST_DISCOUNT_MAX<Value>-75<Value>
GOLD_PURCHASE_GOLD_PER_PRODUCTION<Value>30</Value> = I think this means 1 hammer = 30 gold when buying buildings/units. I don't usually have to buy anything so this is just a guess
HURRY_GOLD_PRODUCTION_EXPONENT<Value>0.75</Value>
GOLD_PURCHASE_VISIBLE_DIVISOR<Value>10</Value>
PROJECT_PURCHASING_DISABLED<Value>1</Value> = Defines whether or not you can buy projects, currently set to disabled.
HURRY_GOLD_TECH_EXPONENT<Value>1.10</Value>
HURRY_GOLD_CULTURE_EXPONENT<Value>1.10</Value>
INFLUENCE_MOUNTAIN_COST<Value>3</Value>
INFLUENCE_HILL_COST<Value>2</Value>
INFLUENCE_RIVER_COST<Value>1</Value>
USE_FIRST_RING_INFLUENCE_TERRAIN_COST<Value>0</Value>
NUM_RESOURCE_QUANTITY_TYPES<Value>4</Value>
SPECIALISTS_DIVERT_POPULATION_ENABLED<Value>0</Value>
SCIENCE_PER_POPULATION<Value>1</Value> = How much one :c5citizen: citizen gives you beakers.
RESEARCH_AGREEMENT_MOD<Value>0</Value>
BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD <Value>33</Value>
BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING<Value>2</Value>
BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL<Value>4</Value> = Barbarian camps cannot appear closer to capital than value here.
BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP<Value >7</Value> = Barbarian camps cannot appear closer to each other than value here.
BARBARIAN_CAMP_COASTAL_SPAWN_ROLL<Value>6</Value>
BARBARIAN_EXTRA_RAGING_UNIT_SPAWN_CHANCE<Value>10</Value>
BARBARIAN_NAVAL_UNIT_START_TURN_SPAWN"><Value>30</Value>
MAX_BARBARIANS_FROM_CAMP_NEARBY"><Value>2</Value>
MAX_BARBARIANS_FROM_CAMP_NEARBY_RANGE"><Value>4</Value>
GOLD_FROM_BARBARIAN_CONVERSION"><Value>25</Value>
BARBARIAN_CITY_GOLD_RANSOM"><Value>200</Value>
BARBARIAN_UNIT_GOLD_RANSOM"><Value>100</Value>
EMBARKED_UNIT_COMBAT_STRENGTH"><Value>0</Value> = Combat strength for embarked units. Currently they cannot attack. One leader has trait that should change this. This is to be confirmed.
EMBARKED_NOT_CIVILIAN_COMBAT_STRENGTH"><Value>500</Value>
EMBARKED_UNIT_MOVEMENT"><Value>2</Value> = Default movement points for embarked units.
EMBARKED_VISIBILITY_RANGE"><Value>0</Value> = Visibility range of embarked units.
DEFAULT_MAX_NUM_BUILDERS"><Value>-1</Value>
BARBARIAN_TECH_PERCENT"><Value>75</Value>
CITY_RESOURCE_WLTKD_TURNS"><Value>20</Value> = City will stay in WLTKD this many turns
MAX_SPECIALISTS_FROM_BUILDING"><Value>4</Value> = Buildings cannot give more specialists than value here.
GREAT_PERSON_THRESHOLD_BASE"><Value>100</Value>
GREAT_PERSON_THRESHOLD_INCREASE"><Value>100</Value>
GREAT_PERSON_VICTORY_POINTS"><Value>2</Value>
CULTURE_BOMB_COOLDOWN"><Value>10</Value>
CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE"><Value>-50</Value>
POST_COMBAT_TEXT_DELAY"><Value>1.0</Value>
UNIT_AUTO_EXPLORE_DISABLED"><Value>0</Value> = Defines whether or not auto explore feature is disabled.
UNIT_WORKER_AUTOMATION_DISABLED"><Value>0</Value> = Defines whether or not automatic worker actions feature is disabled.
UNIT_DELETE_DISABLED"><Value>0</Value> = Defines whether or not delete unit feature is disabled.
MIN_START_AREA_TILES"><Value>4</Value>
MIN_DISTANCE_OTHER_AREA_PERCENT"><Value>75</Value>
MINOR_CIV_FOOD_REQUIREMENT"><Value>2</Value>
MAJOR_CIV_FOOD_REQUIREMENT"><Value>2</Value>
MIN_START_FOUND_VALUE_AS_PERCENT_OF_BEST"><Value>5 0</Value>
START_AREA_FOOD_MULTIPLIER"><Value>6</Value>
START_AREA_HAPPINESS_MULTIPLIER"><Value>12</Value>
START_AREA_PRODUCTION_MULTIPLIER"><Value>8</Value>
START_AREA_GOLD_MULTIPLIER"><Value>2</Value>
START_AREA_SCIENCE_MULTIPLIER"><Value>1</Value>
START_AREA_RESOURCE_MULTIPLIER"><Value>1</Value>
START_AREA_STRATEGIC_MULTIPLIER"><Value>1</Value>
START_AREA_BUILD_ON_COAST_PERCENT"><Value>20</Value>
SETTLER_FOOD_MULTIPLIER"><Value>15</Value>
SETTLER_HAPPINESS_MULTIPLIER"><Value>8</Value>
SETTLER_PRODUCTION_MULTIPLIER"><Value>3</Value>
SETTLER_GOLD_MULTIPLIER"><Value>2</Value>
SETTLER_SCIENCE_MULTIPLIER"><Value>1</Value>
SETTLER_RESOURCE_MULTIPLIER"><Value>3</Value>
SETTLER_STRATEGIC_MULTIPLIER"><Value>1</Value>
SETTLER_BUILD_ON_COAST_PERCENT"><Value>25</Value>
CITY_RING_1_MULTIPLIER"><Value>12</Value>
CITY_RING_2_MULTIPLIER"><Value>6</Value>
CITY_RING_3_MULTIPLIER"><Value>2</Value>
SETTLER_EVALUATION_DISTANCE"><Value>20</Value>
SETTLER_DISTANCE_DROPOFF_MODIFIER"><Value>75</Value>
BUILD_ON_RESOURCE_PERCENT"><Value>-50</Value>
BUILD_ON_RIVER_PERCENT"><Value>50</Value>
CHOKEPOINT_STRATEGIC_VALUE"><Value>3</Value>
HILL_STRATEGIC_VALUE"><Value>2</Value>
ALREADY_OWNED_STRATEGIC_VALUE"><Value>-1000</Value>
MINOR_CIV_CONTACT_GOLD_FIRST"><Value>30</Value>
MINOR_CIV_CONTACT_GOLD_OTHER"><Value>15</Value>
MINOR_CIV_GROWTH_PERCENT"><Value>150</Value>
MINOR_CIV_PRODUCTION_PERCENT"><Value>150</Value>
MINOR_CIV_GOLD_PERCENT"><Value>200</Value>
MINOR_CIV_TECH_PERCENT"><Value>40</Value>
MINOR_POLICY_RESOURCE_MULTIPLIER"><Value>200</Value>
MINOR_POLICY_RESOURCE_HAPPINESS_MULTIPLIER"><Value >150</Value>
MINOR_GOLD_GIFT_LARGE"><Value>1000</Value> = The largest gold gift to city state can be this much gold
MINOR_GOLD_GIFT_MEDIUM"><Value>500</Value> = Medium gold gift to city state contains this much gold
MINOR_GOLD_GIFT_SMALL"><Value>250</Value> = The smallest gift to city state is this much gold.
MINOR_FRIENDSHIP_FROM_TRADE_MISSION"><Value>30</Value> = Great merchant conducting a trade mission gives this much influence.


Again, I haven't tested these, but I'm quite sure of them.
 
Still working on formatting, and added a few I knew as I went along. Will add the ones you guys have listed in a while.

edit: almost done formatting.
 
<Row Name="MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC"><Valu e>-1</Value> = If I only could remember what OOC did stand for, I could perhaps understand this too.

One City Challenge, I would think. :)

It makes sense that they would allow for a raised limit when the player is only able to get a single city; it looks like they didn't add that functionality for World and Team Wonders, though.
 
Finally done formatting. Will begin updating definitions later. And yes, OCC = one city challenge.
 
Let's see if I can document any of these...

Spoiler :

NEW_HURRY_MODIFIER (50) =
GREAT_GENERAL_RANGE (2) = hexes effected by great generals
GREAT_GENERAL_STRENGTH_MOD (20) = % bonus to surrounding units
BONUS_PER_ADJACENT_FRIEND (10) = flanking bonus
POLICY_ATTACK_BONUS_MOD (33) = I think this has something to do with Total War social policy. It gives 33% attack bonus for 20 turns.
CONSCRIPT_MIN_CITY_POPULATION (5) =
CONSCRIPT_POPULATION_PER_COST (60) =
MIN_TIMER_UNIT_DOUBLE_MOVES (32) =
COMBAT_DAMAGE (20) =
NONCOMBAT_UNIT_RANGED_DAMAGE (4) = ranged damage dealt to noncombat units
NAVAL_COMBAT_DEFENDER_STRENGTH_MULTIPLIER (40) =
QUICKSAVE (QuickSave) =
LAKE_PLOT_RAND (160) =
PLOTS_PER_RIVER_EDGE (12) =
RIVER_SOURCE_MIN_RIVER_RANGE (4) =
RIVER_SOURCE_MIN_SEAWATER_RANGE (2) =
LAKE_MAX_AREA_SIZE (9) =
INITIAL_GOLD_PER_UNIT_TIMES_100 (50) =
INITIAL_FREE_OUTSIDE_UNITS (3) =
INITIAL_OUTSIDE_UNIT_GOLD_PERCENT (0) =
UNIT_MAINTENANCE_GAME_MULTIPLIER (8) =
UNIT_MAINTENANCE_GAME_EXPONENT_DIVISOR (7) =
FREE_UNIT_HAPPINESS (0) =
TRADE_ROUTE_BASE_GOLD (100) =
TRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER (0) =
TRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER (125) = amount of gold per population in the connected city from trade routes (125% of pop)
DEFICIT_UNIT_DISBANDING_THRESHOLD (-5) =
BUILDING_SALE_DIVISOR (10) =
DISBAND_UNIT_REFUND_PERCENT (10) =
GOLDEN_AGE_BASE_THRESHOLD_HAPPINESS (500) = amount of excess happiness required to start first golden age
GOLDEN_AGE_THRESHOLD_CITY_MULTIPLIER (0.01) =
GOLDEN_AGE_EACH_GA_ADDITIONAL_HAPPINESS (250) = amount added to trigger each additional golden age
GOLDEN_AGE_VISIBLE_THRESHOLD_DIVISOR (5) =
BASE_GOLDEN_AGE_UNITS (1) =
GOLDEN_AGE_UNITS_MULTIPLIER (1) =
GOLDEN_AGE_LENGTH (10) = number of turns a golden age from happiness wil last
GOLDEN_AGE_GREAT_PEOPLE_MODIFIER (100) =
MIN_UNIT_GOLDEN_AGE_TURNS (3) = minimum length of golden ages sparked by great people
HILLS_EXTRA_MOVEMENT (1) =
RIVER_EXTRA_MOVEMENT (10) =
FEATURE_GROWTH_MODIFIER (25) =
ROUTE_FEATURE_GROWTH_MODIFIER (-50) =
EXTRA_YIELD (1) =
FORTIFY_MODIFIER_PER_TURN (25) = % bonus to defending when fortified (stacks per turn)
MAX_FORTIFY_TURNS (2) = max stacks of the above bonus
NUKE_FALLOUT_PROB (50) = Nukes will create fallout tile feature with this probability (Currently 50%). This must be separate for each hex. (So there is 50% probability that every hex gets fallout.)
NUKE_UNIT_DAMAGE_BASE (3) =
NUKE_UNIT_DAMAGE_RAND_1 (4) =
NUKE_UNIT_DAMAGE_RAND_2 (4) =
NUKE_NON_COMBAT_DEATH_THRESHOLD (6) =
NUKE_LEVEL1_POPULATION_DEATH_BASE (30) =
NUKE_LEVEL1_POPULATION_DEATH_RAND_1 (20) =
NUKE_LEVEL1_POPULATION_DEATH_RAND_2 (20) =
NUKE_LEVEL2_POPULATION_DEATH_BASE (60) =
NUKE_LEVEL2_POPULATION_DEATH_RAND_1 (10) =
NUKE_LEVEL2_POPULATION_DEATH_RAND_2 (10) =
NUKE_LEVEL2_ELIM_POPULATION_THRESHOLD (5) =
NUKE_CITY_HIT_POINT_DAMAGE (50) =
NUKE_BLAST_RADIUS (2) = number of hexes (radius) surrounding targetted tile that are nuked
TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER (50) =
TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER (30) =
TECH_COST_KNOWN_PREREQ_MODIFIER (20) =
PEACE_TREATY_LENGTH (10) = number of turns you may not attack an opponent after signing a peace treaty with them
COOP_WAR_LOCKED_LENGTH (15) =
BASE_FEATURE_PRODUCTION_PERCENT (67) =
FEATURE_PRODUCTION_PERCENT_MULTIPLIER (0) =
DIFFERENT_TEAM_FEATURE_PRODUCTION_PERCENT (67) =
DEFAULT_WAR_VALUE_FOR_UNIT (100) =
UNIT_PRODUCTION_PERCENT (100) =
MAX_UNIT_SUPPLY_PRODMOD (70) =
BUILDING_PRODUCTION_PERCENT (100) =
PROJECT_PRODUCTION_PERCENT (100) =
MAXED_UNIT_GOLD_PERCENT (100) =
MAXED_BUILDING_GOLD_PERCENT (100) =
MAXED_PROJECT_GOLD_PERCENT (300) =
MAX_CITY_DEFENSE_DAMAGE (100) =
CIRCUMNAVIGATE_FREE_MOVES (0) =
BASE_CAPTURE_GOLD (20) = Base value of gold given when capturing a city.
CAPTURE_GOLD_PER_POPULATION (10) = Value of bonus gold given when capturing a city.
CAPTURE_GOLD_RAND1 (20) =
CAPTURE_GOLD_RAND2 (20) =
CAPTURE_GOLD_MAX_TURNS (50) =
BARBARIAN_CITY_ATTACK_MODIFIER (-25) = Barbarians combat modifier when attacking cities. (Currently -25%)
BUILDING_PRODUCTION_DECAY_TIME (50) =
BUILDING_PRODUCTION_DECAY_PERCENT (99) =
UNIT_PRODUCTION_DECAY_TIME (10) =
UNIT_PRODUCTION_DECAY_PERCENT (98) =
BASE_UNIT_UPGRADE_COST (10) =
UNIT_UPGRADE_COST_PER_PRODUCTION (2) =
UNIT_UPGRADE_COST_MULTIPLIER_PER_ERA (0.0) =
UNIT_UPGRADE_COST_EXPONENT (1.0) =
UNIT_UPGRADE_COST_VISIBLE_DIVISOR (5) =
UNIT_UPGRADE_COST_DISCOUNT_MAX (-75) =
WAR_SUCCESS_UNIT_CAPTURING (1) =
WAR_SUCCESS_CITY_CAPTURING (10) =
DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL (4) =
TEAM_VOTE_MIN_CANDIDATES (2) =
RESEARCH_AGREEMENT_TIMER (20) =
 
So.....I changed these values with no noticeable change in anything:

Spoiler :

<GameData>
<Defines>
<Update>
<Set Value="-1" /> (also tried 0)
<Where Name="CAN_WORK_WATER_FROM_GAME_START" />
</Update>
<Update>
<Set Value="100" />
<Where Name="MOUNTAIN_SEE_FROM_CHANGE" />
</Update>
<Update>
<Set Value="100" />
<Where Name="MOUNTAIN_SEE_THROUGH_CHANGE" />
</Update>
<Update>
<Set Value="100" />
<Where Name="HILLS_SEE_FROM_CHANGE" />
</Update>
<Update>
<Set Value="100" />
<Where Name="HILLS_SEE_THROUGH_CHANGE" />
</Update>
<Update>
<Set Value="1" />
<Where Name="MAX_YIELD_STACK" />
</Update>
<Update>
<Set Value="3" />
<Where Name="GOLDEN_AGE_UNITS_MULTIPLIER" />
</Update>
</Defines>
</GameData>


Any ideas? (Haven't updated from your posts yet, sorry.)
 
I can add a few.

Spoiler :

RECON_VISIBILITY_RANGE(6): Air units, instead of a Civ4-style Recon mission, just get a built-in visibility boost of 6 hexes once they unlock Recon.

AIR_UNIT_REBASE_RANGE_MULTIPLIER(200): Air units can rebase twice as far as they can strike. So a fighter with range 10 can rebase 20 hexes; it's just this value divided by 100, times Range.

NUM_OR_TECH_PREREQS (3) =
NUM_AND_TECH_PREREQS (4) =
NUM_UNIT_AND_TECH_PREREQS (3) =
NUM_BUILDING_AND_TECH_PREREQS (3) =
NUM_BUILDING_RESOURCE_PREREQS (5) =
These just determine the maximum number of entries you can have in the appropriate table before the engine will stop reading. So you can't have a building require one of eight resources (even though it's an OR) because this value tells it to stop after 5. (I actually ran into this in my own mod.)

MAX_TEAM_WONDERS_PER_CITY (-1) =
MAX_NATIONAL_WONDERS_PER_CITY (-1) =
MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC (-1) =
MAX_BUILDINGS_PER_CITY (-1) =
Pretty much the same as the world wonders. You can go Civ4-style and limit each city to two national wonders in non-OCC games, and you could, in theory, limit the total number of buildings in each city.

CITY_CAPTURE_POPULATION_PERCENT (50) = When a city is captured, its population is immediately cut in half.

BASE_CITY_GROWTH_THRESHOLD (15) = amount of food required for city growth from 1 to 2 pop
CITY_GROWTH_MULTIPLIER (8) =
CITY_GROWTH_EXPONENT (1.5) =
The equation for the amount of food needed to grow is 15 + 8x + x^1.5, where x=(size-1).

STRATEGIC_RESOURCE_EXHAUSTED_PENALTY (-50) = When you use more of a strategic resource than you have (say, if you'd acquired the resource from an AI or city-state and then they break the agreement, or if you get a deposit pillaged), all military units get a -50% penalty until you're above 0 again. This can also happen in the later game with Coal or Uranium if you capture a city that has a Factory or Nuclear Plant, since your consumption now goes up by 1 but you didn't gain any new supply.

TRADE_ROUTE_BASE_GOLD (100), TRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER (0), and TRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER (125): In the vanilla game, trade routes pay 1.0 + 1.25*pop + 0.00*capital. These three values all divide by 100 to give the amount of gold per route.

HILLS_EXTRA_MOVEMENT(1) and RIVER_EXTRA_MOVEMENT(10): the number of extra MPs it takes to move into/across one. So if you had 11 MP, you could cross a river and still have a movement point left over.

CIRCUMNAVIGATE_FREE_MOVES (0): The first civ to circumnavigate the world gets this permanent bonus to naval movement, as in Civ4. It's a bit buggy, though, presumably because of the change to hexes. (In my mod, I have it set to 1.)

RESEARCH_AGREEMENT_TIMER (20) = Number of turns, at standard speed/map size/difficulty, before a research agreement pays off.

CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE (-50) = The amount of influence you lose with a city-state if you take tiles from them with a Culture Bomb

The next set of variables is how a Settler decides which tile to work.
SETTLER_FOOD_MULTIPLIER (15) =
SETTLER_HAPPINESS_MULTIPLIER (8) =
SETTLER_PRODUCTION_MULTIPLIER (3) =
SETTLER_GOLD_MULTIPLIER (2) =
SETTLER_SCIENCE_MULTIPLIER (1) =
SETTLER_RESOURCE_MULTIPLIER (3) =
SETTLER_STRATEGIC_MULTIPLIER (1) =
Each of the above is how many points a tile gains in desirability per unit of yield. So a Settler really likes the idea of having food around.

CITY_RING_1_MULTIPLIER (12) =
CITY_RING_2_MULTIPLIER (6) =
CITY_RING_3_MULTIPLIER (2) =
These three pull all of the hexes together. So if I want to know the total desirability of settling on tile X, then I need to take the number of points of the six tiles adjacent to X, total them and multiply by 12. Then take the 12 tiles that are two hexes away, total them, and multiply by 6. Then take the 18 tiles that are three hexes away, total them, and multiply by 2. Total those three numbers together, and that's the total desirability of that hex.

SETTLER_EVALUATION_DISTANCE (20) = The settler won't bother figuring out the desirability of any hex that's more than 20 away. It'd waste too much processor time. (This is a big part of why the AI won't settle remote islands.)
SETTLER_DISTANCE_DROPOFF_MODIFIER (75) = When suggesting which tile to settle, the AI devalues the more distant locations.

SETTLER_BUILD_ON_COAST_PERCENT (25) = Once you have the total desirability of each site, increase it by 25% if it's on a coast.
BUILD_ON_RESOURCE_PERCENT (-50) = ...but decrease by 50% if it'd require settling on a resource.
BUILD_ON_RIVER_PERCENT (50) = ... but increase by 50% if it'd be on a river.
So once you have the final desirabilities, the AI will pick the best one to settle on. If you've got suggested city-sites on in the UI, this is the logic the game uses to make suggestions to players as well.

Now, back to the normal variables.
MINOR_CIV_GROWTH_PERCENT (150) =
MINOR_CIV_PRODUCTION_PERCENT (150) =
MINOR_CIV_GOLD_PERCENT (200) =
MINOR_CIV_TECH_PERCENT (40) =
City-states get more than normal cities. Their food output is 150% of normal, their production is 150% of normal, and their gold output is 200% of normal. (This isn't as bad as it sounds; the production, for instance, just counteracts the lack of a Railroad bonus. And since they can't actually KEEP the strategic resources they have locally, they won't build Factories and such. Likewise, the gold thing sounds bad but realize that they won't ever get a trade route income.)
They also produce research at only 40% of the normal rate. This might sound incredibly weak, but you have to realize that all city-states are actually part of a single civilization, in the XML as CIVILIZATION_MINOR, so they all share research output. With twice as many city-states as empires, this adds up fast.

MINOR_POLICY_RESOURCE_MULTIPLIER (200) =
MINOR_POLICY_RESOURCE_HAPPINESS_MULTIPLIER (150) =
There's a specific Policy in the Patronage branch that increases the number of units of a resource you get from a city-state and how much happiness it gives. This sets what the increase is (x2 amount, x1.5 happiness).

MINOR_FRIENDSHIP_FROM_TRADE_MISSION (30) = When you use a Great Merchant to perform a trade mission, it gets a large amount of gold, and 30 Influence (set here).

ENEMY_HEAL_RATE (1) =
NEUTRAL_HEAL_RATE (1) =
FRIENDLY_HEAL_RATE (2) =
CITY_HEAL_RATE (3) =
These are the base amount of HP a unit heals when it's in enemy territory, neutral territory, friendly territory, or inside a city, respectively. The Medic promotion modifies the first three through XML entries in the promotions table, and as of the megapatch, the fourth is modified by defefnsive buildings.

ATTACK_SAME_STRENGTH_MIN_DAMAGE (400) = If unit A attacks unit B and they have the same combat strength, each will do a minimum of 4 damage. This shifts if they're not perfectly balanced, but it's the starting point for the damage calculations.
RANGE_ATTACK_RANGED_DEFENDER_MOD (125) = Units with a ranged attack get a 25% bonus to combat strength when defending against a ranged attack, since presumably they can shoot back. Since most ranged units have a far lower Strength than Ranged Combat Strength, this isn't enough to make an even fight, but it helps.
RANGE_ATTACK_SAME_STRENGTH_MIN_DAMAGE (200) = As with the above, there's a minimum of 2 damage dealt if the two units have the same strength in a ranged fight.
AIR_STRIKE_SAME_STRENGTH_MIN_DEFENSE_DAMAGE (200) = Again, how much damage an air unit will take when attacking a unit with equal strength.
INTERCEPTION_SAME_STRENGTH_MIN_DAMAGE (400) = See above, but for air-to-air combat.
AIR_SWEEP_INTERCEPTION_DAMAGE_MOD (75) = If unit A performs an Air Sweep, and unit B was set to intercept, then B will only do 75% of its normal damage to A. (That's part of why you do an Air Sweep in the first place.)

EXPERIENCE_PER_LEVEL (10) = The amount of experience it takes to gain a new promotion. It's actually 10 * (n*(n+1)/2), a triangular function, so it goes 10/30/60/100 and so on.

EXPERIENCE_ATTACKING_UNIT_MELEE (5) =
EXPERIENCE_DEFENDING_UNIT_MELEE (4) =
EXPERIENCE_ATTACKING_UNIT_AIR (4) =
EXPERIENCE_DEFENDING_UNIT_AIR (2) =
EXPERIENCE_ATTACKING_UNIT_RANGED (2) =
EXPERIENCE_DEFENDING_UNIT_RANGED (2) =
EXPERIENCE_ATTACKING_AIR_SWEEP (5) =
EXPERIENCE_DEFENDING_AIR_SWEEP_AIR (5) =
EXPERIENCE_DEFENDING_AIR_SWEEP_GROUND (2) =
EXPERIENCE_ATTACKING_CITY_MELEE (5) =
EXPERIENCE_ATTACKING_CITY_RANGED (3) =
EXPERIENCE_ATTACKING_CITY_AIR (4) =
How many experience points a unit gets for doing these things. Not to be confused with the XP values in the Units table.


Edit:
To respond to the previous post,
Spoiler :

HILLS_SEE_FROM_CHANGE, MOUNTAIN_SEE_FROM_CHANGE, and so on are changes to visibility when standing on a hill or mountain. So a unit that goes up on a hill can see 1 hex further than if it was standing on flat land, and a unit on a mountain (if it's a hovering one like a helicopter) can see 2 hexes further.
The SEE_THROUGH variables are the reverse. You can see a mountain from 2 hexes further away than a grassland, or a hill from 1 hex further away. This is especially noticeable with early naval units, where you might see the mountains inshore before you even see the coast.
 
To respond to the previous post,
Spoiler :

HILLS_SEE_FROM_CHANGE, MOUNTAIN_SEE_FROM_CHANGE, and so on are changes to visibility when standing on a hill or mountain. So a unit that goes up on a hill can see 1 hex further than if it was standing on flat land, and a unit on a mountain (if it's a hovering one like a helicopter) can see 2 hexes further.
The SEE_THROUGH variables are the reverse. You can see a mountain from 2 hexes further away than a grassland, or a hill from 1 hex further away. This is especially noticeable with early naval units, where you might see the mountains inshore before you even see the coast.

This is what I thought, but when I changed it to test it did nothing. :mad: Did I implement the change incorrectly? (my code posted above, and I did UpdateDatabase OnModActivated with the appropriate file).
 
This is what I thought, but when I changed it to test it did nothing.

It's possible that the stub actually does nothing. But it's also possible that changing it by 100 is just too MUCH. A lot of things cap at +99 or -99, or much lower; obviously, increasing the visibility by 100 would result in seeing really far, but what happens if the world is less than 200 hexes around?
I ran into something similar with bombardment/rebasing; I had my orbital weapons' ranges set to 99, which wasn't too bad, but when I'd try to rebase them (range 198), the game would crash, and it turns out the problem was in the Lua function that drew that little border showing the edge of your rebasing range. It was wrapping around the world, and this was causing the part of the routine that picked which edge of a hex to draw the border on to fail pretty spectacularly. So in my mod, if the range of a unit (or its rebasing range) is greater than 50 then it won't draw that ring.

So try lowering it to something more reasonable, like 4 or 5. Large enough to make a noticeable difference, small enough not to cause the end of the world.
 
So try lowering it to something more reasonable, like 4 or 5. Large enough to make a noticeable difference, small enough not to cause the end of the world.

I actually tried this first with no apparent change so I went to 100. I also realized I had incorrect tags in there at some point so I might have changed the number before fixing the tags. I will retry this later when I get the opportunity.

I didn't know about the 99+ issue.
 
MINOR_CIV_GROWTH_PERCENT (150) =
MINOR_CIV_PRODUCTION_PERCENT (150) =
MINOR_CIV_GOLD_PERCENT (200) =
MINOR_CIV_TECH_PERCENT (40) =
City-states get more than normal cities. Their food output is 150% of normal, their production is 150% of normal, and their gold output is 200% of normal. (This isn't as bad as it sounds; the production, for instance, just counteracts the lack of a Railroad bonus. And since they can't actually KEEP the strategic resources they have locally, they won't build Factories and such. Likewise, the gold thing sounds bad but realize that they won't ever get a trade route income.)
They also produce research at only 40% of the normal rate. This might sound incredibly weak, but you have to realize that all city-states are actually part of a single civilization, in the XML as CIVILIZATION_MINOR, so they all share research output. With twice as many city-states as empires, this adds up fast
They're all one civ, but do they really share research, given that each one is a separate player in the game? If you were iterate over players and add free beakers to each (using Lua), would this lead to a massive increase for all CSes as one?
 
They're all one civ, but do they really share research, given that each one is a separate player in the game? If you were iterate over players and add free beakers to each (using Lua), would this lead to a massive increase for all CSes as one?

I don't know. They ARE listed as separate players (which can go to war separately, and such), but remember that techs aren't tied to the player, they're tied to the Team (even though the default is 1 player per team for the main civilizations). So you could easily test whether they're all on the same Team; if so, then yes, they'd pool their beakers. Each does have its own supply of beakers (as evidenced by the Policy that gives you 33% of them), but that doesn't preclude pooling after the fact.

But here's what I've seen:

City-states don't seem to have a difference in techs. I don't just mean in terms of watching for certain units and such; for my mod, I had to check each turn to see if/when the city-states gained one certain tech, and all of the city-states gained it on exactly the same turn. Quite a coincidence, and fairly easy to test through Lua.

Now, City-states appear to have a special override logic that gives them techs when the main civilizations have had it long enough. They don't just gain techs through normal research. The tech I mentioned above was a Disabled tech that you simply can't get through normal research, great scientists, certain Wonders, etc.; the players were being given it automatically after building the spaceship, but somehow the CSs picked it up a little bit later despite being incapable of making a spaceship for themselves. So it's likely that they were getting this at the same time because the trigger was the same for all CS's; it's possible they have something like the Civ4 Internet, where once X civs have a tech they gain it for free, but it's probably a bit more complex.

So the question is, can city-states ever have a discrepancy in technologies, where one has a tech that the others don't? (You'd have to check this through Lua.) I'm guessing, based on observations, that the city-states are acting like a single Team with 12/16/whatever players, each of which only contributes 40% of the usual research rate. This should make them be pretty well off, technologically, until each civilization has a decent number of cities (4.8/6.4/whatever), at which point they'd begin to fall behind (which explains the override I mentioned, to boost their late-game research). Their lack of Research Agreements makes the actual break-even point come a bit earlier, though, and it's also possible that there's a second override that acts as a maximum in the early eras to prevent them from getting TOO far ahead.
 
Again, none of this had any effect:
Spoiler :
<GameData>
<Defines>
<Update>
<Set Value="20" />
<Where Name="MOUNTAIN_SEE_FROM_CHANGE" />
</Update>
<Update>
<Set Value="20" />
<Where Name="MOUNTAIN_SEE_THROUGH_CHANGE" />
</Update>
<Update>
<Set Value="20" />
<Where Name="HILLS_SEE_FROM_CHANGE" />
</Update>
<Update>
<Set Value="20" />
<Where Name="HILLS_SEE_THROUGH_CHANGE" />
</Update>
</Defines>
</GameData>
 
I've begun filling in info from the posts above, sorry for the delay.

If others who have changed these values and confirmed their effects in game please post so. I will add a notification for confirmed effects.

Edit: fully updated with info given. Thanks guys. Still lots to go!
 
Okay, I'm trying to split up and classify the different groups. We still need a lot of definitions and checks as well.
 
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