This is once more based on Lutefisk_Mafia's code. I just took it a bit further and added all livestock with one spell to grab resource and five spells to drop it, plus a promotion to allow these spells.
First CIV4PromotionInfos.xml adding Herder, Cow Herd, Deer Herd, Horse Herd, Pig Herd and Sheep Herd Promotions:
Continued in the next post.
First CIV4PromotionInfos.xml adding Herder, Cow Herd, Deer Herd, Horse Herd, Pig Herd and Sheep Herd Promotions:
Spoiler :
Code:
<PromotionInfo>
<Type>PROMOTION_HERDER</Type>
<Description>TXT_KEY_PROMOTION_HERDER</Description>
<Help></Help>
<Sound>AS2D_IF_LEVELUP</Sound>
<LayerAnimationPath>NONE</LayerAnimationPath>
<PromotionPrereq>NONE</PromotionPrereq>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<bLeader>0</bLeader>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iAirRangeChange>0</iAirRangeChange>
<iInterceptChange>0</iInterceptChange>
<iEvasionChange>0</iEvasionChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCargoChange>0</iCargoChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>0</iKamikazePercent>
<iRevoltProtection>0</iRevoltProtection>
<iCollateralDamageProtection>0</iCollateralDamageProtection>
<iPillageChange>0</iPillageChange>
<iUpgradeDiscount>0</iUpgradeDiscount>
<iExperiencePercent>0</iExperiencePercent>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitCombatMods>
</UnitCombatMods>
<DomainMods>
</DomainMods>
<TerrainDoubleMoves>
</TerrainDoubleMoves>
<FeatureDoubleMoves>
</FeatureDoubleMoves>
<UnitCombats>
</UnitCombats>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Builds/BuildPasture.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,8,7</Button>
<bBoarding>0</bBoarding>
<bOnlyDefensive>0</bOnlyDefensive>
<bDispellable>0</bDispellable>
<bDoubleFortifyBonus>0</bDoubleFortifyBonus>
<bEquipment>0</bEquipment>
<bFear>0</bFear>
<bFlying>0</bFlying>
<bHiddenNationality>0</bHiddenNationality>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bImmortal>0</bImmortal>
<bImmuneToCapture>0</bImmuneToCapture>
<bImmuneToFear>0</bImmuneToFear>
<bImmuneToMagic>0</bImmuneToMagic>
<bInvisible>0</bInvisible>
<bMutation>0</bMutation>
<bNotAlive>0</bNotAlive>
<bPrereqAlive>0</bPrereqAlive>
<bRace>0</bRace>
<bRemovedByCasting>0</bRemovedByCasting>
<bRemovedByCombat>0</bRemovedByCombat>
<bRemovedWhenHealed>0</bRemovedWhenHealed>
<bTargetWeakestUnit>0</bTargetWeakestUnit>
<bTargetWeakestUnitCounter>0</bTargetWeakestUnitCounter>
<bTwincast>0</bTwincast>
<bValidate>0</bValidate>
<bWaterWalking>0</bWaterWalking>
<iAIWeight>0</iAIWeight>
<iBetrayalChance>0</iBetrayalChance>
<iBetterDefenderThanPercent>0</iBetterDefenderThanPercent>
<iCasterResistModify>0</iCasterResistModify>
<iCombatCapturePercent>0</iCombatCapturePercent>
<iCombatHealPercent>0</iCombatHealPercent>
<iCombatPercentDefense>0</iCombatPercentDefense>
<iCombatPercentGlobalCounter>0</iCombatPercentGlobalCounter>
<iCombatPercentInBorders>0</iCombatPercentInBorders>
<iExpireChance>0</iExpireChance>
<iExtraCombatStr>0</iExtraCombatStr>
<iExtraCombatDefense>0</iExtraCombatDefense>
<iFreeXPPerTurn>0</iFreeXPPerTurn>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iResistMagic>0</iResistMagic>
<iSpellCasterXP>0</iSpellCasterXP>
<iSpellDamageModify>0</iSpellDamageModify>
<CaptureUnitCombat>NONE</CaptureUnitCombat>
<PromotionCombatApply>NONE</PromotionCombatApply>
<PromotionImmune1>NONE</PromotionImmune1>
<PromotionImmune2>NONE</PromotionImmune2>
<PromotionImmune3>NONE</PromotionImmune3>
<PromotionRandomApply>NONE</PromotionRandomApply>
<PromotionSummonPerk>NONE</PromotionSummonPerk>
<BonusPrereq>NONE</BonusPrereq>
<PromotionPrereqOr3>NONE</PromotionPrereqOr3>
<PromotionPrereqOr4>NONE</PromotionPrereqOr4>
<PromotionPrereqAnd>NONE</PromotionPrereqAnd>
<PromotionNextLevel>NONE</PromotionNextLevel>
<PyPerTurn></PyPerTurn>
<iGroupSize>0</iGroupSize>
<UnitArtStyleType>NONE</UnitArtStyleType>
<PromotionCombatType>NONE</PromotionCombatType>
<iPromotionCombatMod>0</iPromotionCombatMod>
<DamageTypeCombats>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
<DamageTypeResists>
</DamageTypeResists>
<iPrereqBroadAlignment>0</iPrereqBroadAlignment>
<iAlignmentModifier>0</iAlignmentModifier>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_COW_HERD</Type>
<Description>TXT_KEY_PROMOTION_COW_HERD</Description>
<Help></Help>
<Sound>AS2D_IF_LEVELUP</Sound>
<LayerAnimationPath>NONE</LayerAnimationPath>
<PromotionPrereq>NONE</PromotionPrereq>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<bLeader>0</bLeader>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iAirRangeChange>0</iAirRangeChange>
<iInterceptChange>0</iInterceptChange>
<iEvasionChange>0</iEvasionChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCargoChange>0</iCargoChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>0</iKamikazePercent>
<iRevoltProtection>0</iRevoltProtection>
<iCollateralDamageProtection>0</iCollateralDamageProtection>
<iPillageChange>0</iPillageChange>
<iUpgradeDiscount>0</iUpgradeDiscount>
<iExperiencePercent>0</iExperiencePercent>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitCombatMods>
</UnitCombatMods>
<DomainMods>
</DomainMods>
<TerrainDoubleMoves>
</TerrainDoubleMoves>
<FeatureDoubleMoves>
</FeatureDoubleMoves>
<UnitCombats>
</UnitCombats>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/WorldBuilder/Cow.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,12</Button>
<bBoarding>0</bBoarding>
<bOnlyDefensive>0</bOnlyDefensive>
<bDispellable>0</bDispellable>
<bDoubleFortifyBonus>0</bDoubleFortifyBonus>
<bEquipment>0</bEquipment>
<bFear>0</bFear>
<bFlying>0</bFlying>
<bHiddenNationality>0</bHiddenNationality>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bImmortal>0</bImmortal>
<bImmuneToCapture>0</bImmuneToCapture>
<bImmuneToFear>0</bImmuneToFear>
<bImmuneToMagic>0</bImmuneToMagic>
<bInvisible>0</bInvisible>
<bMutation>0</bMutation>
<bNotAlive>0</bNotAlive>
<bPrereqAlive>0</bPrereqAlive>
<bRace>0</bRace>
<bRemovedByCasting>0</bRemovedByCasting>
<bRemovedByCombat>0</bRemovedByCombat>
<bRemovedWhenHealed>0</bRemovedWhenHealed>
<bTargetWeakestUnit>0</bTargetWeakestUnit>
<bTargetWeakestUnitCounter>0</bTargetWeakestUnitCounter>
<bTwincast>0</bTwincast>
<bValidate>0</bValidate>
<bWaterWalking>0</bWaterWalking>
<iAIWeight>0</iAIWeight>
<iBetrayalChance>0</iBetrayalChance>
<iBetterDefenderThanPercent>0</iBetterDefenderThanPercent>
<iCasterResistModify>0</iCasterResistModify>
<iCombatCapturePercent>0</iCombatCapturePercent>
<iCombatHealPercent>0</iCombatHealPercent>
<iCombatPercentDefense>0</iCombatPercentDefense>
<iCombatPercentGlobalCounter>0</iCombatPercentGlobalCounter>
<iCombatPercentInBorders>0</iCombatPercentInBorders>
<iExpireChance>0</iExpireChance>
<iExtraCombatStr>0</iExtraCombatStr>
<iExtraCombatDefense>0</iExtraCombatDefense>
<iFreeXPPerTurn>0</iFreeXPPerTurn>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iResistMagic>0</iResistMagic>
<iSpellCasterXP>0</iSpellCasterXP>
<iSpellDamageModify>0</iSpellDamageModify>
<CaptureUnitCombat>NONE</CaptureUnitCombat>
<PromotionCombatApply>NONE</PromotionCombatApply>
<PromotionImmune1>NONE</PromotionImmune1>
<PromotionImmune2>NONE</PromotionImmune2>
<PromotionImmune3>NONE</PromotionImmune3>
<PromotionRandomApply>NONE</PromotionRandomApply>
<PromotionSummonPerk>NONE</PromotionSummonPerk>
<BonusPrereq>NONE</BonusPrereq>
<PromotionPrereqOr3>NONE</PromotionPrereqOr3>
<PromotionPrereqOr4>NONE</PromotionPrereqOr4>
<PromotionPrereqAnd>NONE</PromotionPrereqAnd>
<PromotionNextLevel>NONE</PromotionNextLevel>
<PyPerTurn></PyPerTurn>
<iGroupSize>0</iGroupSize>
<UnitArtStyleType>NONE</UnitArtStyleType>
<PromotionCombatType>NONE</PromotionCombatType>
<iPromotionCombatMod>0</iPromotionCombatMod>
<DamageTypeCombats>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
<DamageTypeResists>
</DamageTypeResists>
<iPrereqBroadAlignment>0</iPrereqBroadAlignment>
<iAlignmentModifier>0</iAlignmentModifier>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_DEER_HERD</Type>
<Description>TXT_KEY_PROMOTION_DEER_HERD</Description>
<Help></Help>
<Sound>AS2D_IF_LEVELUP</Sound>
<LayerAnimationPath>NONE</LayerAnimationPath>
<PromotionPrereq>NONE</PromotionPrereq>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<bLeader>0</bLeader>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iAirRangeChange>0</iAirRangeChange>
<iInterceptChange>0</iInterceptChange>
<iEvasionChange>0</iEvasionChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCargoChange>0</iCargoChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>0</iKamikazePercent>
<iRevoltProtection>0</iRevoltProtection>
<iCollateralDamageProtection>0</iCollateralDamageProtection>
<iPillageChange>0</iPillageChange>
<iUpgradeDiscount>0</iUpgradeDiscount>
<iExperiencePercent>0</iExperiencePercent>
<TerrainAttacks>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
</FeatureAttacks>
<FeatureDefenses>
</FeatureDefenses>
<UnitCombatMods>
</UnitCombatMods>
<DomainMods>
</DomainMods>
<TerrainDoubleMoves>
</TerrainDoubleMoves>
<FeatureDoubleMoves>
</FeatureDoubleMoves>
<UnitCombats>
</UnitCombats>
<HotKey></HotKey>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/WorldBuilder/Deer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,1,15</Button>
<bBoarding>0</bBoarding>
<bOnlyDefensive>0</bOnlyDefensive>
<bDispellable>0</bDispellable>
<bDoubleFortifyBonus>0</bDoubleFortifyBonus>
<bEquipment>0</bEquipment>
<bFear>0</bFear>
<bFlying>0</bFlying>
<bHiddenNationality>0</bHiddenNationality>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bImmortal>0</bImmortal>
<bImmuneToCapture>0</bImmuneToCapture>
<bImmuneToFear>0</bImmuneToFear>
<bImmuneToMagic>0</bImmuneToMagic>
<bInvisible>0</bInvisible>
<bMutation>0</bMutation>
<bNotAlive>0</bNotAlive>
<bPrereqAlive>0</bPrereqAlive>
<bRace>0</bRace>
<bRemovedByCasting>0</bRemovedByCasting>
<bRemovedByCombat>0</bRemovedByCombat>
<bRemovedWhenHealed>0</bRemovedWhenHealed>
<bTargetWeakestUnit>0</bTargetWeakestUnit>
<bTargetWeakestUnitCounter>0</bTargetWeakestUnitCounter>
<bTwincast>0</bTwincast>
<bValidate>0</bValidate>
<bWaterWalking>0</bWaterWalking>
<iAIWeight>0</iAIWeight>
<iBetrayalChance>0</iBetrayalChance>
<iBetterDefenderThanPercent>0</iBetterDefenderThanPercent>
<iCasterResistModify>0</iCasterResistModify>
<iCombatCapturePercent>0</iCombatCapturePercent>
<iCombatHealPercent>0</iCombatHealPercent>
<iCombatPercentDefense>0</iCombatPercentDefense>
<iCombatPercentGlobalCounter>0</iCombatPercentGlobalCounter>
<iCombatPercentInBorders>0</iCombatPercentInBorders>
<iExpireChance>0</iExpireChance>
<iExtraCombatStr>0</iExtraCombatStr>
<iExtraCombatDefense>0</iExtraCombatDefense>
<iFreeXPPerTurn>0</iFreeXPPerTurn>
<iFreeXPFromCombat>0</iFreeXPFromCombat>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iResistMagic>0</iResistMagic>
<iSpellCasterXP>0</iSpellCasterXP>
<iSpellDamageModify>0</iSpellDamageModify>
<CaptureUnitCombat>NONE</CaptureUnitCombat>
<PromotionCombatApply>NONE</PromotionCombatApply>
<PromotionImmune1>NONE</PromotionImmune1>
<PromotionImmune2>NONE</PromotionImmune2>
<PromotionImmune3>NONE</PromotionImmune3>
<PromotionRandomApply>NONE</PromotionRandomApply>
<PromotionSummonPerk>NONE</PromotionSummonPerk>
<BonusPrereq>NONE</BonusPrereq>
<PromotionPrereqOr3>NONE</PromotionPrereqOr3>
<PromotionPrereqOr4>NONE</PromotionPrereqOr4>
<PromotionPrereqAnd>NONE</PromotionPrereqAnd>
<PromotionNextLevel>NONE</PromotionNextLevel>
<PyPerTurn></PyPerTurn>
<iGroupSize>0</iGroupSize>
<UnitArtStyleType>NONE</UnitArtStyleType>
<PromotionCombatType>NONE</PromotionCombatType>
<iPromotionCombatMod>0</iPromotionCombatMod>
<DamageTypeCombats>
</DamageTypeCombats>
<BonusAffinities>
</BonusAffinities>
<DamageTypeResists>
</DamageTypeResists>
<iPrereqBroadAlignment>0</iPrereqBroadAlignment>
<iAlignmentModifier>0</iAlignmentModifier>
</PromotionInfo>
Continued in the next post.