Building Schema

Azurian

The Azurian
Joined
Apr 10, 2012
Messages
2,092
Location
Florida, USA
I was looking at the building schema and I notice some tags I have never seen berfore. Can you help me what the ??? does like DiseaseTypes and others. What is a Dark Age? I ask because Google is useless.




Name| Description
FreePromotion_2|Allows a building to give a second free promotion. It works exactly like "FreePromotion.
FreePromotion_3|Allows a building to give a second third promotion. It works exactly like "FreePromotion.
PrereqGameOption|This building can not be constructed if players are not playing with this game option
NotGameOption|This building can not be constructed if players are playing with this game option
iUnitUpgradePriceModifier|Specifies an amount that this building affects unit upgrade costs
PrereqVicinityBonus|This is spot for 1 required resource in the cities vicinity.
iGlobalPopulationgrowthratepercentage|This building affects all cities within a nation's base food threshold, in a similar way as civics.
iPopulationgrowthratepercentage|This building affects the individual city that it is built in base food threshold, in a similar was as civics
iWorldTradeRoutes|Gives all cities in the world, regardless of who owns them, the extra trade routes
bProvidesFreshWater|Gives all the tiles directly adjacent to the city access to fresh water
bPrereqWar|The building can only be built and operate during wartime
bRequiresActiveCivics|If the player changes out of the prereqOrCivics or prereqAndCivics, the building will stop operating until the player switches back into the required civics.
bZoneOfControl|Gives the city zone of control, extending out 1 tile from the city.
iRevolutionIndexModifier| How much the building modifies the revolution index of the city
bBuildOnlyOnPeaks| If true, the building can be only constructed at cities located on peaks.
bApplyFreePromotionOnMove|If true, and a free promotion(s)'s are specified, any units that move into the city with the building that gives the promotion will automatically receive it.
PrereqVicinityBonuses|This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the building to be constructed. This is an OR bonus requirement.
UnitClassProductionModifier|This is a list. It allows a building to directly affect the rate at which the city builds a specific unit class
ReplaceBuildingClass|This is a list. It is a list of buildingclasses that this building upgrades to
PrereqOrBuildingClass|This is a list of Prereq OR building classes that must be in this city to be built.
PrereqOrCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an OR list.
PrereqAndCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an AND list.
PrereqNotBuildingClass|This is a list. It is a list of BuildingClasses the city must not contain for this building to be constructed
PrereqOrTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an OR list.
PrereqAndTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an AND list.
BuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for this city is altered by this building
GlobalBuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for all cities owned by the player are altered by this building
BonusCommerceModifier|This is a list. It is a list of what resources affect the commerce types in this city
BonusYieldChanges|This is a list. It is a list of what resources affect the yield in this city
VicinityBonusYieldChanges|This is a list. It is a list of what resources, which are in the city vicinity, affect the yield in this city
TechCommerceChange|This is a list. It Allows buildings base commerce to be changed as different tech's are researched
TechYieldChange|This is a list. It Allows buildings base yields to be changed as different tech's are researched
TechSpecialistChange|This is a list. Allows specialist slots to be changed as different techs are researched
TechCommerceModifier|This is a list. It Allows buildings commerce modifiers to be changed as different tech's are researched
TechYieldModifier|This is a list. It Allows buildings yield modifiers to be changed as different tech's are researched
TechHappinessChanges|This is a list. It Allows buildings Happiness to be changed as different tech's are researched
TechHealthChanges|This is a list. It Allows buildings Healthiness to be changed as different tech's are researched
Autobuild| Autobuilds the building
GlobalBuildingExtraCommerces|Changes the commerces of each instance of a building in your civilization.
bOrbital |marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure |means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
bNoHolyCity|If set to 1, building cannot be built in a Holy City.
bApplyFreePromotionOnMove | You can make building grant free promotion (FreePromotion tag) and make it apply it for entering units (bApplyFreePromotionOnMove tag), but it has two limitations:First, only one per building: Second, it applies on game turn end (or start?), so the effect will be in place the next turn.
bForceNoPrereqScaling | ???
bProvidesFreshWater | provides fresh water
bForceAllTradeRoutes | ???
bPrereqPower | requires Power
iDarkAgePointsObsolete |are added to dark age points when a building becomes obsolete. No building should be good to an empire when it goes obsolete.
iDarkAgePointsWeight | The contribution to your B-points of something when it's built, positive if it's decadent and negative if it alleviates effects of dark age. The player should have a way of getting out of dark ages by careful planning of wonders for example.
iLineOfSight | ???
ProductionContinueBuildingClass | ???
PrereqCultureLevel | ???
iPrereqPopulation | requires a level of population
bProtectedCulture | ???
iAdjacentDamagePercent | chance to damage adjacent units who enter city by a percent
iInvasionChance | ???
iNoEntryDefenseLevel | ???
iNumUnitFullHeal | ???
iOccupationTimeModifier | ???
ExtendsBuildingClass | ???
iNumPopulationEmployed | ???
iHealthPercentPerPopulation | ???
iHappinessPercentPerPopulation | ???
iAidRate | ???
iTradeCommunicability | ???
iFrontSupportPercentModifier | ???
iShortRangeSupportPercentModifier | ???
iMediumRangeSupportPercentModifier | ???
iLongRangeSupportPercentModifier | ???
iFlankSupportPercentModifier | ???
iNationalCaptureProbabilityModifier | ???
iNationalCaptureResistanceModifier | ???
iLocalCaptureProbabilityModifier | ???
iLocalCaptureResistanceModifier | ???
iLocalDynamicDefense | ???
iRiverDefensePenalty | ???
iLocalRepel | ???
iMinDefense | ???
iBuildingDefenseRecoverySpeedModifier | ???
iCityDefenseRecoverySpeedModifier | ???
MayDamageAttackingUnitCombatTypes | ???
iDamageAttackerChance | ???
iDamageToAttacker | ???
bDamageToAttackerIgnoresArmor | ???
bDamageAllAttackers | ???
FreePromoTypes | ???
DiseaseTypes | ???
UnitCombatRetrainTypes | ???
UnitCombatRepelModifiers | ???
UnitCombatRepelAgainstModifiers | ???
UnitCombatDefenseAgainstModifiers | ???
UnitCombatProdModifiers | ???
UnitCombatOngoingTrainingDurations | ???
BonusAidModifiers | ???
AfflictionOutbreakLevelModifiers | ???
TechOutbreakLevelModifiers | ???
TechHappinessTypes | ???
TechHealthTypes | ???
TechSpecialistHappinessTypes | ???
TechSpecialistHealthTypes | ???
TechSpecialistUnHappinessTypes | ???
TechSpecialistUnHealthTypes | ???
TechSpecialistHappinesses | ???
TechSpecialistHealths | ???
LocalSpecialistYieldChanges | ???
Hurrys | ???
bForceOverwrite|Are added to buildings so their stats are read instead of the core files. Without it the mod would just add info but not take away/alter info.
 
Dark Age was an experiment that failed. It is the opposite of a golden age. I put a link to Afforess's documentation on the XML on the first page of the Modder's Guide. that should provide you with some.
 
Guessing:
Prereq Culture Level: that's obvious isn't it?
iNumUnitFullHeal: Castle Herbalist fully heals 1 unit per turn: this is almost certainly that
OccupationTimeModifier: increases the length of unrest when the city is captured (Castle Keep I think)
Health/HappinessPercentPerPop: what it says - gives this percentage increase to health/happiness for every 1 population (for health I think Sewers does).
 
iNoEntryDefenseLevel

assuming this is for the defensive buildings that require defense to be dropped to x before direct attacks can be made
 
Yes.

Tell ya what... a little later what I'll do is copy that post and fill in the details. I'll give you the best of what I know already and/or what I can derive by researching the processing of that given tag. This should enable me to sort out almost all of them - there may be one or two that are still a mystery but shouldn't be many of those.
 
Found this post, it's worth completing and keeping around for reference!

(my changes are in red; those that I never encountered aren't in the core Civ4BuildingInfos.xml)

Name| Description
FreePromotion_2|Allows a building to give a second free promotion. It works exactly like "FreePromotion.
FreePromotion_3|Allows a building to give a second third promotion. It works exactly like "FreePromotion.
PrereqGameOption|This building can not be constructed if players are not playing with this game option
NotGameOption|This building can not be constructed if players are playing with this game option
iUnitUpgradePriceModifier|Specifies an amount that this building affects unit upgrade costs
PrereqVicinityBonus|This is spot for 1 required resource in the cities vicinity.
iGlobalPopulationgrowthratepercentage|This building affects all cities within a nation's base food threshold, in a similar way as civics.
iPopulationgrowthratepercentage|This building affects the individual city that it is built in base food threshold, in a similar was as civics
iWorldTradeRoutes|Gives all cities in the world, regardless of who owns them, the extra trade routes
bProvidesFreshWater|Gives all the tiles directly adjacent to the city access to fresh water
bPrereqWar|The building can only be built and operate during wartime
bRequiresActiveCivics|If the player changes out of the prereqOrCivics or prereqAndCivics, the building will stop operating until the player switches back into the required civics.
bZoneOfControl|Gives the city zone of control, extending out 1 tile from the city.
iRevolutionIndexModifier| How much the building modifies the revolution index of the city
bBuildOnlyOnPeaks| If true, the building can be only constructed at cities located on peaks.
bApplyFreePromotionOnMove|If true, and a free promotion(s)'s are specified, any units that move into the city with the building that gives the promotion will automatically receive it.
PrereqVicinityBonuses|This is a list. It allows modders to set an unlimited amount of resources that must be in the cities workable radius for the building to be constructed. This is an OR bonus requirement.
UnitClassProductionModifier|This is a list. It allows a building to directly affect the rate at which the city builds a specific unit class
ReplaceBuildingClass|This is a list. It is a list of buildingclasses that this building upgrades to
PrereqOrBuildingClass|This is a list of Prereq OR building classes that must be in this city to be built.
PrereqOrCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an OR list.
PrereqAndCivic|This is a list. It is a list of Civics that the player must have to construct this building. This is an AND list.
PrereqNotBuildingClass|This is a list. It is a list of BuildingClasses the city must not contain for this building to be constructed
PrereqOrTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an OR list.
PrereqAndTerrain|This is a list. It is a list of terrain types that the city must have in it's radius to construct this building. This is an AND list.
BuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for this city is altered by this building
GlobalBuildingClassProductionModifier|This is a list. It is a list of BuildingClasses whose construction cost for all cities owned by the player are altered by this building
BonusCommerceModifier|This is a list. It is a list of what resources affect the commerce types in this city
BonusYieldChanges|This is a list. It is a list of what resources affect the yield in this city
VicinityBonusYieldChanges|This is a list. It is a list of what resources, which are in the city vicinity, affect the yield in this city
TechCommerceChange|This is a list. It Allows buildings base commerce to be changed as different tech's are researched
TechYieldChange|This is a list. It Allows buildings base yields to be changed as different tech's are researched
TechSpecialistChange|This is a list. Allows specialist slots to be changed as different techs are researched
TechCommerceModifier|This is a list. It Allows buildings commerce modifiers to be changed as different tech's are researched
TechYieldModifier|This is a list. It Allows buildings yield modifiers to be changed as different tech's are researched
TechHappinessChanges|This is a list. It Allows buildings Happiness to be changed as different tech's are researched
TechHealthChanges|This is a list. It Allows buildings Healthiness to be changed as different tech's are researched
Autobuild| Autobuilds the building
GlobalBuildingExtraCommerces|Changes the commerces of each instance of a building in your civilization.
bOrbital |marks a building as Orbital, meaning that its commerces will be handled differently. This may be added to later. NOTE, that all other effects on an building, such as Yields, Health, Happiness, and so forth, remain unchanged for now. This will change in the future.
bOrbitalInfrastructure |means that a building counts as Orbital Infrastructure for the purpose of calculating the commerces from Orbital Buildings (see below). These buildings should cost some good money to maintain.
bNoHolyCity|If set to 1, building cannot be built in a Holy City.
bApplyFreePromotionOnMove | You can make building grant free promotion (FreePromotion tag) and make it apply it for entering units (bApplyFreePromotionOnMove tag), but it has two limitations:First, only one per building: Second, it applies on game turn end (or start?), so the effect will be in place the next turn.
bForceNoPrereqScaling | ??? No idea what it does, it's only used for the Nuclear Power Plant.
bProvidesFreshWater | provides fresh water
bForceAllTradeRoutes | Opens trade routes with every other civ (Adam Smith wonder effect)
bPrereqPower | requires Power
iDarkAgePointsObsolete |are added to dark age points when a building becomes obsolete. No building should be good to an empire when it goes obsolete.
iDarkAgePointsWeight | The contribution to your B-points of something when it's built, positive if it's decadent and negative if it alleviates effects of dark age. The player should have a way of getting out of dark ages by careful planning of wonders for example.
iLineOfSight | Should increase LoS around the city (not sure it's actually working)
ProductionContinueBuildingClass | ??? Never encountered this one
PrereqCultureLevel | Minimum culture level of the city needed (CULTURELEVEL_DEVELOPING, etc. See Civ4CultureLevelInfo.xml)
iPrereqPopulation | requires a level of population
bProtectedCulture | Prevents combats in the city vicinity from lowering culture (Castle Keep)
iAdjacentDamagePercent | Percent damage to enemy units adjacent to the city tile each turn
iInvasionChance | Chance that an attacking unit will avoid all city defenses when attacking (Catacombs)
iNoEntryDefenseLevel | City defenses must be lowered at that level or less for an attacker to be able to invade the city
iNumUnitFullHeal | Number of units in the city that will be fully healed each turn
iOccupationTimeModifier | Alters the rebellion duration when a city is taken
ExtendsBuildingClass | Used for all the castle-depending buildings (arrow slits, castle keep, etc.), don't know the difference with a plain building prerequisite
iNumPopulationEmployed | Makes that number of pop unavailable to work the field or become specialists (currently used in power plants)
iHealthPercentPerPopulation | Fractional health increase by population (ex. if set to 25 and your city has 8 pop, the building will provide 2 health)
iHappinessPercentPerPopulation | Fractional happiness increase by population (ex. if set to 25 and your city has 8 pop, the building will provide 2 happiness)
iAidRate | ??? Never encountered this one
iTradeCommunicability | ??? Never encountered this one
iFrontSupportPercentModifier | ??? Never encountered this one
iShortRangeSupportPercentModifier | ??? Never encountered this one
iMediumRangeSupportPercentModifier | ??? Never encountered this one
iLongRangeSupportPercentModifier | ??? Never encountered this one
iFlankSupportPercentModifier | ??? Never encountered this one
iNationalCaptureProbabilityModifier | Increases the chance that your units will capture when sucessfully defeating an enemy unit
iNationalCaptureResistanceModifier | Decreases the chance that your units will be captured when defeated by an enemy unit
iLocalCaptureProbabilityModifier | ??? Never encountered this one
iLocalCaptureResistanceModifier | ??? Never encountered this one
iLocalDynamicDefense | ??? Never encountered this one
iRiverDefensePenalty | Decreases the bonus defense from crossing a river (bridge buildings)
iLocalRepel | Mainly used in traps buildings; not really sure what it does (chance to cancel an enemy attack?)
iMinDefense | Increases the minimum defensive value of the city
iBuildingDefenseRecoverySpeedModifier | Increases the speed at which this building rebuilds its defensive value
iCityDefenseRecoverySpeedModifier | Increases the speed at which the city rebuilds its defensive value
MayDamageAttackingUnitCombatTypes | Type of units that may be damaged when attacking the city
iDamageAttackerChance | Probability that the above type of unit will be damaged when attacking the city
iDamageToAttacker | % Heath Damage that the above type of unit will receive when attacking the city
bDamageToAttackerIgnoresArmor | ??? I guess that if true, the above damage bypass armor
bDamageAllAttackers | When set to 1, replaces MayDamageAttackingUnitCombatTypes to include any unit type
FreePromoTypes | Free promotion for a specific type of unit (defined with FreePromotionCondition / Has / GOMType)
DiseaseTypes | ??? Never encountered this one
UnitCombatRetrainTypes | ??? Never encountered this one
UnitCombatRepelModifiers | ??? Never encountered this one
UnitCombatRepelAgainstModifiers | ??? Never encountered this one
UnitCombatDefenseAgainstModifiers | ??? Never encountered this one
UnitCombatProdModifiers | Bonus to the production speed of this class of unit
UnitCombatOngoingTrainingDurations | ??? Never encountered this one
BonusAidModifiers | ??? Never encountered this one
AfflictionOutbreakLevelModifiers | ??? Never encountered this one
TechOutbreakLevelModifiers | ??? Never encountered this one
TechHappinessTypes | Changes city happiness when a certain tech is discovered
TechHealthTypes | Changes city health when a certain tech is discovered
TechSpecialistHappinessTypes | ??? Never encountered this one, I guess it makes some specialists provide happiness when a certain tech is discovered
TechSpecialistHealthTypes | ??? Never encountered this one, I guess it makes some specialists provide healthe when a certain tech is discovered
TechSpecialistUnHappinessTypes | ??? Never encountered this one, I guess it makes some specialists decrease happiness when a certain tech is discovered
TechSpecialistUnHealthTypes | ??? Never encountered this one, I guess it makes some specialists decrease health when a certain tech is discovered
TechSpecialistHappinesses | ??? Never encountered this one, I guess it set the happiness effect from specialists when a certain tech is discovered
TechSpecialistHealths | ??? Never encountered this one, I guess it set the health effect from specialists when a certain tech is discovered
LocalSpecialistYieldChanges | ??? Never encountered this one, I guess it makes specialists in the same city provide more or less food/hammers/commerce
Hurrys | ??? Never encountered this one
bForceOverwrite|Are added to buildings so their stats are read instead of the core files. Without it the mod would just add info but not take away/alter info.
 
re: iLocalDynamicDefense
I have seen (on a mouseover somewhere) a resistance to surround and destroy that I think uses a term like 'dynamic defence', but I can't remember (or never knew) whether it was related to a building.
 
re: iLocalDynamicDefense
I have seen (on a mouseover somewhere) a resistance to surround and destroy that I think uses a term like 'dynamic defence', but I can't remember (or never knew) whether it was related to a building.

Dynamic defense is indeed what you say it is. I have seen that for both buildings and units.
 
I'll answer a few of these each night. Should be a fun process but not if I let it overwhelm.

iLineofSight - you're right and it does work but there's a hard limit on the total and I think we often exceed it early so after that point it stops having any further benefit.

iAidRate: Woven into the advanced disease mechanism and will likely need reprogramming to function properly when the project is restructured according to AIAndy's suggestions that are actually pretty cool. So basically it's a dead tag.

iTradeCommunicability: Again, a part of the advanced disease mod that is scheduled for dramatic restructuring.

iFrontSupportPercentModifier: A part of a new combat mod game option, Strength In Numbers, that is actually not far from being able to be introduced (just needs xml work and some testing to ensure that Albert's fixes were sufficient.) The option is intended to make it important what you support your fighting units with in the stacks they are among on their tiles. iFrontSupportPercentModifier would increase the Front Support each unit in the city can offer - Front Support is the strength assistance given to the fighting unit from the first two strongest supporting melee units (those that stand to the right and left of the unit actually focused on in the fight.) Therefore, the building that offers this kind of support would be one that would strengthen the city's defensive arrangement so that other fighting units to the left and right of the primary fighting unit would have a better ability to support the primary unit, such as a gatehouse that invites attackers in so they can be flanked on the right and left while their own assistance cannot offer as much support as those of the defender.

iShortRangeSupportPercentModifier: Another tag for Strength in Numbers. Enhances the ability of short range distance support units (throwing, slinging units tend to offer the best support to the fighting unit in these slots.) Therefore, low forward wall formations would probably help units with this.

iMediumRangeSupportPercentModifier: Again for Strength in Numbers. Enhances the support from Longer range handheld distance units like bowmen and riflemen. Tall walls, crenelations, arrow slits would add to this.

iLongRangeSupportPercentModifier: Again for Strength in Numbers. Enhances the support from extremely long range units like catapults and artillery. Wide areas in the heart of the city like parks and playing fields would add to this value.

iFlankSupportPercentModifier: Again for Strength in Numbers. Enhances the support from units that would leave the city to circle around the attacking force to try to come up from behind them, like mounted forces. Side gates and backdoor exits would add to this value.

I suppose this is really one of the first and most open explanations of Strength in Numbers on the forum yet. Perhaps someday the overwhelming number of bugs and balance issues will be lessened to the point that original Combat Mod plans can be reinvigorated. It's funny to think the whole option is only awaiting some very simple xml - it's just never been a good political moment to introduce it to the host of fans screaming about all the things wrong with the mod and how we shouldn't be inserting new things but fixing all the things that are already messed up.



And yes, dynamic defense is the % you reduce the amount of S&D combat modifier bonus that an attacker gets against your unit when it attacks. The city adds its total Dynamic Defense value to all units inside and defending in the city. Each building constructed in the city adding dynamic defense will accumulate to the total city DD value.
 
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