AcidSphinx
Chieftain
- Joined
- Jan 1, 2006
- Messages
- 32
KK, I know there are a lot of Civ Tutorials in this forum (2 that I use), but I have a lot of civs to make, and so I built a quick reference, it is helping me out pleanty, and I thought...
anyhow here it is, might speed the creation process up for other people who may have a thirty second memory
If you want any extra information in there just add it in this thread, and I'll update the XML to be commented with what the values do - truth is I'm not 100% on all of them so I thought I would just not bother with that till I am 100% certain on what they do, I was going to check the Wiki, and see if there is any more info there, be back soon to update....
The prupose of this section of code is to highlight the options you can use in the way of creating a leader.
Just so you can see what I've done I've highlighted the edits in bold
I'd like to get a list happening for all the CONTACT and MEMORY done also - be back soon.... DONE
Now for just an explanation of exactly what each line does...
Go ahead print it out and make a civ - you'll see - it is heaps quicker to have it nearby!
anyhow here it is, might speed the creation process up for other people who may have a thirty second memory
Code:
<iWonderConstructRand>10</iWonderConstructRand>
<iBaseAttitude>2</iBaseAttitude>
<iBasePeaceWeight>10</iBasePeaceWeight>
<iPeaceWeightRand>3</iPeaceWeightRand>
<iWarmongerRespect>0</iWarmongerRespect>
<iRefuseToTalkWarThreshold>6</iRefuseToTalkWarThreshold>
<iNoTechTradeThreshold>10</iNoTechTradeThreshold>
<iTechTradeKnownPercent>20</iTechTradeKnownPercent>
<iMaxGoldTradePercent>10</iMaxGoldTradePercent>
<iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent>
<iMaxWarRand>400</iMaxWarRand>
<iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio>
<iMaxWarDistantPowerRatio>60</iMaxWarDistantPowerRatio>
<iMaxWarMinAdjacentLandPercent>3</iMaxWarMinAdjacentLandPercent>
<iLimitedWarRand>200</iLimitedWarRand>
<iLimitedWarPowerRatio>80</iLimitedWarPowerRatio>
<iDogpileWarRand>100</iDogpileWarRand>
<iMakePeaceRand>10</iMakePeaceRand>
<iDeclareWarTradeRand>40</iDeclareWarTradeRand>
<iDemandRebukedSneakProb>0</iDemandRebukedSneakProb>
<iDemandRebukedWarProb>0</iDemandRebukedWarProb>
<iRazeCityProb>0</iRazeCityProb>
<iBuildUnitProb>15</iBuildUnitProb>
<iBaseAttackOddsChange>0</iBaseAttackOddsChange>
<iAttackOddsChangeRand>10</iAttackOddsChangeRand>
<iWorseRankDifferenceAttitudeChange>0</iWorseRankDifferenceAttitudeChange>
<iBetterRankDifferenceAttitudeChange>1</iBetterRankDifferenceAttitudeChange>
<iCloseBordersAttitudeChange>-2</iCloseBordersAttitudeChange>
<iLostWarAttitudeChange>-1</iLostWarAttitudeChange>
<iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor>
<iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit>
<iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor>
<iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit>
<iSameReligionAttitudeChange>1</iSameReligionAttitudeChange>
<iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor>
<iSameReligionAttitudeChangeLimit>4</iSameReligionAttitudeChangeLimit>
<iDifferentReligionAttitudeChange>-1</iDifferentReligionAttitudeChange>
<iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor>
<iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit>
<iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor>
<iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit>
<iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor>
<iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit>
<iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor>
<iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit>
<iShareWarAttitudeChange>1</iShareWarAttitudeChange>
<iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor>
<iShareWarAttitudeChangeLimit>2</iShareWarAttitudeChangeLimit>
<iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange>
<iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor>
<iFavoriteCivicAttitudeChangeLimit>6</iFavoriteCivicAttitudeChangeLimit>
<DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold>
<NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold>
<TechRefuseAttitudeThreshold>NONE</TechRefuseAttitudeThreshold>
<StrategicBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StrategicBonusRefuseAttitudeThreshold>
<HappinessBonusRefuseAttitudeThreshold>NONE</HappinessBonusRefuseAttitudeThreshold>
<HealthBonusRefuseAttitudeThreshold>NONE</HealthBonusRefuseAttitudeThreshold>
<MapRefuseAttitudeThreshold>NONE</MapRefuseAttitudeThreshold>
<DeclareWarRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarRefuseAttitudeThreshold>
<DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</DeclareWarThemRefuseAttitudeThreshold>
<StopTradingRefuseAttitudeThreshold>ATTITUDE_PLEASED</StopTradingRefuseAttitudeThreshold>
<StopTradingThemRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingThemRefuseAttitudeThreshold>
<AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold>
<ConvertReligionRefuseAttitudeThreshold>ATTITUDE_ANNOYED</ConvertReligionRefuseAttitudeThreshold>
<OpenBordersRefuseAttitudeThreshold>NONE</OpenBordersRefuseAttitudeThreshold>
<DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold>
<PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold>
<FavoriteCivic>CIVIC_UNIVERSAL_SUFFRAGE</FavoriteCivic>
[B]<!--
<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
<Type>CIVIC_DESPOTISM</Type>
<Type>CIVIC_HEREDITARY_RULE</Type>
<Type>CIVIC_REPRESENTATION</Type>
<Type>CIVIC_POLICE_STATE</Type>
<Type>CIVIC_UNIVERSAL_SUFFRAGE</Type>
<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
<Type>CIVIC_BARBARISM</Type>
<Type>CIVIC_VASSALAGE</Type>
<Type>CIVIC_BUREAUCRACY</Type>
<Type>CIVIC_NATIONHOOD</Type>
<Type>CIVIC_FREE_SPEECH</Type>
<CivicOptionType>CIVICOPTION_LABOR</CivicOptionType>
<Type>CIVIC_TRIBALISM</Type>
<Type>CIVIC_SLAVERY</Type>
<Type>CIVIC_SERFDOM</Type>
<Type>CIVIC_CASTE_SYSTEM</Type>
<Type>CIVIC_EMANCIPATION</Type>
<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
<Type>CIVIC_DECENTRALIZATION</Type>
<Type>CIVIC_MERCANTILISM</Type>
<Type>CIVIC_FREE_MARKET</Type>
<Type>CIVIC_STATE_PROPERTY</Type>
<Type>CIVIC_ENVIRONMENTALISM</Type>
<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
<Type>CIVIC_PAGANISM</Type>
<Type>CIVIC_ORGANIZED_RELIGION</Type>
<Type>CIVIC_THEOCRACY</Type>
<Type>CIVIC_PACIFISM</Type>
<Type>CIVIC_FREE_RELIGION</Type>-->[/B]
<Traits>
<Trait>
<TraitType>TRAIT_SPIRITUAL</TraitType>
<bTrait>1</bTrait>
</Trait>
</Traits>
[B]<!--<Trait>TRAIT_PHILOSOPHICAL</Trait>
<Trait>TRAIT_AGGRESSIVE</Trait>
<Trait>TRAIT_SPIRITUAL</Trait>
<Trait>TRAIT_EXPANSIVE</Trait>
<Trait>TRAIT_AGGRESSIVE</Trait>
<Trait>TRAIT_INDUSTRIOUS</Trait>
<Trait>TRAIT_CREATIVE</Trait>
<Trait>TRAIT_FINANCIAL</Trait>
<Trait>TRAIT_ORGANIZED</Trait>-->[/B]
<Flavors>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
[B]<!--<FlavorType>FLAVOR_MILITARY</FlavorType>
<FlavorType>FLAVOR_RELIGION</FlavorType>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<FlavorType>FLAVOR_GOLD</FlavorType>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<FlavorType>FLAVOR_GROWTH</FlavorType>-->[/B]
<ContactRands>
<ContactRand>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactRand>500</iContactRand>
</ContactRand>
</ContactRands>
<ContactDelays>
<ContactDelay>
<ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<iContactDelay>50</iContactDelay>
</ContactDelay>
</ContactDelays>
[B]<!-- <ContactType>CONTACT_RELIGION_PRESSURE</ContactType>
<ContactType>CONTACT_CIVIC_PRESSURE</ContactType>
<ContactType>CONTACT_JOIN_WAR</ContactType>
<ContactType>CONTACT_STOP_TRADING</ContactType>
<ContactType>CONTACT_GIVE_HELP</ContactType>
<ContactType>CONTACT_ASK_FOR_HELP</ContactType>
<ContactType>CONTACT_DEMAND_TRIBUTE</ContactType>
<ContactType>CONTACT_OPEN_BORDERS</ContactType>
<ContactType>CONTACT_DEFENSIVE_PACT</ContactType>
<ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType>
<ContactType>CONTACT_PEACE_TREATY</ContactType>
<ContactType>CONTACT_TRADE_TECH</ContactType>
<ContactType>CONTACT_TRADE_BONUS</ContactType>
<ContactType>CONTACT_TRADE_MAP</ContactType>-->[/B]
<MemoryDecays>
<MemoryDecay>
<MemoryType>MEMORY_GIVE_HELP</MemoryType>
<iMemoryRand>200</iMemoryRand>
</MemoryDecay>
</MemoryDecays>
<MemoryAttitudePercents>
<MemoryAttitudePercent>
<MemoryType>MEMORY_DECLARED_WAR</MemoryType>
<iMemoryAttitudePercent>-300</iMemoryAttitudePercent>
</MemoryAttitudePercent>
</MemoryAttitudePercents>
[B]<!-- <Type>MEMORY_DECLARED_WAR</Type>
<Type>MEMORY_DECLARED_WAR_ON_FRIEND</Type>
<Type>MEMORY_HIRED_WAR_ALLY</Type>
<Type>MEMORY_NUKED_US</Type>
<Type>MEMORY_NUKED_FRIEND</Type>
<Type>MEMORY_RAZED_CITY</Type>
<Type>MEMORY_RAZED_HOLY_CITY</Type>
<Type>MEMORY_SPY_CAUGHT</Type>
<Type>MEMORY_GIVE_HELP</Type>
<Type>MEMORY_REFUSED_HELP</Type>
<Type>MEMORY_ACCEPT_DEMAND</Type>
<Type>MEMORY_REJECTED_DEMAND</Type>
<Type>MEMORY_ACCEPTED_RELIGION</Type>
<Type>MEMORY_DENIED_RELIGION</Type>
<Type>MEMORY_ACCEPTED_CIVIC</Type>
<Type>MEMORY_DENIED_CIVIC</Type>
<Type>MEMORY_ACCEPTED_JOIN_WAR</Type>
<Type>MEMORY_DENIED_JOIN_WAR</Type>
<Type>MEMORY_ACCEPTED_STOP_TRADING</Type>
<Type>MEMORY_DENIED_STOP_TRADING</Type>
<Type>MEMORY_STOPPED_TRADING</Type>
<Type>MEMORY_STOPPED_TRADING_RECENT</Type>
<Type>MEMORY_HIRED_TRADE_EMBARGO</Type>
<Type>MEMORY_MADE_DEMAND</Type>
<Type>MEMORY_MADE_DEMAND_RECENT</Type>
<Type>MEMORY_CANCELLED_OPEN_BORDERS</Type>
<Type>MEMORY_TRADED_TECH_TO_US</Type>
<Type>MEMORY_RECEIVED_TECH_FROM_ANY</Type>-->[/B]
<NoWarAttitudeProbs>
<NoWarAttitudeProb>
<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<iNoWarProb>20</iNoWarProb>
</NoWarAttitudeProb>
</NoWarAttitudeProbs>
[B]<!--<AttitudeType>ATTITUDE_FURIOUS</AttitudeType>
<AttitudeType>ATTITUDE_ANNOYED</AttitudeType>
<AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType>
<AttitudeType>ATTITUDE_PLEASED</AttitudeType>
<AttitudeType>ATTITUDE_FRIENDLY</AttitudeType>-->[/B]
<UnitAIWeightModifiers>
<UnitAIWeightModifier>
<UnitAIType>UNITAI_WORKER</UnitAIType>
<iWeightModifier>100</iWeightModifier>
</UnitAIWeightModifier>
</UnitAIWeightModifiers>
[B]<!--<Type>UNITAI_UNKNOWN</Type>
<Type>UNITAI_ANIMAL</Type>
<Type>UNITAI_SETTLE</Type>
<Type>UNITAI_WORKER</Type>
<Type>UNITAI_ATTACK</Type>
<Type>UNITAI_ATTACK_CITY</Type>
<Type>UNITAI_COLLATERAL</Type>
<Type>UNITAI_PILLAGE</Type>
<Type>UNITAI_RESERVE</Type>
<Type>UNITAI_COUNTER</Type>
<Type>UNITAI_CITY_DEFENSE</Type>
<Type>UNITAI_CITY_COUNTER</Type>
<Type>UNITAI_CITY_SPECIAL</Type>
<Type>UNITAI_EXPLORE</Type>
<Type>UNITAI_MISSIONARY</Type>
<Type>UNITAI_PROPHET</Type>
<Type>UNITAI_ARTIST</Type>
<Type>UNITAI_SCIENTIST</Type>
<Type>UNITAI_MERCHANT</Type>
<Type>UNITAI_ENGINEER</Type>
<Type>UNITAI_SPY</Type>
<Type>UNITAI_ICBM</Type>
<Type>UNITAI_WORKER_SEA</Type>
<Type>UNITAI_ATTACK_SEA</Type>
<Type>UNITAI_RESERVE_SEA</Type>
<Type>UNITAI_ESCORT_SEA</Type>
<Type>UNITAI_EXPLORE_SEA</Type>
<Type>UNITAI_ASSAULT_SEA</Type>
<Type>UNITAI_SETTLER_SEA</Type>
<Type>UNITAI_MISSIONARY_SEA</Type>
<Type>UNITAI_SPY_SEA</Type>
<Type>UNITAI_CARRIER_SEA</Type>
<Type>UNITAI_ATTACK_AIR</Type>
<Type>UNITAI_DEFENSE_AIR</Type>
<Type>UNITAI_CARRIER_AIR</Type>-->[/B]
<ImprovementWeightModifiers>
<ImprovementWeightModifier>
<ImprovementType>IMPROVEMENT_TOWN</ImprovementType>
<iWeightModifier>20</iWeightModifier>
</ImprovementWeightModifier>
</ImprovementWeightModifiers>
[B]<!--<Type>IMPROVEMENT_FARM</Type>
<Type>IMPROVEMENT_FISHING_BOATS</Type>
<Type>IMPROVEMENT_WHALING_BOATS</Type>
<Type>IMPROVEMENT_MINE</Type>
<Type>IMPROVEMENT_WORKSHOP</Type>
<Type>IMPROVEMENT_LUMBERMILL</Type>
<Type>IMPROVEMENT_WINDMILL</Type>
<Type>IMPROVEMENT_WATERMILL</Type>
<Type>IMPROVEMENT_PLANTATION</Type>
<Type>IMPROVEMENT_QUARRY</Type>
<Type>IMPROVEMENT_PASTURE</Type>
<Type>IMPROVEMENT_CAMP</Type>
<Type>IMPROVEMENT_WELL</Type>
<Type>IMPROVEMENT_OFFSHORE_PLATFORM</Type>
<Type>IMPROVEMENT_WINERY</Type>
<Type>IMPROVEMENT_COTTAGE</Type>
<Type>IMPROVEMENT_HAMLET</Type>
<Type>IMPROVEMENT_VILLAGE</Type>
<Type>IMPROVEMENT_TOWN</Type>
<Type>IMPROVEMENT_FORT</Type>-->[/B]
If you want any extra information in there just add it in this thread, and I'll update the XML to be commented with what the values do - truth is I'm not 100% on all of them so I thought I would just not bother with that till I am 100% certain on what they do, I was going to check the Wiki, and see if there is any more info there, be back soon to update....
The prupose of this section of code is to highlight the options you can use in the way of creating a leader.
Just so you can see what I've done I've highlighted the edits in bold
I'd like to get a list happening for all the CONTACT and MEMORY done also - be back soon.... DONE
Now for just an explanation of exactly what each line does...
Go ahead print it out and make a civ - you'll see - it is heaps quicker to have it nearby!