Civ Creation QUICK Reference

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
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!
 
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