<CustomModOptions>
<!-- Class - Data=0, BugFix=1, API=2, Events=3, Minor=4, Common=5, Major=6 -->
<!-- 0=Data - Data used by other components -->
<!-- 1=BugFix - Bug fixes, usually wanted -->
<!-- 2=API - API, no effect/overhead unless used by another mod -->
<!-- 3=Events - Events, overhead even if not used by another mod -->
<!-- 4=Minor - Minor enhancements, limited game play changes -->
<!-- 5=Common - Common enhancements, obvious game play changes -->
<!-- 6=Major - Major enhancements, massive game play changes -->
<!-- Adds a notification when someone circumnavigates the globe -->
<Row Class="4" Name="GLOBAL_ENABLE_MAGELLAN" Value="1"/>
<!-- Great Generals and Admirals gained from combat experience spawn in the war-zone and not in a distant city -->
<Row Class="5" Name="GLOBAL_LOCAL_GENERALS" Value="1"/>
<!-- GLOBAL_PASSABLE_FORTS=0 ships may only enter player cities or pass through allied CS cities -->
<!-- GLOBAL_PASSABLE_FORTS=1 ships may additionally enter coastal forts in player, allied CS or no-mans land -->
<!-- GLOBAL_PASSABLE_FORTS_ANY=1 ships may additionally enter inland forts in player, allied CS or no-mans land -->
<!-- Ships may enter coastal forts/citadels -->
<Row Class="6" Name="GLOBAL_PASSABLE_FORTS" Value="1"/>
<!-- Ships may enter ANY forts/citadels (requires GLOBAL_PASSABLE_FORTS=1) -->
<Row Class="6" Name="GLOBAL_PASSABLE_FORTS_ANY" Value="0"/> <!-- Default is OFF -->
<!-- Give initial production boost for cities founded on forests, as if the forest had been chopped down by a worker -->
<Row Class="6" Name="GLOBAL_CITY_FOREST_BONUS" Value="1"/>
<!-- Mountain plots return their terrain as TERRAIN_MOUNTAIN and any land unit may enter a mountain that has a road/rail route -->
<Row Class="5" Name="GLOBAL_ALPINE_PASSES" Value="0"/>
<!-- City States will gift ships -->
<Row Class="5" Name="GLOBAL_CS_GIFT_SHIPS" Value="1"/>
<!-- Units in allied militaristic City States can upgrade - requires a patch to UnitPanel.lua to fix the incorrect message about being in friendly territory-->
<Row Class="5" Name="GLOBAL_CS_UPGRADES" Value="1"/>
<!-- City States will only raze captured cities if they are very unhappy -->
<Row Class="5" Name="GLOBAL_CS_RAZE_RARELY" Value="1"/>
<!-- City States give different gifts depending on their type (cultural, religious, maritime, etc) -->
<Row Class="6" Name="GLOBAL_CS_GIFTS" Value="0"/>
<!-- Remove assembled spaceship parts from conquered capitals -->
<Row Class="5" Name="GLOBAL_NO_CONQUERED_SPACESHIPS" Value="1"/>
<!-- Adjacent allied ships block blockades by enemy ships 2 or more tiles away -->
<Row Class="6" Name="GLOBAL_ALLIES_BLOCK_BLOCKADES" Value="1"/>
<!-- Embarked combat units only blockade adjacent tiles -->
<Row Class="6" Name="GLOBAL_SHORT_EMBARKED_BLOCKADES" Value="1"/>
<!-- Other player's settlers captured from Barbarians will sometimes remain as settlers -->
<Row Class="6" Name="GLOBAL_GRATEFUL_SETTLERS" Value="1"/>
<Row Class="0" Name="GLOBAL_GRATEFUL_SETTLERS_PERCENT" Value="20"/>
<!-- Subs under ice are immune to all attacks except from other subs -->
<Row Class="6" Name="GLOBAL_SUBS_UNDER_ICE_IMMUNITY" Value="1"/>
<!-- Paratroops can move/attack after the drop, if the drop is not at max range -->
<Row Class="5" Name="GLOBAL_PARATROOPS_MOVEMENT" Value="0"/>
<!-- Paratroops take AA damage from hostile units -->
<Row Class="5" Name="GLOBAL_PARATROOPS_AA_DAMAGE" Value="0"/>
<!-- Permits land units to cross ice -->
<Row Class="2" Name="TRAITS_CROSSES_ICE" Value="1"/>
<!-- Permits variable recon ranges by creating extra recon range promotions (like extra sight range) -->
<Row Class="2" Name="PROMOTIONS_VARIABLE_RECON" Value="1"/>
<!-- Permits land units to cross mountains (like the Carthage trait) -->
<Row Class="2" Name="PROMOTIONS_CROSS_MOUNTAINS" Value="1"/>
<!-- Permits coastal units to cross oceans -->
<Row Class="2" Name="PROMOTIONS_CROSS_OCEANS" Value="1"/>
<!-- Permits land units to cross ice -->
<Row Class="2" Name="PROMOTIONS_CROSS_ICE" Value="1"/>
<!-- Adds a HalfMove feature to the UnitPromotions_Terrains and UnitPromotions_Features tables -->
<Row Class="2" Name="PROMOTIONS_HALF_MOVE" Value="1"/>
<!-- Permits Deep Water (Ocean) embarkation for hovering units -->
<Row Class="2" Name="PROMOTIONS_DEEP_WATER_EMBARKATION" Value="0"/>
<!-- Permit the focus (gold, science, etc) of puppet cities to be set (but not what is being built or how specialists are allocated) -->
<Row Class="5" Name="UI_CITY_PRODUCTION" Value="1"/>
<!-- Purchase of buildings in cities allows for any current production, (current production is depreciated) -->
<Row Class="5" Name="BUILDINGS_PRO_RATA_PURCHASE" Value="1"/>
<Row Class="0" Name="BUILDINGS_PRO_RATA_PURCHASE_DEPRECIATION" Value="80"/>
<!-- Restricts worker suggestions to local tiles (at the limits specified - limits are distances between the unit and the plot as the crow flies, NOT path lengths) -->
<Row Class="5" Name="UNITS_LOCAL_WORKERS" Value="1"/>
<Row Class="0" Name="UNITS_LOCAL_WORKERS_LANDLIMIT" Value="6"/>
<Row Class="0" Name="UNITS_LOCAL_WORKERS_WATERLIMIT" Value="10"/>
<!-- Hovering unit can only heal over land -->
<Row Class="6" Name="UNITS_HOVERING_LAND_ONLY_HEAL" Value="1"/>
<!-- Permits hovering units to attack coastal shipping -->
<Row Class="6" Name="UNITS_HOVERING_COASTAL_ATTACKS" Value="1"/>
<Row Class="0" Name="UNITS_HOVERING_COASTAL_ATTACKS_RANGE" Value="1"/>
<Row Class="0" Name="UNITS_HOVERING_COASTAL_ATTACKS_MULTIPLIER" Value="1"/>
<Row Class="0" Name="UNITS_HOVERING_COASTAL_ATTACKS_DIVISOR" Value="2"/>
<!-- Removes religion preference -->
<Row Class="5" Name="RELIGION_NO_PREFERRENCES" Value="1"/>
<!-- Randomises religion choice (if preferred religion unavailable) -->
<Row Class="4" Name="RELIGION_RANDOMISE" Value="1"/>
<!-- Event sent when the player enters a new era, see also NewEraPopup.lua and BUTTONPOPUP_NEW_ERA -->
<!-- GameEvents.TeamSetEra.Add(function(eTeam, eEra, bFirst) end) -->
<Row Class="3" Name="EVENTS_NEW_ERA" Value="1"/>
<!-- Event sent during Game.DoFromUIDiploEvent, see also DiscussionDialog.lua -->
<!-- GameEvents.UiDiploEvent.Add(function(eEvent, eAIPlayer, iArg1, iArg2) end) -->
<Row Class="3" Name="EVENTS_DIPLO_EVENTS" Value="1"/>
<!-- Events sent if a Goody Hut is giving a tech -->
<!-- GameEvents.GoodyHutCanResearch.Add(function(iPlayer, eTech) return true end) -->
<!-- GameEvents.GoodyHutTechResearched.Add(function(iPlayer, eTech) end) -->
<Row Class="3" Name="EVENTS_GOODY_TECH" Value="0"/>
<!-- Events sent when a player is about to found a religion -->
<!-- GameEvents.PlayerCanFoundPantheon(function(iPlayer) return true end) -->
<!-- GameEvents.PlayerCanFoundReligion(function(iPlayer, iCity) return true end) -->
<!-- GameEvents.GetReligionToFound.Add(function(iPlayer, iPreferredReligion, bIsAlreadyFounded) return iPreferredReligion end) -->
<!-- GameEvents.PantheonFounded.add(function(iPlayer, iReligion, iBelief1) end) -->
<!-- GameEvents.ReligionFounded.add(function(iPlayer, iHolyCity, iReligion, iBelief1, iBelief2, iBelief3, iBelief4, iBelief5, sCustomName) end) -->
<!-- GameEvents.ReligionEnhanced.add(function(iPlayer, iReligion, iBelief1, iBelief2) end) -->
<Row Class="3" Name="EVENTS_FOUND_RELIGION" Value="0"/>
<!-- Events sent when choosing beliefs -->
<!-- GameEvents.PlayerCanHaveBelief.Add(function(iPlayer, iBelief) return true end) -->
<!-- GameEvents.ReligionCanHaveBelief.Add(function(iReligion, iBelief) return true end) -->
<Row Class="3" Name="EVENTS_ACQUIRE_BELIEFS" Value="0"/>
<!-- Events sent after a city produces/buys something -->
<!-- GameEvents.CityTrained.Add(function(iPlayer, iCity, iUnit, bGold, bFaith) end) -->
<!-- GameEvents.CityConstructed.Add(function(iPlayer, iCity, iBuilding, bGold, bFaith) end) -->
<!-- GameEvents.CityCreated.Add(function(iPlayer, iCity, iProject, bGold, bFaith) end) -->
<!-- GameEvents.CityBoughtPlot.Add(function(iPlayer, iCity, iPlotX, iPlotY, bGold, bCulture) end) -->
<Row Class="3" Name="EVENTS_CITY" Value="0"/>
<!-- Event sent to ascertain if a unit can rebase to a specific plot (either a city or a carrier) -->
<!-- GameEvents.CanLoadAt(function(iPlayer, iUnit, iPlotX, iPlotY) return false end) -->
<!-- GameEvents.CanRebaseInCity.Add(function(iPlayer, iUnit, iPlotX, iPlotY) return false end) -->
<!-- GameEvents.CanRebaseTo.Add(function(iPlayer, iUnit, iPlotX, iPlotY, bIsCity) return true end) -->
<!-- GameEvents.RebaseTo.Add(function(iPlayer, iUnit, iPlotX, iPlotY) end) -->
<Row Class="3" Name="EVENTS_REBASE" Value="0"/>
<!-- Events sent before and after a paradrop -->
<!-- This is a "TestAny" event so is currently unique!!! -->
<!-- GameEvents.CanParadropFrom.Add(function(iPlayer, iUnit, iPlotX, iPlotY) return false end) -->
<!-- This is a standard "TestAll" event
<!-- GameEvents.CannotParadropFrom.Add(function(iPlayer, iUnit, iPlotX, iPlotY) return false end) -->
<!-- This is a standard "Hook" event -->
<!-- GameEvents.ParadropAt.Add(function(iPlayer, iUnit, iFromX, iFromY, iToX, iToY) end) -->
<Row Class="3" Name="EVENTS_PARADROPS" Value="0"/>
<!-- Event sent to ascertain if a unit can move into a given plot -->
<!-- GameEvents.CanMoveInto.Add(function(iPlayer, iUnit, iPlotX, iPlotY, bAttack, bDeclareWar) return true end) -->
<!-- VERY, VERY CPU INTENSIVE - should only really be used for investigation, not actual game play!!! -->
<Row Class="3" Name="EVENTS_CAN_MOVE_INTO" Value="0"/>
<!-- Events generated by the RED (by Gedemon) dll mod code -->
<!-- Turn ==> PlayerEndTurnInitiated, PlayerEndTurnCompleted, TurnComplete -->
<!-- Combat ==> PushingMissionTo, MustAbortAttack, CombatEnded -->
<Row Class="3" Name="EVENTS_RED_TURN" Value="0"/>
<Row Class="3" Name="EVENTS_RED_COMBAT" Value="0"/>
<!-- API enhancements cannot be turned on or off, these entries are just here to get their entries into the CustomMod.log file -->
<!-- Enables the Espionage API -->
<Row Class="2" Name="API_ESPIONAGE" Value="1"/>
<!-- Enabes the Plot Based Damage API (replaces fixed damage from mountains) -->
<!-- Take care when enabling this and adding terrain based damage for ice as you will probably want to give submarines the IgnoreTerrainDamage promotion -->
<Row Class="2" Name="API_PLOT_BASED_DAMAGE" Value="0"/>
<!-- Enables the LUA Extensions API -->
<Row Class="2" Name="API_LUA_EXTENSIONS" Value="1"/>
<!-- Enables the Extensions API -->
<Row Class="2" Name="API_EXTENSIONS" Value="1"/>
<!-- Push various hard-coded values controlling the AI out into XML -->
<Row Class="2" Name="CONFIG_AI_IN_XML" Value="1"/>
<!-- Fixes the NumCitiesFreeFoodBuilding (policy finisher) bug where the civilization has a UB for the Aquaduct -->
<Row Class="1" Name="BUGFIX_FREE_FOOD_BUILDING" Value="1"/>
<!-- Fixes the bug where the naval Civilization_FreeUnits start on land -->
<Row Class="1" Name="BUGFIX_NAVAL_FREE_UNITS" Value="1"/>
<!-- Fixes the bug where the naval units jump to the nearest city and not the nearest available water plot -->
<Row Class="1" Name="BUGFIX_NAVAL_NEAREST_WATER" Value="1"/>
<!-- Fixes the bug where Barb Camps ignore the ValidTerrains and ValidFeatures tables -->
<Row Class="1" Name="BUGFIX_BARB_CAMP_TERRAINS" Value="1"/>
<!-- Fixes the bug where you can't remove roads in no-mans-land originally built by a now dead player -->
<Row Class="1" Name="BUGFIX_REMOVE_GHOST_ROUTES" Value="1"/>
<!-- Fixes healing units ignoring enemy units and sleeping units under direct fire remaining asleep -->
<Row Class="1" Name="BUGFIX_UNITS_AWAKE_IN_DANGER" Value="1"/>
<!-- Fixes workers stopping what they are doing at any hint of danger to only when they can see an enemy unit -->
<Row Class="1" Name="BUGFIX_WORKERS_VISIBLE_DANGER" Value="1"/>
<!-- Fixes the very dodgy maths in the calculation of a unit's power -->
<Row Class="1" Name="BUGFIX_UNIT_POWER_CALC" Value="1"/>
<!-- Fixes the Anti-Air non-domain bonuses issue, requires BUGFIX_UNIT_POWER_CALC to be enabled -->
<Row Class="1" Name="BUGFIX_UNIT_POWER_BONUS_VS_DOMAIN_ONLY" Value="1"/>
<!-- Fixes the naval imbalance in a unit's power calculation, requires BUGFIX_UNIT_POWER_CALC to be enabled -->
<Row Class="1" Name="BUGFIX_UNIT_POWER_NAVAL_CONSISTENCY" Value="1"/>
<!-- Fixes a bug in the pathfinder code for hovering units at the seaside! -->
<Row Class="1" Name="BUGFIX_HOVERING_PATHFINDER" Value="1"/>
<!-- Fixes the Range-3 targetting bug - code by DaveMcW (http://forums.civfanatics.com/showthread.php?t=479509) -->
<Row Class="1" Name="BUGFIX_RANGE_3_TARGETTING" Value="1"/>
</CustomModOptions>