GlobalDefines.xml --- Information?

cmhwak

Chieftain
Joined
Apr 24, 2006
Messages
40
im hoping that someone at some point working on a mod may have figured out what a lot of this stuff does. the civ4wiki has a very large amount of info missing on this one file. some of what these things do are obvious but many are not. so, anyone have the missing info from civ4wiki?

(i know there are tons of options in this xml so ill try to point out the -main- ones im looking for. i am though looking for somewhat more detailed info on the majority of these. here are the main ones...


STARTING_DISTANCE_PERCENT
OWNERSHIP_SCORE_DURATION_THRESHOLD
INITIAL_AI_CITY_PRODUCTION
MAX_DISTANCE_CITY_MAINTENANCE
FOUND_RELIGION_CITY_RAND
LAKE_PLOT_RAND
PLOTS_PER_RIVER_EDGE
INITIAL_FREE_UNITS_POPULATION_PERCENT
INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT
INITIAL_FREE_OUTSIDE_UNITS

THEIR_POPULATION_TRADE_PERCENT
through
EXTRA_YIELD

everything starting with
WW_...

NO_MILITARY_PERCENT_ANGER
AT_WAR_CULTURE_ANGER_MODIFIER
CULTURE_PERCENT_ANGER
BASE_FEATURE_PRODUCTION_PERCENT
UPKEEP_POPULATION_OFFSET
UPKEEP_CITY_OFFSET
BUILDING_PRODUCTION_DECAY_TIME
WAR_SUCCESS_ATTACKING


if you know what any of these do, id really like to know. if you can point me somewhere that has this info, that would be great as well. hopefully someone does actually know what these do.) :coffee:
 
MAX_DISTANCE_CITY_MAINTENANCE

I think this means the max ammount of maintenance you have to pay for a city will never be over what no. you put after it
 
cmhwak said:
im hoping that someone at some point working on a mod may have figured out what a lot of this stuff does. the civ4wiki has a very large amount of info missing on this one file. some of what these things do are obvious but many are not. so, anyone have the missing info from civ4wiki?

(i know there are tons of options in this xml so ill try to point out the -main- ones im looking for. i am though looking for somewhat more detailed info on the majority of these. here are the main ones...


STARTING_DISTANCE_PERCENT
OWNERSHIP_SCORE_DURATION_THRESHOLD
INITIAL_AI_CITY_PRODUCTION
MAX_DISTANCE_CITY_MAINTENANCE
FOUND_RELIGION_CITY_RAND
LAKE_PLOT_RAND
PLOTS_PER_RIVER_EDGE
INITIAL_FREE_UNITS_POPULATION_PERCENT
INITIAL_FREE_MILITARY_UNITS_POPULATION_PERCENT
INITIAL_FREE_OUTSIDE_UNITS

THEIR_POPULATION_TRADE_PERCENT
through
EXTRA_YIELD

everything starting with
WW_...

NO_MILITARY_PERCENT_ANGER
AT_WAR_CULTURE_ANGER_MODIFIER
CULTURE_PERCENT_ANGER
BASE_FEATURE_PRODUCTION_PERCENT
UPKEEP_POPULATION_OFFSET
UPKEEP_CITY_OFFSET
BUILDING_PRODUCTION_DECAY_TIME
WAR_SUCCESS_ATTACKING


if you know what any of these do, id really like to know. if you can point me somewhere that has this info, that would be great as well. hopefully someone does actually know what these do.) :coffee:


The "WW" stands for "War Weariness". It's the amount tha a Civ's War Weariness rating goes up for each one of the events. So, because of WW_UNIT_KILLED_ATTACKING, you get whatever that number is added to your War Weariness total.

I'm not exactly sure, but I know that Decay has something to do with the amount of hammers you've collected for a building "decaying" over time, so when you put 60 hammers towards a 100 hammer building, then switch production away from it, I believe you will keep losing hammers due to inactivity for awhile. Perhaps the "BUILDING_PRODUCTION_DECAY_TIME" means how long before it hits zero?

For a more geneal solution, you can try to read the Python and SDK code by searching for these values and seeing in what context they are used.
 
One bit of advice...don't make any changes in this file, ever. Use the GlobalDefinesAlt for that. You can copy from the GlobalDefines xml and paste into the Alt to make changes there.
 
thanks for the help so far. the war warriness makes sense now. ill check out the python and sdk like you said. didnt really think about that though im not to the point of knowing how to code, just being able to change others code to do what i want... so im not sure if i will be able to get anything from these but like i said, i will indeed do check into it.

as far as actually modding the file GlobalDefines.xml instead of using the other, im making a mod so im not editing the actual game file. but for that, i dont really understand this other blank "modders" file. what is the point of having it when you can just modify the things you want instead of taking an extra step just to move them over to another file? i know that if you get in and change the files for the main game thats probably not a good idea so that file makes sense there but in any other case i dont really see the point to it. is there another point aside from -just in case i want to switch back to the original numbers i should use this file so i know what ive changed-?
 
cmhwak said:
thanks for the help so far. the war warriness makes sense now. ill check out the python and sdk like you said. didnt really think about that though im not to the point of knowing how to code, just being able to change others code to do what i want... so im not sure if i will be able to get anything from these but like i said, i will indeed do check into it.

as far as actually modding the file GlobalDefines.xml instead of using the other, im making a mod so im not editing the actual game file. but for that, i dont really understand this other blank "modders" file. what is the point of having it when you can just modify the things you want instead of taking an extra step just to move them over to another file? i know that if you get in and change the files for the main game thats probably not a good idea so that file makes sense there but in any other case i dont really see the point to it. is there another point aside from -just in case i want to switch back to the original numbers i should use this file so i know what ive changed-?

It just becomes less work to update when the game is updated and to merge it with other mods, and much more likely that you won't need to do anything in order to do that. And it becomes much easier to find out what is wrong when something is wrong.
 
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