Kael
Deity
The BtS version of FfH2 is being rewritten from the ground up with mod modders in mind. This article will detail the new attributes and features available for easy use.
A few guidelines for this project:
1. We won't be hardcoding anything in the SDK. This exposes mini-modders to issues when they remove an object that is referenced in the SDK and crashes start occuring. If hardcoding is required it will be done in python.
2. We won't be taking requests for new features. Sorry about this, I know a lot of people are going to see this list, love what we have done and ask for a few more attributes. Not only do I stay very busy just coding the ideas for the FfH2 team, I don't want to add features that we won't use. That decreases the performance and risk of compatibility issues for no advantage in FfH2.
3. We will always make the source code available for those that would like to use it. We have no desire to try to hide the effort of our work, and we are flattered when we see it appear in other projects. If it makes your mod better, or even just saves you a little time you are free to use any part of FfH2.
4. I can't promise a lot of support. Sorry about that, my primary goal is FfH2 and we have a lot of work to do on it. What is provided is done so "as is". I do try to spend a fair amount of time documenting and writing articles but I can't promise that I will be very responsive to crashes or issues you are having using this code.
5. I invite people to use our ideas, lore, code, etc. The only thing I ask is that you not use the Fall from Heaven name. We reserve that for "official" FfH team releases. You can say your mod is "based on Fall from Heaven" but don't call it "Fall form Heaven III", "Fall from Heaven: Age of Magic" or any name that uses Fall from Heaven in the title.
6. Permission is not given to use the Fall from Heaven brand, characters, etc in for profit games. If you are interested in doing that please send me a PM.
Downloads:
New Files:
CIV4SpellInfos.xml-
CIV4UnitSpellSchema.xml-
CIV4AlignmentInfos.xml-
CIV4DamageInfos.xml-
CvSpellInterface.py-
CvPediaSpell.py-
New Attributes:
Global Defines
ALIGNMENT_ATTITUDE_GOOD_TO_GOOD- Base alignment adjustment good AI players have toward good players
ALIGNMENT_ATTITUDE_GOOD_TO_NEUTRAL- Base alignment adjustment good AI players have toward neutral players
ALIGNMENT_ATTITUDE_GOOD_TO_EVIL- Base alignment adjustment good AI players have toward evil leaders
ALIGNMENT_ATTITUDE_NEUTRAL_TO_GOOD- Base alignment adjustment neutral AI players have toward good players
ALIGNMENT_ATTITUDE_NEUTRAL_TO_NEUTRAL- Base alignment adjustment neutral AI players have toward neutral players
ALIGNMENT_ATTITUDE_NEUTRAL_TO_EVIL- Base alignment adjustment neutral AI players have toward evil leaders
ALIGNMENT_ATTITUDE_EVIL_TO_GOOD- Base alignment adjustment evil AI players have toward good players
ALIGNMENT_ATTITUDE_EVIL_TO_NEUTRAL- Base alignment adjustment evil AI players have toward neutral players
ALIGNMENT_ATTITUDE_EVIL_TO_EVIL- Base alignment adjustment evil AI players have toward evil leaders
APOCALYPSE_KILL_CHANCE- Chance that Apocalypse will kill a living unit
BARBARIAN_EXPERIENCE_MODIFIER- Percentage modifier to the expereince gained from defeating barbarain units
BONUS_MANA- Bonus type for mana
BONUSCLASS_MANA- Bonus class for mana
COMBAT_APPLY_CHANCE- Percentage chance that a promotion is applied to enemy during combat
CRUSADE_SPAWN_CHANCE- Chance a Demagog will spawn from a town each turn a player is on a Crusade
FEATURE_REQUIRE_RESIST_AMOUNT- Resistance amount requried to enter feature plots that require resistance
FEATURE_UPGRADE_CHANCE- Percentage chance that an improvement will upgrade to its FeatureUpgradeType each turn
FLAMES_EXPIRE_CHANCE- Percentage chance that flames will die out each turn
FLAMES_EXPIRE_EFFECT- What flames become after they expire
FLAMES_FEATURE- Feature used for the flames effect
FLAMES_SPREAD_CHANCE- Percentage chance that flames will spread to surrounding tiles or through fire damage
FLAMES_SPEAD_EFFECT- What the Flames feature spreads
FREE_XP_MAX- Free XP per turn from promotions stops after this number
GLOBAL_COUNTER_LIMIT_DEFAULT- Base limit of the global counter
GLOBAL_COUNTER_LIMIT_PER_PLAYER- Limit increase to the global counter per player
GREAT_COMMANDER_PROMOTION- Promotion that indicates a unit with a bonded Great Commander
HELLFIRE_CHANCE- Chance in 10,000 that a tile will be converted to Hellfire when the ritual is built
HIDDEN_NATIONALITY_PROMOTION- Promotion that grants a unit Hidden Nationality
IMPROVEMENT_UNIQUE_CHANCE- Chance that a unique improvement will appear on the map
INVISIBLE_TYPE- Base Invisibility Type
LOKI_UNREST_CHANCE- Chance that Loki causes unrest in cities each turn
MUTATED_PROMOTION- Promotion that marks a unit that has been mutated
MUTATION_CHANCE- Percent chance that each mutation promotion will be applied to a mutated unit
ORDER_SPAWN_CHANCE- Percent chance that a unit will spawn when the Order spreads to a city
PLANAR_GATE_CHANCE- Chance in 10,000 that a Planar Gate will summon a creature each turn
POISONED_PROMOTION- Promotion that indicates a unit is poisoned
RANDOM_CIVILIZATION- Holds the random alignment leaders (NONE to disable)
RAZE_COST_BASE- Base effect on the Global Counter when cities are razed
RAZE_COST_PER_POPULATION- Effect on the Global Counter for each population point past the limit
RAZE_COST_PER_POPULATION_OVER- City populations must be above this before the per population adjustment is applied
RELIGION_ADOPTION_CHANCE- Base chance a unit adopts a religion in the city it is built in
SLAVE_UNITCLASS- Unitclass created from enslavement
SOMNIUM_BASE_DELAY_TURNS- Minimum amount of turns between Somnium games with one opponent
SPECIALUNIT_SPELL- This specialunit type doesn't get duration boosts and dies each turn
SPELL_RESIST_CHANCE_BASE- Base Chance of a unit to resist a spell before modifiers
SPELL_RESIST_CHANCE_MAX- Maximum spell resistance chance
SPELL_RESIST_CHANCE_MIN- Minimum spell resistance chance
STARTING_SETTLER_PROMOTION- Promotion that the beginning settlers start with (NONE to not grant any)
TILES_PER_SPAWN- Amount of unowned tiles per spawn before lairs stop spawning
TREANT_SPAWN_CHANCE- Chance that a Treant will spawn from an ancient forest
WEAPON_PROMOTION_TIER1- The tier 1 weapon promotion that is given to units
WEAPON_PROMOTION_TIER2- The tier 2 weapon promotion that is given to units
WEAPON_PROMOTION_TIER3- The tier 3 weapon promotion that is given to units
WEAPON_REQ_BONUS_TIER1- Bonus required for the tier 1 weapon promotion (NONE to not require any)
WEAPON_REQ_BONUS_TIER2- Bonus required for the tier 2 weapon promotion (NONE to not require any)
WEAPON_REQ_BONUS_TIER3- Bonus required for the tier 3 weapon promotion (NONE to not require any)
WRATH_CONVERT_CHANCE- Change that the Wrath event will convert each living unit
Bonus Attributes:
bModifierPerBonus- If this is set to true (1) then the bonus's effects are cumulative (ex: so a bonus with +1 happiness would give +1 for each amount of the bonus the city has access to instead of just +1 if it has it or not)
iBadAttitude- This value is multiplied by the leaders iAttitudeBadBonus value to determine an attitude adjustment for using this bonus type
iDiscoverRandModifier- Percent the bonus modifies the chance improvements find new resources
iGreatPeopleRateModifier- Percent amount the bonus modifies the great people rate
iHealChange- Amount the bonus effects the heal rate of friendly units within your borders
iHealChangeEnemy- Amount the bonus effects the heal rate of enemy units within your borders
iMaintenanceModifier- Effect having the resource has ont he cities maintenance costs
iMutateChance- Chance that units built in the city will begin mutated
iResearchModifier- Percent amount the bouns effects the players research amount
DamageType- If a unit has affinity to this bonus this is the damage type that affinity grants (ex: death mana has this set to DAMAGE_DEATH)
FreePromotion- If having access to this bonus in a city grants a promotion to units in that city
Building Attributes:
bApplyFreePromotionOnMove- If the FreePromotion this building offers is granted to units that pass through the city (instead of just to units built in the city)
bEquipment- If the building can be picked up as equipment (ex: Crown of Akharien).
bHideUnits- If the building causes all your teams units in your lands to become invisible (ex: Nox Noctis).
bNoCivicAnger- If the Building keeps you from suffering from civic anger (if another civ has a civic that your people want).
bRequiresCaster- If the building dissapears if a unit that can't create it with a spell isnt in the city
bSeeInvisible- If the building disables invisibility in your lands.
bUnhappyProduction- If you geta bonus hammer from every unhappy citizen in your cities.
iCrime- Buildings modifier on the cities crime rate.
iFreePromotionPick- The amount of free promotions that are granted to units built in the city
iGlobalResistEnemyModify- Modifier to your opponents resistance chances vs your spells
iGlobalResistModify- Modifier to your resistance chances vs your enemies spells
iModifyGlobalCounter- The amount that creating the building modifies the global counter
iPlotRadius- If this building modifies the cities plot radius, only 1 or 3 are valid entries.
iResistMagic- Modifier to the Magic Resistance of units in the city
FreeBonus2- Extra bonus the building provides
FreeBonus3- Extra bonus the building provides
PrereqTrait- If the building requires a trait in order to be built
RemovePromotion- If the building removes a promotion from units passing through the city
SpecialistCommerceChanges- Modifiers to specialists commerce rates in your empire.
Civic Attributes:
bCompassionHigh- Marked if havng this civic allows this player to qualify for the high compassion attitude modifier
bCompassionLow- Marked if havng this civic allows this player to qualify for the low compassion attitude modifier
bHidden- If the civic isn't displayed in diplomacy (so others don't know you have it).
bNoDiplomacyWithEnemies- The player cannot initiate diplomacy with enemies when this civic is selected
bPrereqWar- This civic can only be selected when the player is at war
iAttitudeShadeMod- Modifier on attitude with other leaders that have this civic.
iCoastalTradeRoutes- Modifier to the amount of trade routes in coastal cities
iEnslavementChance- Chance that slaves will be captured from defeated living units
iFoodConsumptionPerPopulation- To change the base amount of food consumed per person
BlockAlignment- Alignment that cannot choose this civic.
PrereqAlignment- Alignment that is required to choose this civic
PrereqCivilization- Civilization that is required to choose this civic
PrereqReligion- Religion that is required to choose this civic
Civilization Attributes:
bGraphicalOnly- Civilizations with this set can't be selected from the load game menu.
CivTrait- This trait is applied to all leaders of this Civilization
DefaultRace- This promotion will be given to all units that aren't world units and don't already have a race promotion assigned
Hero- The Hero of the Civ (used in some display strings and spells).
MaintainFeatures- Features listed here won't be removed when improvements are added.
Event Attributes:
iCrime- Amount the event modifies the crime rate of the city.
iGlobalCounter- Amount the event modifies the global counter (Armageddon Counter).
PrereqAlignment- Alignment required to select this event option.
PrereqBonus- The player has to have at least 1 of this bonus to select this event option.
PrereqCivilization- Civilization required to select this event option.
PrereqReligion- Religion required in the city to select this event option.
PrereqStateReligion- State religion required to select this event option.
EventTrigger Attributes:
iPrereqCrime- The city must have this crime rate before this event will trigger.
iPrereqGlobalCounter- The global counter must be at this level or higher before this eventtrigger can occur
PrereqAlignment- This eventtrigger will only happen for leaders of this alignment
PrereqCivilizationPleased- This civilization must be pleased with the player before this event will trigger for the player.
PrereqLeader- This event will only trigger for this leader.
PrereqTrait- This eventtrigger will only happen for leaders with this trait
Feature Attributes:
bFlammable- If this feature can catch fire (for flames spread)
FeatureUpgrade- The plot has a chance per turn equal to the FEATURE_UPGRADE_CHANCE of turning into the set feature
PrereqStateReligion- if this feature requires a specific state religion before it can spawn (ex: Ancient Forests)
RequireResist- If resitance is required before untis can move through plots with this features (ex: Flames and fire resistance).
Handicap Attributes:
iAIFreeXP- Free experience that is given to all the AI units.
iLairSpawnRate- The chance that lairs will spawn unit for this difficulty type
Improvement Attributes:
bRequiresPeak- If this Improvement is only valid on peaks.
bUnique- If this is a "Unique Feature", setting this will give the improvement a chance to be spawned by the random map generator
iAppearanceProbability- chance (in 10,000) that this improvement will be placed on applicable plots by the random map generator
iHealRateChange- If this improvement effects the heal rate of units in the plot.
iRange- Range that the improvements range defense modifier is applied.
iRangeDefenseModifier- Amount of defense modifier given.
iVisibilityChange- If this improvement effects the sight range of units on the tile
BonusConvert- If this improvement creates a bonus on the tile (ex: Death Mana improvement changes the raw mana Bonus to Death Mana)
FeatureUpgrade- If this improvement has a chance to turn into a feature.
PrereqCivilization- If set only the set Civilizations will be able to upgrade to this improvement.
PythonAtRange- If the plot is PythonActive this python function will trigger when a unit comes within 1 space fo this plot
PythonOnMove- If the plot is PythonActive this python function will trigger when a unit enters this plot
SpawnUnitType- If this improvement has a chance to spawn barbarian units.
Leader Attributes:
bFemale- 0 if the leader is male, 1 for female
bGraphicalOnly- If set this leader can't be selected form the load game menus.
iAttitudeBadBonus- This value is modified by a bonuses iBadAttitude to determine an attitude adjustment
iAttitudeCompassionHigh- The attitude modifier that is applied towards leaders using a high compassion civic
iAttitudeCompassionLow- The attitude modifier that is applied towards leaders using a low compassion civic
iAttitudeFromFemales- Modifier to attitude from female leaders (ex: Falamar gets +2 from female leaders)
iAttitudeFromMales- Modifier to attitude from male leaders
iAttitudeToFemales- Modifier to attitude this leaders gives to female leaders (ex: Falamar gives +2 to female leaders)
iAttitudeToMales- Modifier to attitude this leader gives to male leaders (ex: Os-Gabella gives -4 to male leaders)
iSomniumAggressiveness- How risky this leaqders Somnium play is when controlled by the AI.
Alignment- The leaders starting alignment
FavoriteTech- The tech the leader prefers.
FavoriteUnitCombat- UNit Combat the leader prefers to build.
FavoriteWonder- This leader will give a +4 attitude adjustment to a leader that owns this wonder
PermanentTrait- The trait that cannot be removed by the Adaptive trait
ReligionWeightModifiers- Modification the leader gives to any configured religion. Setting a value to -100 or lower will make the leader unable to adopt the religion.
Promotion Attributes
bAIControl- If the promotion caused the unit to come under AI control (the AI will be very agressive with them)
bBoarding- A domain land unit with this promotion can attack domain water units
bOnlyDefensive- Keeps the unit from being able to attack
bDispellable- If this promotion can be dispelled by the bDispel setting on spells
bDoubleFortifyBonus- Doubles the fortify bonus for units with this promotion
bEquipment- (disabled)
bFear- When defending attacking living units may break off combat, when attacking if combat is successful living units in the defending plot have a chance to flee to other plots
bFlying- Allows the unit to travel over all tiles with a flat movement cost.
bHeld- If set this promotion will keep the unit from being able to move or use abilities.
bHiddenNationality- Keeps the unit nationality from being displayed and allows the unit to attack without causing war. Units with Hidden Nationality cant capture other units.
IgnoreBuildingDefense- This promotion will allow a unit to ignore defensive bonuses granted from buildings (like walls).
bImmortal- Instead of dying a unit with this promotion will be reborn in his captial. Doing so removes this promotion
bImmuneToCapture- If the unit can't be captured
bImmuneToDefensiveStrike-
bImmuneToFear- If this makes unit is immune to fear
bImmuneToMagic- If this makes the unit immune to resistible spells (the unit will still be effected by spells that cant be resisted)
bInvisible- (disabled)
bMutation- If this promotion can be randomly applied by mutation
bNotAlive- Units with this promotion won't be marked as alive
bPrereqAlive-
bRace-
RemovedByCasting-
bRemovedByCombat-
bRemovedWhenHealed-
bSeeInvisible-
bTargetWeakestUnit-
bTargetWeakestUnitCounter-
bTwincast-
bValidate-
bWaterWalking-
iAIWeight-
iBetrayalChance- Chance per turn the unit will turn barbarian
iBetterDefenderThanPercent-
iCasterResistModify-
iCombatCapturePercent-
iCombatHealPercent-
iCombatLimit-
iCombatPercentDefense-
iCombatPercentGlobalCounter-
iCombatPercentInBorders-
iDefensiveStrikeChance-
iDefensiveStrikeDamage-
iExpireChance-
iExtraCombatStr-
iExtraCombatDefense-
iFreeXPPerTurn-
iFreeXPFromCombat-
iGoldFromCombat-
iGroupSize- Overrides the units group size (ex: the Hero promotion is set to 1 so the unit shows as a solo model, this could also be used to visually different regiment sizes)
iMinLevel-
iModifyGlobalCounter-
iModifyGlobalCounterOnCombat-
iResistMagic-
iSpellCasterXP-
iSpellDamageModify-
iWorkRateModify-
CaptureUnitCombat- Specified unit combat will be captured instead of killed
PromotionCombatApply-
PromotionImmune1-
PromotionImmune2-
PromotionImmune3-
PromotionRandomApply-
PromotionSummonPerk-
BonusPrereq-
PromotionPrereqOr3-
PromotionPrereqOr4-
PromotionPrereqAnd-
PromotionNextLevel-
PyPerTurn-
UnitArtStyleType-
PromotionCombatType- Promotion this promotion grants a combat bonus/penalty against
iPromotionCombatMod- Amount of a bonus/penalty the PromotionCombatType appies to
DamageTypeCombats-
BonusAffinties-
DamageTypeResists-
Religion Attributes
bHidden-
bSneakAttack-
bUpdateSight-
iGlobalCounterFound-
iGlobalCounterSpread-
Alignment-
AlignmentBest-
AlignmentWorst-
Tech Attributes:
bWater-
PreferredAlignment-
PrereqReligion-
Terrain Attributes:
ArtDefineTag2-
bNormalize- if it is set to false (0) this terrain type won't be used in random map generation (ex: hell terrain is set to 0)
iPlotCounterDown- if the plot counter goes below this number the terrain switches to the TerrainDown attribute (ex: 10)
TerrainDown- the terrain type the plot switches to if it gets below the iPlotCounterDown value (ex: TERRAIN_GRASS)
iPlotCounterUp- if the plot counter goes above this number the terrain switches to the TerrainUp attribute (ex: 9)
TerrainUp-the terrain type the plot switches to if it gets above the iPlotCounterUp value (ex: TERRAIN_BROKEN_LANDS)
Trait Attributes:
bAdaptive-
bAgnostic-
bBarbarianAlly-
bIgnoreFood-
bInsane-
bSelectable-
bSprawling-
iFreeXPFromCombat-
iMaxCities-
iPillagingGold-
iStartingGold-
iSummonDuration-
iUpgradeCostModifier-
Unit Attributes
bAbandon-
bAutoRaze-
bDisableUpgradeTo-
bExplodeInCombat-
bFreeXP-
bImmortal-
bImmuneToDefensiveStrikes-
bNeverObsolete-
bNoWarWeariness-
iCombatDefense-
iDefensiveStrikeChance-
iDefensiveStrikeDamage-
iDurationFromCombat-
iEnslavementChance-
iFreePromotionPick-
iGoldFromCombat-
iMinLevel-
iMiscastChance-
iModifyGlobalCounter-
iPrereqGlobalCounter-
iTier- Indication of the units tier, used for spells and such (nothing hardcoded).
iWeaponTier-
iWithdrawlProbDefensive-
DiploVoteType-
EquipmentPromotion-
PrereqAlignment-
PrereqBuildingClass- Unit requires this BuildingClass (instead of a specific building) to be built (ex: training yard class requirement for axemen is fulfilled either by a normal training yard or the bannor specific training yard replacement). If the Civ can't build a building of this class this requirement is ignored (ex: Doviello Axemen don't need training yards).
PrereqCivic-
PromotionFromCombat-
Image-
UnitConvertFromCombat-
iUnitConvertFromCombatChance-
UnitCreateFromCombat-
iUnitCreateFromCombatChance-
PythonPostCombatLost-
PythonPostCombatWon-
DamageTypeCombats-
BonusAffinities-
A few guidelines for this project:
1. We won't be hardcoding anything in the SDK. This exposes mini-modders to issues when they remove an object that is referenced in the SDK and crashes start occuring. If hardcoding is required it will be done in python.
2. We won't be taking requests for new features. Sorry about this, I know a lot of people are going to see this list, love what we have done and ask for a few more attributes. Not only do I stay very busy just coding the ideas for the FfH2 team, I don't want to add features that we won't use. That decreases the performance and risk of compatibility issues for no advantage in FfH2.
3. We will always make the source code available for those that would like to use it. We have no desire to try to hide the effort of our work, and we are flattered when we see it appear in other projects. If it makes your mod better, or even just saves you a little time you are free to use any part of FfH2.
4. I can't promise a lot of support. Sorry about that, my primary goal is FfH2 and we have a lot of work to do on it. What is provided is done so "as is". I do try to spend a fair amount of time documenting and writing articles but I can't promise that I will be very responsive to crashes or issues you are having using this code.
5. I invite people to use our ideas, lore, code, etc. The only thing I ask is that you not use the Fall from Heaven name. We reserve that for "official" FfH team releases. You can say your mod is "based on Fall from Heaven" but don't call it "Fall form Heaven III", "Fall from Heaven: Age of Magic" or any name that uses Fall from Heaven in the title.
6. Permission is not given to use the Fall from Heaven brand, characters, etc in for profit games. If you are interested in doing that please send me a PM.
Downloads:
New Files:
CIV4SpellInfos.xml-
CIV4UnitSpellSchema.xml-
CIV4AlignmentInfos.xml-
CIV4DamageInfos.xml-
CvSpellInterface.py-
CvPediaSpell.py-
New Attributes:
Global Defines
ALIGNMENT_ATTITUDE_GOOD_TO_GOOD- Base alignment adjustment good AI players have toward good players
ALIGNMENT_ATTITUDE_GOOD_TO_NEUTRAL- Base alignment adjustment good AI players have toward neutral players
ALIGNMENT_ATTITUDE_GOOD_TO_EVIL- Base alignment adjustment good AI players have toward evil leaders
ALIGNMENT_ATTITUDE_NEUTRAL_TO_GOOD- Base alignment adjustment neutral AI players have toward good players
ALIGNMENT_ATTITUDE_NEUTRAL_TO_NEUTRAL- Base alignment adjustment neutral AI players have toward neutral players
ALIGNMENT_ATTITUDE_NEUTRAL_TO_EVIL- Base alignment adjustment neutral AI players have toward evil leaders
ALIGNMENT_ATTITUDE_EVIL_TO_GOOD- Base alignment adjustment evil AI players have toward good players
ALIGNMENT_ATTITUDE_EVIL_TO_NEUTRAL- Base alignment adjustment evil AI players have toward neutral players
ALIGNMENT_ATTITUDE_EVIL_TO_EVIL- Base alignment adjustment evil AI players have toward evil leaders
APOCALYPSE_KILL_CHANCE- Chance that Apocalypse will kill a living unit
BARBARIAN_EXPERIENCE_MODIFIER- Percentage modifier to the expereince gained from defeating barbarain units
BONUS_MANA- Bonus type for mana
BONUSCLASS_MANA- Bonus class for mana
COMBAT_APPLY_CHANCE- Percentage chance that a promotion is applied to enemy during combat
CRUSADE_SPAWN_CHANCE- Chance a Demagog will spawn from a town each turn a player is on a Crusade
FEATURE_REQUIRE_RESIST_AMOUNT- Resistance amount requried to enter feature plots that require resistance
FEATURE_UPGRADE_CHANCE- Percentage chance that an improvement will upgrade to its FeatureUpgradeType each turn
FLAMES_EXPIRE_CHANCE- Percentage chance that flames will die out each turn
FLAMES_EXPIRE_EFFECT- What flames become after they expire
FLAMES_FEATURE- Feature used for the flames effect
FLAMES_SPREAD_CHANCE- Percentage chance that flames will spread to surrounding tiles or through fire damage
FLAMES_SPEAD_EFFECT- What the Flames feature spreads
FREE_XP_MAX- Free XP per turn from promotions stops after this number
GLOBAL_COUNTER_LIMIT_DEFAULT- Base limit of the global counter
GLOBAL_COUNTER_LIMIT_PER_PLAYER- Limit increase to the global counter per player
GREAT_COMMANDER_PROMOTION- Promotion that indicates a unit with a bonded Great Commander
HELLFIRE_CHANCE- Chance in 10,000 that a tile will be converted to Hellfire when the ritual is built
HIDDEN_NATIONALITY_PROMOTION- Promotion that grants a unit Hidden Nationality
IMPROVEMENT_UNIQUE_CHANCE- Chance that a unique improvement will appear on the map
INVISIBLE_TYPE- Base Invisibility Type
LOKI_UNREST_CHANCE- Chance that Loki causes unrest in cities each turn
MUTATED_PROMOTION- Promotion that marks a unit that has been mutated
MUTATION_CHANCE- Percent chance that each mutation promotion will be applied to a mutated unit
ORDER_SPAWN_CHANCE- Percent chance that a unit will spawn when the Order spreads to a city
PLANAR_GATE_CHANCE- Chance in 10,000 that a Planar Gate will summon a creature each turn
POISONED_PROMOTION- Promotion that indicates a unit is poisoned
RANDOM_CIVILIZATION- Holds the random alignment leaders (NONE to disable)
RAZE_COST_BASE- Base effect on the Global Counter when cities are razed
RAZE_COST_PER_POPULATION- Effect on the Global Counter for each population point past the limit
RAZE_COST_PER_POPULATION_OVER- City populations must be above this before the per population adjustment is applied
RELIGION_ADOPTION_CHANCE- Base chance a unit adopts a religion in the city it is built in
SLAVE_UNITCLASS- Unitclass created from enslavement
SOMNIUM_BASE_DELAY_TURNS- Minimum amount of turns between Somnium games with one opponent
SPECIALUNIT_SPELL- This specialunit type doesn't get duration boosts and dies each turn
SPELL_RESIST_CHANCE_BASE- Base Chance of a unit to resist a spell before modifiers
SPELL_RESIST_CHANCE_MAX- Maximum spell resistance chance
SPELL_RESIST_CHANCE_MIN- Minimum spell resistance chance
STARTING_SETTLER_PROMOTION- Promotion that the beginning settlers start with (NONE to not grant any)
TILES_PER_SPAWN- Amount of unowned tiles per spawn before lairs stop spawning
TREANT_SPAWN_CHANCE- Chance that a Treant will spawn from an ancient forest
WEAPON_PROMOTION_TIER1- The tier 1 weapon promotion that is given to units
WEAPON_PROMOTION_TIER2- The tier 2 weapon promotion that is given to units
WEAPON_PROMOTION_TIER3- The tier 3 weapon promotion that is given to units
WEAPON_REQ_BONUS_TIER1- Bonus required for the tier 1 weapon promotion (NONE to not require any)
WEAPON_REQ_BONUS_TIER2- Bonus required for the tier 2 weapon promotion (NONE to not require any)
WEAPON_REQ_BONUS_TIER3- Bonus required for the tier 3 weapon promotion (NONE to not require any)
WRATH_CONVERT_CHANCE- Change that the Wrath event will convert each living unit
Bonus Attributes:
bModifierPerBonus- If this is set to true (1) then the bonus's effects are cumulative (ex: so a bonus with +1 happiness would give +1 for each amount of the bonus the city has access to instead of just +1 if it has it or not)
iBadAttitude- This value is multiplied by the leaders iAttitudeBadBonus value to determine an attitude adjustment for using this bonus type
iDiscoverRandModifier- Percent the bonus modifies the chance improvements find new resources
iGreatPeopleRateModifier- Percent amount the bonus modifies the great people rate
iHealChange- Amount the bonus effects the heal rate of friendly units within your borders
iHealChangeEnemy- Amount the bonus effects the heal rate of enemy units within your borders
iMaintenanceModifier- Effect having the resource has ont he cities maintenance costs
iMutateChance- Chance that units built in the city will begin mutated
iResearchModifier- Percent amount the bouns effects the players research amount
DamageType- If a unit has affinity to this bonus this is the damage type that affinity grants (ex: death mana has this set to DAMAGE_DEATH)
FreePromotion- If having access to this bonus in a city grants a promotion to units in that city
Building Attributes:
bApplyFreePromotionOnMove- If the FreePromotion this building offers is granted to units that pass through the city (instead of just to units built in the city)
bEquipment- If the building can be picked up as equipment (ex: Crown of Akharien).
bHideUnits- If the building causes all your teams units in your lands to become invisible (ex: Nox Noctis).
bNoCivicAnger- If the Building keeps you from suffering from civic anger (if another civ has a civic that your people want).
bRequiresCaster- If the building dissapears if a unit that can't create it with a spell isnt in the city
bSeeInvisible- If the building disables invisibility in your lands.
bUnhappyProduction- If you geta bonus hammer from every unhappy citizen in your cities.
iCrime- Buildings modifier on the cities crime rate.
iFreePromotionPick- The amount of free promotions that are granted to units built in the city
iGlobalResistEnemyModify- Modifier to your opponents resistance chances vs your spells
iGlobalResistModify- Modifier to your resistance chances vs your enemies spells
iModifyGlobalCounter- The amount that creating the building modifies the global counter
iPlotRadius- If this building modifies the cities plot radius, only 1 or 3 are valid entries.
iResistMagic- Modifier to the Magic Resistance of units in the city
FreeBonus2- Extra bonus the building provides
FreeBonus3- Extra bonus the building provides
PrereqTrait- If the building requires a trait in order to be built
RemovePromotion- If the building removes a promotion from units passing through the city
SpecialistCommerceChanges- Modifiers to specialists commerce rates in your empire.
Civic Attributes:
bCompassionHigh- Marked if havng this civic allows this player to qualify for the high compassion attitude modifier
bCompassionLow- Marked if havng this civic allows this player to qualify for the low compassion attitude modifier
bHidden- If the civic isn't displayed in diplomacy (so others don't know you have it).
bNoDiplomacyWithEnemies- The player cannot initiate diplomacy with enemies when this civic is selected
bPrereqWar- This civic can only be selected when the player is at war
iAttitudeShadeMod- Modifier on attitude with other leaders that have this civic.
iCoastalTradeRoutes- Modifier to the amount of trade routes in coastal cities
iEnslavementChance- Chance that slaves will be captured from defeated living units
iFoodConsumptionPerPopulation- To change the base amount of food consumed per person
BlockAlignment- Alignment that cannot choose this civic.
PrereqAlignment- Alignment that is required to choose this civic
PrereqCivilization- Civilization that is required to choose this civic
PrereqReligion- Religion that is required to choose this civic
Civilization Attributes:
bGraphicalOnly- Civilizations with this set can't be selected from the load game menu.
CivTrait- This trait is applied to all leaders of this Civilization
DefaultRace- This promotion will be given to all units that aren't world units and don't already have a race promotion assigned
Hero- The Hero of the Civ (used in some display strings and spells).
MaintainFeatures- Features listed here won't be removed when improvements are added.
Event Attributes:
iCrime- Amount the event modifies the crime rate of the city.
iGlobalCounter- Amount the event modifies the global counter (Armageddon Counter).
PrereqAlignment- Alignment required to select this event option.
PrereqBonus- The player has to have at least 1 of this bonus to select this event option.
PrereqCivilization- Civilization required to select this event option.
PrereqReligion- Religion required in the city to select this event option.
PrereqStateReligion- State religion required to select this event option.
EventTrigger Attributes:
iPrereqCrime- The city must have this crime rate before this event will trigger.
iPrereqGlobalCounter- The global counter must be at this level or higher before this eventtrigger can occur
PrereqAlignment- This eventtrigger will only happen for leaders of this alignment
PrereqCivilizationPleased- This civilization must be pleased with the player before this event will trigger for the player.
PrereqLeader- This event will only trigger for this leader.
PrereqTrait- This eventtrigger will only happen for leaders with this trait
Feature Attributes:
bFlammable- If this feature can catch fire (for flames spread)
FeatureUpgrade- The plot has a chance per turn equal to the FEATURE_UPGRADE_CHANCE of turning into the set feature
PrereqStateReligion- if this feature requires a specific state religion before it can spawn (ex: Ancient Forests)
RequireResist- If resitance is required before untis can move through plots with this features (ex: Flames and fire resistance).
Handicap Attributes:
iAIFreeXP- Free experience that is given to all the AI units.
iLairSpawnRate- The chance that lairs will spawn unit for this difficulty type
Improvement Attributes:
bRequiresPeak- If this Improvement is only valid on peaks.
bUnique- If this is a "Unique Feature", setting this will give the improvement a chance to be spawned by the random map generator
iAppearanceProbability- chance (in 10,000) that this improvement will be placed on applicable plots by the random map generator
iHealRateChange- If this improvement effects the heal rate of units in the plot.
iRange- Range that the improvements range defense modifier is applied.
iRangeDefenseModifier- Amount of defense modifier given.
iVisibilityChange- If this improvement effects the sight range of units on the tile
BonusConvert- If this improvement creates a bonus on the tile (ex: Death Mana improvement changes the raw mana Bonus to Death Mana)
FeatureUpgrade- If this improvement has a chance to turn into a feature.
PrereqCivilization- If set only the set Civilizations will be able to upgrade to this improvement.
PythonAtRange- If the plot is PythonActive this python function will trigger when a unit comes within 1 space fo this plot
PythonOnMove- If the plot is PythonActive this python function will trigger when a unit enters this plot
SpawnUnitType- If this improvement has a chance to spawn barbarian units.
Leader Attributes:
bFemale- 0 if the leader is male, 1 for female
bGraphicalOnly- If set this leader can't be selected form the load game menus.
iAttitudeBadBonus- This value is modified by a bonuses iBadAttitude to determine an attitude adjustment
iAttitudeCompassionHigh- The attitude modifier that is applied towards leaders using a high compassion civic
iAttitudeCompassionLow- The attitude modifier that is applied towards leaders using a low compassion civic
iAttitudeFromFemales- Modifier to attitude from female leaders (ex: Falamar gets +2 from female leaders)
iAttitudeFromMales- Modifier to attitude from male leaders
iAttitudeToFemales- Modifier to attitude this leaders gives to female leaders (ex: Falamar gives +2 to female leaders)
iAttitudeToMales- Modifier to attitude this leader gives to male leaders (ex: Os-Gabella gives -4 to male leaders)
iSomniumAggressiveness- How risky this leaqders Somnium play is when controlled by the AI.
Alignment- The leaders starting alignment
FavoriteTech- The tech the leader prefers.
FavoriteUnitCombat- UNit Combat the leader prefers to build.
FavoriteWonder- This leader will give a +4 attitude adjustment to a leader that owns this wonder
PermanentTrait- The trait that cannot be removed by the Adaptive trait
ReligionWeightModifiers- Modification the leader gives to any configured religion. Setting a value to -100 or lower will make the leader unable to adopt the religion.
Promotion Attributes
bAIControl- If the promotion caused the unit to come under AI control (the AI will be very agressive with them)
bBoarding- A domain land unit with this promotion can attack domain water units
bOnlyDefensive- Keeps the unit from being able to attack
bDispellable- If this promotion can be dispelled by the bDispel setting on spells
bDoubleFortifyBonus- Doubles the fortify bonus for units with this promotion
bEquipment- (disabled)
bFear- When defending attacking living units may break off combat, when attacking if combat is successful living units in the defending plot have a chance to flee to other plots
bFlying- Allows the unit to travel over all tiles with a flat movement cost.
bHeld- If set this promotion will keep the unit from being able to move or use abilities.
bHiddenNationality- Keeps the unit nationality from being displayed and allows the unit to attack without causing war. Units with Hidden Nationality cant capture other units.
IgnoreBuildingDefense- This promotion will allow a unit to ignore defensive bonuses granted from buildings (like walls).
bImmortal- Instead of dying a unit with this promotion will be reborn in his captial. Doing so removes this promotion
bImmuneToCapture- If the unit can't be captured
bImmuneToDefensiveStrike-
bImmuneToFear- If this makes unit is immune to fear
bImmuneToMagic- If this makes the unit immune to resistible spells (the unit will still be effected by spells that cant be resisted)
bInvisible- (disabled)
bMutation- If this promotion can be randomly applied by mutation
bNotAlive- Units with this promotion won't be marked as alive
bPrereqAlive-
bRace-
RemovedByCasting-
bRemovedByCombat-
bRemovedWhenHealed-
bSeeInvisible-
bTargetWeakestUnit-
bTargetWeakestUnitCounter-
bTwincast-
bValidate-
bWaterWalking-
iAIWeight-
iBetrayalChance- Chance per turn the unit will turn barbarian
iBetterDefenderThanPercent-
iCasterResistModify-
iCombatCapturePercent-
iCombatHealPercent-
iCombatLimit-
iCombatPercentDefense-
iCombatPercentGlobalCounter-
iCombatPercentInBorders-
iDefensiveStrikeChance-
iDefensiveStrikeDamage-
iExpireChance-
iExtraCombatStr-
iExtraCombatDefense-
iFreeXPPerTurn-
iFreeXPFromCombat-
iGoldFromCombat-
iGroupSize- Overrides the units group size (ex: the Hero promotion is set to 1 so the unit shows as a solo model, this could also be used to visually different regiment sizes)
iMinLevel-
iModifyGlobalCounter-
iModifyGlobalCounterOnCombat-
iResistMagic-
iSpellCasterXP-
iSpellDamageModify-
iWorkRateModify-
CaptureUnitCombat- Specified unit combat will be captured instead of killed
PromotionCombatApply-
PromotionImmune1-
PromotionImmune2-
PromotionImmune3-
PromotionRandomApply-
PromotionSummonPerk-
BonusPrereq-
PromotionPrereqOr3-
PromotionPrereqOr4-
PromotionPrereqAnd-
PromotionNextLevel-
PyPerTurn-
UnitArtStyleType-
PromotionCombatType- Promotion this promotion grants a combat bonus/penalty against
iPromotionCombatMod- Amount of a bonus/penalty the PromotionCombatType appies to
DamageTypeCombats-
BonusAffinties-
DamageTypeResists-
Religion Attributes
bHidden-
bSneakAttack-
bUpdateSight-
iGlobalCounterFound-
iGlobalCounterSpread-
Alignment-
AlignmentBest-
AlignmentWorst-
Tech Attributes:
bWater-
PreferredAlignment-
PrereqReligion-
Terrain Attributes:
ArtDefineTag2-
bNormalize- if it is set to false (0) this terrain type won't be used in random map generation (ex: hell terrain is set to 0)
iPlotCounterDown- if the plot counter goes below this number the terrain switches to the TerrainDown attribute (ex: 10)
TerrainDown- the terrain type the plot switches to if it gets below the iPlotCounterDown value (ex: TERRAIN_GRASS)
iPlotCounterUp- if the plot counter goes above this number the terrain switches to the TerrainUp attribute (ex: 9)
TerrainUp-the terrain type the plot switches to if it gets above the iPlotCounterUp value (ex: TERRAIN_BROKEN_LANDS)
Trait Attributes:
bAdaptive-
bAgnostic-
bBarbarianAlly-
bIgnoreFood-
bInsane-
bSelectable-
bSprawling-
iFreeXPFromCombat-
iMaxCities-
iPillagingGold-
iStartingGold-
iSummonDuration-
iUpgradeCostModifier-
Unit Attributes
bAbandon-
bAutoRaze-
bDisableUpgradeTo-
bExplodeInCombat-
bFreeXP-
bImmortal-
bImmuneToDefensiveStrikes-
bNeverObsolete-
bNoWarWeariness-
iCombatDefense-
iDefensiveStrikeChance-
iDefensiveStrikeDamage-
iDurationFromCombat-
iEnslavementChance-
iFreePromotionPick-
iGoldFromCombat-
iMinLevel-
iMiscastChance-
iModifyGlobalCounter-
iPrereqGlobalCounter-
iTier- Indication of the units tier, used for spells and such (nothing hardcoded).
iWeaponTier-
iWithdrawlProbDefensive-
DiploVoteType-
EquipmentPromotion-
PrereqAlignment-
PrereqBuildingClass- Unit requires this BuildingClass (instead of a specific building) to be built (ex: training yard class requirement for axemen is fulfilled either by a normal training yard or the bannor specific training yard replacement). If the Civ can't build a building of this class this requirement is ignored (ex: Doviello Axemen don't need training yards).
PrereqCivic-
PromotionFromCombat-
Image-
UnitConvertFromCombat-
iUnitConvertFromCombatChance-
UnitCreateFromCombat-
iUnitCreateFromCombatChance-
PythonPostCombatLost-
PythonPostCombatWon-
DamageTypeCombats-
BonusAffinities-