<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (
http://www.xmlspy.com) by Bart Muzzin (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
<Define>
<DefineName>DCM_BATTLE_EFFECTS</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_GAME_FEATURES</DefineName>
<iDefineIntVal>7</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_BATTLE_FEATURES</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<Define>
<!-- this option is superceded by Better BTS AI logic -->
<DefineName>DCM_AIR_BOMBING</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-P -->
<DefineName>DCM_CIV_CUSTOMISER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_RANGE_BOMBARD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-L -->
<DefineName>DCM_CIV_CHANGER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-L -->
<DefineName>DCM_CIV_CHANGER_MODE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-P -->
<DefineName>DCM_CIV_CHANGER_CHANGES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option may cause game crashes -->
<DefineName>DCM_STACK_ATTACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_OPP_FIRE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option is superceded by Better BTS AI logic -->
<DefineName>DCM_ACTIVE_DEFENSE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_ARCHER_BOMBARD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- this option is superceded by Better BTS AI logic -->
<DefineName>DCM_FIGHTER_ENGAGE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- Enable/Disable Influence Driven War Mod -->
<DefineName>IDW_ENABLED</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_BASE_COMBAT_INFLUENCE</DefineName>
<!-- Higher value: more influence from combat victory -->
<fDefineFloatVal>4.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_NO_CITY_DEFENDER_MULTIPLIER</DefineName>
<!-- Multiply influence if last city defender dies -->
<fDefineFloatVal>2.5</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_FORT_CAPTURE_MULTIPLIER</DefineName>
<!-- Multiply influence if fort is captured in combat -->
<fDefineFloatVal>2.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_EXPERIENCE_FACTOR</DefineName>
<!-- Increase influence due to experience of victorious unit (per experience point) -->
<fDefineFloatVal>0.03</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_WARLORD_MULTIPLIER</DefineName>
<!-- Multiply influence if warlord wins (works only in Warlords -->
<fDefineFloatVal>1.3</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_INFLUENCE_RADIUS</DefineName>
<!-- Max plot distance to be influenced -->
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_PLOT_DISTANCE_FACTOR</DefineName>
<!-- Higher value: influence decreases faster with distance from attacker/defended plot -->
<fDefineFloatVal>0.2</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_WINNER_PLOT_MULTIPLIER</DefineName>
<!-- By default: the same influence mulitiplier in attacker and defended plot -->
<fDefineFloatVal>1.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_LOSER_PLOT_MULTIPLIER</DefineName>
<!-- By default: the same influence mulitiplier in attacker and defended plot -->
<fDefineFloatVal>1.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_ENABLED</DefineName>
<!-- Enable/Disable militia "auto-draft"; works only if IDW_ENABLED = 1 -->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_MIN_POPULATION</DefineName>
<!-- Minimal city size to draft militia -->
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_STRENGTH</DefineName>
<!-- Militia health ratio -->
<fDefineFloatVal>0.25</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_ANGER_MULTIPLIER</DefineName>
<!-- Draft anger from militia -->
<fDefineFloatVal>0.5</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_NO_BARBARIAN_INFLUENCE</DefineName>
<!-- if 1: barbarian influence is disabled and no militia emerges in case of barbarian combat -->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_NO_NAVAL_INFLUENCE</DefineName>
<!-- if 1: naval influence is disabled -->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_PILLAGE_INFLUENCE_ENABLED</DefineName>
<!-- Enable/Disable influence from pillage; works only if IDW_ENABLED = 1 -->
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_BASE_PILLAGE_INFLUENCE</DefineName>
<!-- Higher value: more influence from pillage -->
<fDefineFloatVal>2.0</fDefineFloatVal>
</Define>
<Define>
<!-- Unofficial Patch -->
<DefineName>BONUS_OBSOLETE_VALUE_MODIFIER</DefineName>
<iDefineIntVal>150</iDefineIntVal>
</Define>
<Define>
<!-- Better BTS AI: Use new air combat mechanics -->
<DefineName>BBAI_AIR_COMBAT</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- Each civ get's one unique founding faith upon reaching required technology -->
<DefineName>OC_LIMITED_RELIGIONS</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- Highly recommended to keep off. Option not supported -->
<DefineName>OC_FOREIGN_INQUISITIONS</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- Highly recommended to stay off. Option not supported -->
<DefineName>OC_BYPASS_RTECH_FIRST_TO_DISCOVER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- holy city only respawns intra-nation not inter-nation at this stage-->
<DefineName>OC_RESPAWN_HOLY_CITIES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- recommend off unless used with holy city respawn. AI doesn't consider the impacts -->
<DefineName>OC_INQISITOR_CAN_REMOVE_HOLY_CITY</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- minimum required local revolution index to consider an inquisition-->
<DefineName>OC_MIN_LOCAL_REV_INDEX</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<!-- minimum required revolution index to consider an inquisition-->
<DefineName>OC_MIN_REV_INDEX</DefineName>
<iDefineIntVal>600</iDefineIntVal>
</Define>
<Define>
<!-- Civs with state religious dominance below this threshold may conduct inquisitions -->
<DefineName>OC_THRESHOLD_SMALL_INQUISITION_STATE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- Civs with state religious dominance above this threshold may conduct inquisitions -->
<DefineName>OC_THRESHOLD_BIG_INQUISITION_STATE</DefineName>
<iDefineIntVal>67</iDefineIntVal>
</Define>
</Civ4Defines>