I've compiled a fair amount of lists of the various properly-formatted XML tags for Firaxis-supplied game-elements. Things such as this listing of buildiings and their classes (see Post #3 of this thread):
Spoiler:
This list has been deprecated from here. You should see Post #3 for the info that used to appear here
I know that much of this is available on the ModWiki, but I know that it is not always obvious to the newer modder how to find similar listings. Plus I am not sure how updated those listings on the ModWiki are.
I have listings for:
Buildings and Their Classes (with pre-requisite buildings and the free buildings given by wonders). I am thinking of adding the prerequisite technologies to this listing for my own purposes, but as yet have not done so.
Civilizations (with leaders, UAs, UUs, UBs, and UIs for each civ)
Beliefs (sorted by Pantheon, Follower, etc., with their names as they appear in-game)
Text Icon_Something and formatting commands (though this is not 100% complete)
Social Policies (sorted by Branch for BNW) and Policy Branches
Resources (sorted by Strategic, Bonus, Luxury, and "Special", including the new Bison and Cocoa)
Tech Names
Units (by Domain, UnitCombat Type, Unit Class, Unit)
ART_DEF_UNIT_SOMETHINGS and their associated ART_DEF_UNIT_MEMBER_SOMETHINGS
ART_DEF_UNIT_MEMBER_SOMETHINGS (Probably redundant with the previous, plus it needs a little re-work)
All info is now located within this thread in Posts #3 +. I have removed the link to the mediafire downbload file because Medifire and Mediafire irksomeness with continuing support. The file is still there, but I have no way of maintaining it anymore, hence the removal of the link.
Support Issues Related to the Impending Release of Civ6:
Other than to clean up any small whoopses or typos that may exist in the information presented I have no intentions of adding to the information nor of making any great changes to format of how the info is presented
I am attempting to wind-down my Civ5 modding in preperation for the release of 6.
I am not abandoning the Civ5 modding forum, I am just winding down the stuff I have in the works and that I can reasonably expect to put to bed prior to the release of 6.
I intend to move on to 6 modding for the most part (or for the all part), assuming 6 is not a mess or a BE
Building Classes, Default Buildings, Unique Buildings, Prerequisite Technology or Belief, and Other Requirements for Wonders and Buildings
The building class and simple building names shown are correctly formatted for import (copying) into your mods. The civilization names shown are also correctly formatted.
SpoilerBuildings and Their Classes :
Code:
<!-- Religion Buildings -->
BUILDINGCLASS_CATHEDRAL
Default Building = BUILDING_CATHEDRAL
Unlocked By = BELIEF_CATHEDRALS
BUILDINGCLASS_MOSQUE
Default Building = BUILDING_MOSQUE
Unlocked By = BELIEF_MOSQUES
BUILDINGCLASS_PAGODA
Default Building = BUILDING_PAGODA
Unlocked By = BELIEF_PAGODAS
BUILDINGCLASS_MONASTERY
Default Building = BUILDING_MONASTERY
Unlocked By = BELIEF_MONASTERIES
<!-- Normal Buildings -->
BUILDINGCLASS_RECYCLING_CENTER
Default Building = BUILDING_RECYCLING_CENTER
Required Technology = TECH_ECOLOGY
BUILDINGCLASS_BOMB_SHELTER
Default Building = BUILDING_BOMB_SHELTER
Required Technology = TECH_TELECOM
BUILDINGCLASS_CONSTABLE
Default Building = BUILDING_CONSTABLE
Required Technology = TECH_BANKING
BUILDINGCLASS_POLICE_STATION
Default Building = BUILDING_POLICE_STATION
Prerequisite = BUILDINGCLASS_CONSTABLE
Required Technology = TECH_ELECTRICITY
BUILDINGCLASS_HOTEL
Default Building = BUILDING_HOTEL
Required Technology = TECH_REFRIGERATION
BUILDINGCLASS_CARAVANSARY
Default Building = BUILDING_CARAVANSARY
Required Technology = TECH_HORSEBACK_RIDING
BUILDINGCLASS_AIRPORT
Default Building = BUILDING_AIRPORT
Required Technology = TECH_RADAR
BUILDINGCLASS_COURTHOUSE
Default Building = BUILDING_COURTHOUSE
Required Technology = TECH_MATHEMATICS
BUILDINGCLASS_STABLE
Default Building = BUILDING_STABLE
Unique Building = BUILDING_DUCAL_STABLE CIVILIZATION_POLAND
Required Technology = TECH_HORSEBACK_RIDING
BUILDINGCLASS_WATERMILL
Default Building = BUILDING_WATERMILL
Unique Building = BUILDING_FLOATING_GARDENS CIVILIZATION_AZTEC
Required Technology = TECH_THE_WHEEL
BUILDINGCLASS_CIRCUS
Default Building = BUILDING_CIRCUS
Required Technology = TECH_TRAPPING
BUILDINGCLASS_FORGE
Default Building = BUILDING_FORGE
Required Technology = TECH_METAL_CASTING
BUILDINGCLASS_WINDMILL
Default Building = BUILDING_WINDMILL
Unique Building = BUILDING_COFFEE_HOUSE CIVILIZATION_AUSTRIA
Required Technology = TECH_ECONOMICS
BUILDINGCLASS_HYDRO_PLANT
Default Building = BUILDING_HYDRO_PLANT
Required Technology = TECH_ELECTRICITY
BUILDINGCLASS_MINT
Default Building = BUILDING_MINT
Required Technology = TECH_CURRENCY
BUILDINGCLASS_OBSERVATORY
Default Building = BUILDING_OBSERVATORY
Required Technology = TECH_ASTRONOMY
BUILDINGCLASS_GARDEN
Default Building = BUILDING_GARDEN
Unique Building = BUILDING_CANDI CIVILIZATION_INDONESIA
Required Technology = TECH_THEOLOGY
BUILDINGCLASS_LIGHTHOUSE
Default Building = BUILDING_LIGHTHOUSE
Required Technology = TECH_OPTICS
BUILDINGCLASS_HARBOR
Default Building = BUILDING_HARBOR
Required Technology = TECH_COMPASS
BUILDINGCLASS_SEAPORT
Default Building = BUILDING_SEAPORT
Prerequisite = BUILDINGCLASS_HARBOR
Required Technology = TECH_NAVIGATION
BUILDINGCLASS_COLOSSEUM
Default Building = BUILDING_COLOSSEUM
Required Technology = TECH_CONSTRUCTION
BUILDINGCLASS_THEATRE (Zoo)
Default Building = BUILDING_THEATRE
Prerequisite = BUILDINGCLASS_COLOSSEUM
Required Technology = TECH_PRINTING_PRESS
BUILDINGCLASS_STADIUM
Default Building = BUILDING_STADIUM
Prerequisite = BUILDINGCLASS_THEATRE
Required Technology = TECH_REFRIGERATION
BUILDINGCLASS_MONUMENT
Default Building = BUILDING_MONUMENT
Unique Building = BUILDING_STELE CIVILIZATION_ETHIOPIA
Required Technology = NONE
BUILDINGCLASS_AMPHITHEATER
Default Building = BUILDING_AMPHITHEATER
Prerequisite = BUILDINGCLASS_MONUMENT
Required Technology = TECH_DRAMA
BUILDINGCLASS_OPERA_HOUSE
Default Building = BUILDING_OPERA_HOUSE
Unique Building = BUILDING_CEILIDH_HALL CIVILIZATION_CELTS
Prerequisite = BUILDINGCLASS_AMPHITHEATER
Required Technology = TECH_ACOUSTICS
BUILDINGCLASS_MUSEUM
Default Building = BUILDING_MUSEUM
Prerequisite = BUILDINGCLASS_OPERA_HOUSE
Required Technology = TECH_ARCHAEOLOGY
BUILDINGCLASS_BROADCAST_TOWER
Default Building = BUILDING_BROADCAST_TOWER
Prerequisite = BUILDINGCLASS_MUSEUM
Required Technology = TECH_RADIO
BUILDINGCLASS_SHRINE
Default Building = BUILDING_SHRINE
Unique Building = BUILDING_MAYA_PYRAMID CIVILIZATION_MAYA
Required Technology = TECH_POTTERY
BUILDINGCLASS_TEMPLE
Default Building = BUILDING_TEMPLE
Unique Building = BUILDING_MUD_PYRAMID_MOSQUE CIVILIZATION_SONGHAI
Unique Building = BUILDING_BURIAL_TOMB CIVILIZATION_EGYPT
Prerequisite = BUILDINGCLASS_SHRINE
Required Technology = TECH_PHILOSOPHY
BUILDINGCLASS_BARRACKS
Default Building = BUILDING_BARRACKS
Unique Building = BUILDING_KREPOST CIVILIZATION_RUSSIA
Unique Building = BUILDING_IKANDA CIVILIZATION_ZULU
Required Technology = TECH_BRONZE_WORKING
BUILDINGCLASS_ARMORY
Default Building = BUILDING_ARMORY
Prerequisite = BUILDINGCLASS_BARRACKS
Required Technology = TECH_STEEL
BUILDINGCLASS_MILITARY_ACADEMY
Default Building = BUILDING_MILITARY_ACADEMY
Prerequisite = BUILDINGCLASS_ARMORY
Required Technology = TECH_MILITARY_SCIENCE
BUILDINGCLASS_WALLS
Default Building = BUILDING_WALLS
Unique Building = BUILDING_WALLS_OF_BABYLON CIVILIZATION_BABYLON
Required Technology = TECH_MASONRY
BUILDINGCLASS_CASTLE
Default Building = BUILDING_CASTLE
Unique Building = BUILDING_MUGHAL_FORT CIVILIZATION_INDIA
Prerequisite = BUILDINGCLASS_WALLS
Required Technology = TECH_CHIVALRY
BUILDINGCLASS_ARSENAL
Default Building = BUILDING_ARSENAL
Prerequisite = BUILDINGCLASS_CASTLE
Required Technology = TECH_METALLURGY
BUILDINGCLASS_MILITARY_BASE
Default Building = BUILDING_MILITARY_BASE
Prerequisite = BUILDINGCLASS_ARSENAL
Required Technology = TECH_REPLACEABLE_PARTS
BUILDINGCLASS_GRANARY
Default Building = BUILDING_GRANARY
Required Technology = TECH_POTTERY
BUILDINGCLASS_AQUEDUCT
Default Building = BUILDING_AQUEDUCT
Required Technology = TECH_ENGINEERING
BUILDINGCLASS_HOSPITAL
Default Building = BUILDING_HOSPITAL
Prerequisite = BUILDINGCLASS_AQUEDUCT
Required Technology = TECH_BIOLOGY
BUILDINGCLASS_MEDICAL_LAB
Default Building = BUILDING_MEDICAL_LAB
Prerequisite = BUILDINGCLASS_HOSPITAL
Required Technology = TECH_PENICILIN
BUILDINGCLASS_WORKSHOP
Default Building = BUILDING_WORKSHOP
Unique Building = BUILDING_LONGHOUSE CIVILIZATION_IROQUOIS
Required Technology = TECH_METAL_CASTING
BUILDINGCLASS_FACTORY
Default Building = BUILDING_FACTORY
Prerequisite = BUILDINGCLASS_WORKSHOP
Required Technology = TECH_INDUSTRIALIZATION
BUILDINGCLASS_NUCLEAR_PLANT
Default Building = BUILDING_NUCLEAR_PLANT
Prerequisite = BUILDINGCLASS_FACTORY
Required Technology = TECH_NUCLEAR_FISSION
BUILDINGCLASS_SPACESHIP_FACTORY
Default Building = BUILDING_SPACESHIP_FACTORY
Prerequisite = BUILDINGCLASS_FACTORY
Required Technology = TECH_ROBOTICS
BUILDINGCLASS_SOLAR_PLANT
Default Building = BUILDING_SOLAR_PLANT
Prerequisite = BUILDINGCLASS_FACTORY
Required Technology = TECH_ECOLOGY
BUILDINGCLASS_MARKET
Default Building = BUILDING_MARKET
Unique Building = BUILDING_BAZAAR CIVILIZATION_ARABIA
Required Technology = TECH_CURRENCY
BUILDINGCLASS_BANK
Default Building = BUILDING_BANK
Unique Building = BUILDING_SATRAPS_COURT CIVILIZATION_PERSIA
Unique Building = BUILDING_HANSE CIVILIZATION_GERMANY
Prerequisite = BUILDINGCLASS_MARKET
Required Technology = TECH_BANKING
BUILDINGCLASS_STOCK_EXCHANGE
Default Building = BUILDING_STOCK_EXCHANGE
Prerequisite = BUILDINGCLASS_BANK
Required Technology = TECH_ELECTRICITY
BUILDINGCLASS_LIBRARY
Default Building = BUILDING_LIBRARY
Unique Building = BUILDING_PAPER_MAKER CIVILIZATION_CHINA
Unique Building = BUILDING_ROYAL_LIBRARY CIVILIZATION_ASSYRIA
Required Technology = TECH_WRITING
BUILDINGCLASS_UNIVERSITY
Default Building = BUILDING_UNIVERSITY
Unique Building = BUILDING_WAT CIVILIZATION_SIAM
Prerequisite = BUILDINGCLASS_LIBRARY
Required Technology = TECH_EDUCATION
BUILDINGCLASS_PUBLIC_SCHOOL
Default Building = BUILDING_PUBLIC_SCHOOL
Prerequisite = BUILDINGCLASS_UNIVERSITY
Required Technology = TECH_SCIENTIFIC_THEORY
BUILDINGCLASS_LABORATORY
Default Building = BUILDING_LABORATORY
Prerequisite = BUILDINGCLASS_PUBLIC_SCHOOL
Required Technology = TECH_PLASTIC
BUILDINGCLASS_STONE_WORKS
Default Building = BUILDING_STONE_WORKS
Required Technology = TECH_CALENDAR
<!-- National Wonder -->
BUILDINGCLASS_PALACE
Default Building = BUILDING_PALACE
Required Technology = NONE
BUILDINGCLASS_INTELLIGENCE_AGENCY
Default Building = BUILDING_INTELLIGENCE_AGENCY
Prerequisite every city = BUILDINGCLASS_POLICE_STATION
Required Technology = TECH_RADIO
BUILDINGCLASS_GRAND_TEMPLE
Default Building = BUILDING_GRAND_TEMPLE
Prerequisite every city = BUILDINGCLASS_TEMPLE
Required Technology = TECH_THEOLOGY
BUILDINGCLASS_TOURIST_CENTER
Default Building = BUILDING_TOURIST_CENTER
Prerequisite every city = BUILDINGCLASS_HOTEL
Required Technology = TECH_TELECOM
BUILDINGCLASS_HEROIC_EPIC
Default Building = BUILDING_HEROIC_EPIC
Prerequisite every city = BUILDINGCLASS_BARRACKS
Required Technology = TECH_IRON_WORKING
BUILDINGCLASS_NATIONAL_EPIC
Default Building = BUILDING_NATIONAL_EPIC
Prerequisite every city = BUILDINGCLASS_MONUMENT
Required Technology = TECH_DRAMA
BUILDINGCLASS_CIRCUS_MAXIMUS
Default Building = BUILDING_CIRCUS_MAXIMUS
Prerequisite every city = BUILDINGCLASS_COLOSSEUM
Required Technology = TECH_HORSEBACK_RIDING
BUILDINGCLASS_NATIONAL_TREASURY (East India Company)
Default Building = BUILDING_NATIONAL_TREASURY
Prerequisite every city = BUILDINGCLASS_MARKET
Required Technology = TECH_GUILDS
BUILDINGCLASS_NATIONAL_COLLEGE
Default Building = BUILDING_NATIONAL_COLLEGE
Prerequisite every city = BUILDINGCLASS_LIBRARY
Required Technology = TECH_PHILOSOPHY
BUILDINGCLASS_IRONWORKS
Default Building = BUILDING_IRONWORKS
Prerequisite every city = BUILDINGCLASS_WORKSHOP
Required Technology = TECH_MACHINERY
BUILDINGCLASS_OXFORD_UNIVERSITY
Default Building = BUILDING_OXFORD_UNIVERSITY
Prerequisite every city = BUILDINGCLASS_UNIVERSITY
Required Technology = TECH_EDUCATION
BUILDINGCLASS_HERMITAGE
Default Building = BUILDING_HERMITAGE
Prerequisite every city = BUILDINGCLASS_OPERA_HOUSE
Required Technology = TECH_ARCHITECTURE
<!-- Culture Guilds-->
BUILDINGCLASS_WRITERS_GUILD
Default Building = BUILDING_WRITERS_GUILD
Required Technology = TECH_DRAMA
BUILDINGCLASS_ARTISTS_GUILD
Default Building = BUILDING_ARTISTS_GUILD
Required Technology = TECH_GUILDS
BUILDINGCLASS_MUSICIANS_GUILD
Default Building = BUILDING_MUSICIANS_GUILD
Required Technology = TECH_ACOUSTICS
<!-- Wonders -->
BUILDINGCLASS_TEMPLE_ARTEMIS
Default Building = BUILDING_TEMPLE_ARTEMIS
Required Technology = TECH_ARCHERY
BUILDINGCLASS_MAUSOLEUM_HALICARNASSUS
Default Building = BUILDING_MAUSOLEUM_HALICARNASSUS
Required Technology = TECH_MASONRY
BUILDINGCLASS_STATUE_ZEUS
Default Building = BUILDING_STATUE_ZEUS
Required Technology = TECH_BRONZE_WORKING
Req'd Policy Branch = POLICY_BRANCH_HONOR
BUILDINGCLASS_ALHAMBRA
Default Building = BUILDING_ALHAMBRA
Free Building in City = BUILDINGCLASS_CASTLE
Required Technology = TECH_CHIVALRY
BUILDINGCLASS_CN_TOWER
Default Building = BUILDING_CN_TOWER
Free Building All Cities = BUILDINGCLASS_BROADCAST_TOWER
Required Technology = TECH_TELECOM
BUILDINGCLASS_HUBBLE
Default Building = BUILDING_HUBBLE
Free Building in City = BUILDINGCLASS_SPACESHIP_FACTORY
Required Technology = TECH_SATELLITES
BUILDINGCLASS_LEANING_TOWER
Default Building = BUILDING_LEANING_TOWER
Required Technology = TECH_PRINTING_PRESS
BUILDINGCLASS_MOSQUE_OF_DJENNE
Default Building = BUILDING_MOSQUE_OF_DJENNE
Free Building in City = BUILDINGCLASS_MOSQUE
Required Technology = TECH_THEOLOGY
Req'd Policy Branch = POLICY_BRANCH_PIETY
BUILDINGCLASS_NEUSCHWANSTEIN
Default Building = BUILDING_NEUSCHWANSTEIN
Required Technology = TECH_RAILROAD
BUILDINGCLASS_PETRA
Default Building = BUILDING_PETRA
Required Technology = TECH_CURRENCY
BUILDINGCLASS_TERRACOTTA_ARMY
Default Building = BUILDING_TERRACOTTA_ARMY
Required Technology = TECH_CONSTRUCTION
BUILDINGCLASS_GREAT_FIREWALL
Default Building = BUILDING_GREAT_FIREWALL
Required Technology = TECH_COMPUTERS
BUILDINGCLASS_UFFIZI
Default Building = BUILDING_UFFIZI
Required Technology = TECH_ARCHITECTURE
Req'd Policy Branch = POLICY_BRANCH_AESTHETICS
BUILDINGCLASS_GLOBE_THEATER
Default Building = BUILDING_GLOBE_THEATER
Required Technology = TECH_PRINTING_PRESS
BUILDINGCLASS_BROADWAY
Default Building = BUILDING_BROADWAY
Required Technology = TECH_RADIO
BUILDINGCLASS_RED_FORT
Default Building = BUILDING_RED_FORT
Required Technology = TECH_METALLURGY
BUILDINGCLASS_PRORA_RESORT
Default Building = BUILDING_PRORA_RESORT
Required Technology = TECH_FLIGHT
Req'd Policy Branch = POLICY_BRANCH_AUTOCRACY
BUILDINGCLASS_BOROBUDUR
Default Building = BUILDING_BOROBUDUR
Required Technology = TECH_THEOLOGY
BUILDINGCLASS_PARTHENON
Default Building = BUILDING_PARTHENON
Required Technology = TECH_DRAMA
BUILDINGCLASS_PYRAMID
Default Building = BUILDING_PYRAMID
Required Technology = TECH_MASONRY
Req'd Policy Branch = POLICY_BRANCH_LIBERTY
Errata = (uses <Help>TXT_KEY_WONDER_CHICHEN_ITZA_HELP</Help> )
BUILDINGCLASS_GREAT_LIBRARY
Default Building = BUILDING_GREAT_LIBRARY
Free Building in City = BUILDINGCLASS_LIBRARY
Required Technology = TECH_WRITING
BUILDINGCLASS_STONEHENGE
Default Building = BUILDING_STONEHENGE
Required Technology = TECH_CALENDAR
BUILDINGCLASS_HANGING_GARDEN
Default Building = BUILDING_HANGING_GARDEN
Free Building in City = BUILDINGCLASS_GARDEN
Required Technology = TECH_MATHEMATICS
Req'd Policy Branch = POLICY_BRANCH_TRADITION
BUILDINGCLASS_COLOSSUS
Default Building = BUILDING_COLOSSUS
Required Technology = TECH_IRON_WORKING
BUILDINGCLASS_GREAT_LIGHTHOUSE
Default Building = BUILDING_GREAT_LIGHTHOUSE
Free Building in City = BUILDINGCLASS_LIGHTHOUSE
Required Technology = TECH_OPTICS
BUILDINGCLASS_ORACLE
Default Building = BUILDING_ORACLE
Required Technology = TECH_PHILOSOPHY
BUILDINGCLASS_GREAT_WALL
Default Building = BUILDING_GREAT_WALL
Free Building in City = BUILDINGCLASS_WALLS
Required Technology = TECH_ENGINEERING
BUILDINGCLASS_HAGIA_SOPHIA
Default Building = BUILDING_HAGIA_SOPHIA
Free Building in City = BUILDINGCLASS_TEMPLE
Required Technology = TECH_THEOLOGY
BUILDINGCLASS_ANGKOR_WAT
Default Building = BUILDING_ANGKOR_WAT
Required Technology = TECH_EDUCATION
BUILDINGCLASS_NOTRE_DAME
Default Building = BUILDING_NOTRE_DAME
Required Technology = TECH_PHYSICS
BUILDINGCLASS_MACHU_PICHU
Default Building = BUILDING_MACHU_PICHU
Required Technology = TECH_GUILDS
BUILDINGCLASS_CHICHEN_ITZA
Default Building = BUILDING_CHICHEN_ITZA
Required Technology = TECH_CIVIL_SERVICE
Errata = (uses <Help>TXT_KEY_WONDER_TAJ_MAHAL_HELP</Help> )
BUILDINGCLASS_KREMLIN
Default Building = BUILDING_KREMLIN
Required Technology = TECH_RAILROAD
Req'd Policy Branch = POLICY_BRANCH_ORDER
BUILDINGCLASS_FORBIDDEN_PALACE
Default Building = BUILDING_FORBIDDEN_PALACE
Required Technology = TECH_BANKING
Req'd Policy Branch = POLICY_BRANCH_PATRONAGE
BUILDINGCLASS_SISTINE_CHAPEL
Default Building = BUILDING_SISTINE_CHAPEL
Required Technology = TECH_ACOUSTICS
BUILDINGCLASS_HIMEJI_CASTLE
Default Building = BUILDING_HIMEJI_CASTLE
Free Building in City = BUILDINGCLASS_CASTLE
Required Technology = TECH_GUNPOWDER
BUILDINGCLASS_PORCELAIN_TOWER
Default Building = BUILDING_PORCELAIN_TOWER
Required Technology = TECH_ARCHITECTURE
Req'd Policy Branch = POLICY_BRANCH_RATIONALISM
BUILDINGCLASS_TAJ_MAHAL
Default Building = BUILDING_TAJ_MAHAL
Required Technology = TECH_ARCHITECTURE
Errata = (uses <Help>TXT_KEY_WONDER_PYRAMIDS_HELP</Help> )
BUILDINGCLASS_BIG_BEN
Default Building = BUILDING_BIG_BEN
Required Technology = TECH_INDUSTRIALIZATION
Req'd Policy Branch = POLICY_BRANCH_COMMERCE
BUILDINGCLASS_BRANDENBURG_GATE
Default Building = BUILDING_BRANDENBURG_GATE
Required Technology = TECH_MILITARY_SCIENCE
BUILDINGCLASS_LOUVRE
Default Building = BUILDING_LOUVRE
Required Technology = TECH_ARCHAEOLOGY
Req'd Policy Branch = POLICY_BRANCH_EXPLORATION
BUILDINGCLASS_EIFFEL_TOWER
Default Building = BUILDING_EIFFEL_TOWER
Required Technology = TECH_RADIO
BUILDINGCLASS_STATUE_OF_LIBERTY
Default Building = BUILDING_STATUE_OF_LIBERTY
Required Technology = TECH_REPLACEABLE_PARTS
Req'd Policy Branch = POLICY_BRANCH_FREEDOM
BUILDINGCLASS_CRISTO_REDENTOR
Default Building = BUILDING_CRISTO_REDENTOR
Required Technology = TECH_PLASTIC
BUILDINGCLASS_PENTAGON
Default Building = BUILDING_PENTAGON
Required Technology = TECH_COMBINED_ARMS
BUILDINGCLASS_UNITED_NATIONS
Default Building = BUILDING_UNITED_NATIONS
Required Technology = TECH_GLOBALIZATION
BUILDINGCLASS_SYDNEY_OPERA_HOUSE
Default Building = BUILDING_SYDNEY_OPERA_HOUSE
Required Technology = TECH_ECOLOGY
<!-- League Projects-->
BUILDINGCLASS_INTERNATIONAL_SPACE_STATION
Default Building = BUILDING_INTERNATIONAL_SPACE_STATION
Unlocked By = World Congress Votes
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
BUILDING_SATRAPS_COURT <Happiness>2</Happiness>
BUILDING_BURIAL_TOMB <Happiness>2</Happiness>
BUILDING_CIRCUS <Happiness>2</Happiness>
BUILDING_COLOSSEUM <Happiness>2</Happiness>
BUILDING_THEATRE (Zoo) <Happiness>2</Happiness>
BUILDING_STADIUM <Happiness>2</Happiness>
BUILDING_CIRCUS_MAXIMUS <UnmoddedHappiness>5</UnmoddedHappiness>
BUILDING_CHICHEN_ITZA <Happiness>4</Happiness>
BUILDING_NOTRE_DAME <UnmoddedHappiness>10</UnmoddedHappiness>
BUILDING_FORBIDDEN_PALACE <UnhappinessModifier>-10</UnhappinessModifier>
BUILDING_TAJ_MAHAL <Happiness>4</Happiness>
BUILDING_EIFFEL_TOWER <UnmoddedHappiness>5</UnmoddedHappiness>
BUILDING_STONE_WORKS <Happiness>1</Happiness>
BUILDING_CN_TOWER <HappinessPerCity>1</HappinessPerCity>
<GlobalPopulationChange>1</GlobalPopulationChange>
BUILDING_NEUSCHWANSTEIN <Happiness>2</Happiness>
Happiness for every Castle = 1
BUILDING_CATHEDRAL <Happiness>1</Happiness>
BUILDING_MOSQUE <Happiness>1</Happiness>
BUILDING_PAGODA <Happiness>2</Happiness>
BUILDING_PRORA_RESORT <HappinessPerXPolicies>2</HappinessPerXPolicies>
<UnmoddedHappiness>2</UnmoddedHappiness>
<ArtDefineTag> Usages with Buildings, Guilds, National Wonders, and World Wonders. All info shown is taken directly from the Firaxis-made XML-files, oopsie misspellings, inconsistencies, and all:
SpoilerArtDefineTag for Buildings :
Code:
COURTHOUSE
LIGHTHOUSE
ART_DEF_BUILDING_WATERMILL
HARBOR
ART_DEF_BUILDING_CASTLE
COLESSEUM (this is the way it appears in the XML)
ART_DEF_BUILDING_BARRACKS
THEATRE
ART_DEF_BUILDING_FORGE
STADIUM
ART_DEF_BUILDING_MARKET
MONUMENT
ART_DEF_BUILDING_BANK
TEMPLE
ART_DEF_BUILDING_PAPER_MAKER
OPERA_HOUSE
WAT
MUSEUM
MUD_PYRAMID_MOSQUE
RADIO TOWER
BURIAL_TOMB
CASTLE
ART_DEF_BUILDING_SEAPORT
MILITARY BASE
ART_DEF_BUILDING_STABLE
ART_DEF_BUILDING_WALLS
ART_DEF_BUILDING_CIRCUS
ART_DEF_BUILDING_GRANARY
ART_DEF_BUILDING_HYDRO_PLANT
ART_DEF_BUILDING_HOSPITAL
ART_DEF_BUILDING_OBSERVATORY
ART_DEF_BUILDING_FACTORY
MONASTERY
ART_DEF_BUILDING_LIBRARY
ART_DEF_BUILDING_GARDEN
ART_DEF_BUILDING_UNIVERSITY
ART_DEF_BUILDING_MILITARY_ACADEMY
ART_DEF_BUILDING_MEDICAL_LAB
ART_DEF_BUILDING_STOCK_EXCHANGE
ART_DEF_BUILDING_PUBLIC_SCHOOL
ART_DEF_BUILDING_LABORATORY
ART_DEF_BUILDING_WALLS_OF_BABYLON
ART_DEF_BUILDING_DUCAL_STABLE
ART_DEF_BUILDING_CARAVANSARY
ART_DEF_BUILDING_HOTEL
ART_DEF_BUILDING_AIRPORT
SpoilerShared ArtDefineTags for Buildings :
Code:
All use the ART_DEF_BUILDING_CASTLE "<ArtDefineTag>"
BUILDING_MUGHAL_FORT
BUILDING_CASTLE
All use the ART_DEF_BUILDING_BARRACKS "<ArtDefineTag>"
BUILDING_BARRACKS
BUILDING_KREPOST
BUILDING_IKANDA
BUILDING_ARMORY
All use the ART_DEF_BUILDING_FORGE "<ArtDefineTag>"
BUILDING_WORKSHOP
BUILDING_LONGHOUSE
BUILDING_FORGE
All use the ART_DEF_BUILDING_MARKET "<ArtDefineTag>"
BUILDING_BAZAAR
BUILDING_MARKET
All use the ART_DEF_BUILDING_BANK "<ArtDefineTag>"
BUILDING_SATRAPS_COURT
BUILDING_MINT
BUILDING_BANK
All use the ART_DEF_BUILDING_HYDRO_PLANT "<ArtDefineTag>"
BUILDING_HYDRO_PLANT
BUILDING_SOLAR_PLANT
BUILDING_NUCLEAR_PLANT
BUILDING_SPACESHIP_FACTORY
BUILDING_BOMB_SHELTER
BUILDING_RECYCLING_CENTER
All use the TEMPLE "<ArtDefineTag>"
BUILDING_TEMPLE
BUILDING_SHRINE
BUILDING_MOSQUE
BUILDING_PAGODA
BUILDING_CATHEDRAL
All use the ART_DEF_BUILDING_MILITARY_ACADEMY "<ArtDefineTag>"
BUILDING_MILITARY_ACADEMY
BUILDING_ARSENAL
All use the ART_DEF_BUILDING_HOSPITAL "<ArtDefineTag>"
BUILDING_HOSPITAL
BUILDING_AQUEDUCT
All use the ART_DEF_BUILDING_LIBRARY "<ArtDefineTag>"
BUILDING_ROYAL_LIBRARY
BUILDING_LIBRARY
All use the ART_DEF_BUILDING_GARDEN "<ArtDefineTag>"
BUILDING_CANDI
BUILDING_GARDEN
All use the COLESSEUM "<ArtDefineTag>"
BUILDING_CONSTABLE
BUILDING_POLICE_STATION
BUILDING_AMPHITHEATER
BUILDING_COLOSSEUM
[INDENT]
[LIST]
[*]The Colosseum building also contains the command for "ArtInfoCulturalVariation", but the other buildings do not.
[/LIST]
[/INDENT]
All use the MONUMENT "<ArtDefineTag>"
BUILDING_MONUMENT
BUILDING_STELE
All use the ART_DEF_BUILDING_WATERMILL "<ArtDefineTag>"
BUILDING_FLOATING_GARDENS
BUILDING_WATERMILL
SpoilerArtDefineTag for National Wonders :
Code:
PALACE
ART_DEF_BUILDING_HEROIC_EPIC
ART_DEF_BUILDING_NATIONAL_COLLEGE
ART_DEF_BUILDING_NATIONAL_EPIC
ART_DEF_BUILDING_CIRCUS_MAXIMUS
ART_DEF_BUILDING_NATIONAL_TREASURY (note that the EAST INDIA COMPANY still uses this tag)
ART_DEF_BUILDING_IRONWORKS
ART_DEF_BUILDING_OXFORD_UNIVERSITY
ART_DEF_BUILDING_HERMITAGE
ART_DEF_BUILDING_TOURIST_CENTER
ART_DEF_BUILDING_INTELLIGENCE_AGENCY
GREAT LIGHTHOUSE
PORCELAIN TOWER
SYDNEY OPERA HOUSE
STONEHENGE
HIMEJI CASTLE
ART_DEF_BUILDING_UFFIZI
THE GREAT LIBRARY
SISTINE CHAPEL
ART_DEF_BUILDING_GLOBE_THEATER
THE PYRAMIDS
KREMLIN
ART_DEF_BUILDING_BROADWAY
THE COLOSSUS
FORBIDDEN CITY
ART_DEF_BUILDING_RED_FORT
THE ORACLE
TAJ MAHAL
ART_DEF_BUILDING_PRORA
THE HANGING GARDENS
BIG BEN
ART_DEF_BUILDING_BOROBUDUR
ART_DEF_BUILDING_GREAT_WALL
LOUVRE
ART_DEF_BUILDING_PARTHENON
ANGKOR WAT
BRENDANBURG GATE
STATUE ZEUS
HAGIA SOPHIA
STATUE OF LIBERTY
ALHAMBRA
CHICHEN ITZA
CRISTO REDENTOR
CN TOWER
MACHU PICCHU
EIFFEL TOWER
HUBBLE
NOTRE DAME
PENTAGON
TOWER OF PISA
GREAT MOSQUE DEJENNE
NEUSCHWANSTEIN CASTLE
PETRA
TERRACOTTA ARMY
TEMPLE ARTEMIS
MAUSOLEUM HALICARNASSUS
ART_DEF_BUILDING_INTERNATIONAL_SPACE_STATION
XML and In-Game Names for Beliefs, sorted by Pantheon, Follower, Enhancer, Founder, and Reformation.
SpoilerBeliefs Tags :
Code:
Pantheon Beliefs
XML Name as it must appear In-Game Name
BELIEF_GODDESS_HUNT Goddess of the Hunt
BELIEF_FERTILITY_RITES Fertility Rites
BELIEF_GOD_CRAFTSMEN God of Craftsmen
BELIEF_GOD_SEA God of the Sea
BELIEF_OPEN_SKY God of the Open Sky
BELIEF_MESSENGER_GODS Messenger of the Gods
BELIEF_ONE_WITH_NATURE One with Nature
BELIEF_FORMAL_LITURGY Religious Idols
BELIEF_STONE_CIRCLES Stone Circles
BELIEF_GOD_WAR God of War
BELIEF_SACRED_WATERS Sacred Waters
BELIEF_GODDESS_LOVE Goddess of Love
BELIEF_RELIGIOUS_SETTLEMENTS Religious Settlements
BELIEF_GOD_FESTIVALS Goddess of Festivals
BELIEF_ORAL_TRADITION Oral Tradition
BELIEF_ANCESTOR_WORSHIP Ancestor Worship
BELIEF_DESERT_FOLKLORE Desert Folklore
BELIEF_SACRED_PATH Sacred Path
BELIEF_GODDESS_STRATEGY Goddess of Protection
BELIEF_FAITH_HEALERS Faith Healers
BELIEF_MONUMENT_GODS Monument to the Gods
BELIEF_DANCE_AURORA Dance of the Aurora
BELIEF_TEARS_OF_GODS Tears of the Gods
BELIEF_GOD_KING God-King
BELIEF_SUN_GOD Sun God
..........................................................................................................
Follower Beliefs
XML Name as it must appear In-Game Name
BELIEF_FEED_WORLD Feed the World
BELIEF_SWORD_PLOWSHARES Swords into Plowshares
BELIEF_GURUSHIP Guruship
BELIEF_HOLY_WARRIORS Holy Warriors
BELIEF_CATHEDRALS Cathedrals
BELIEF_MOSQUES Mosques
BELIEF_PAGODAS Pagodas
BELIEF_MONASTERIES Monasteries
BELIEF_PEACE_GARDENS Peace Gardens
BELIEF_CHORAL_MUSIC Choral Music
BELIEF_RELIGIOUS_ART Religious Art
BELIEF_LITURGICAL_DRAMA Liturgical Drama
BELIEF_ASCETISM Asceticism
BELIEF_RELIGIOUS_CENTER Religious Center
BELIEF_RELIGIOUS_COMMUNITY Religious Community
BELIEF_DIVINE_INSPIRATION Divine Inspiration
..........................................................................................................
Enhancer Beliefs
XML Name as it must appear In-Game Name
BELIEF_RELIGIOUS_TEXTS Religious Texts
BELIEF_RELIQUARY Reliquary
BELIEF_JUST_WAR Just War
BELIEF_DEFENDER_FAITH Defender of the Faith
BELIEF_ITINERANT_PREACHERS Itinerant Preachers
BELIEF_MESSIAH Messiah
BELIEF_MISSIONARY_ZEAL Missionary Zeal
BELIEF_HOLY_ORDER Holy Order
BELIEF_RELIGIOUS_UNITY Religious Unity
..........................................................................................................
Founder Beliefs
XML Name as it must appear In-Game Name
BELIEF_PEACE_LOVING Peace Loving
BELIEF_INTERFAITH_DIALOGUE Interfaith Dialogue
BELIEF_CEREMONIAL_BURIAL Ceremonial Burial
BELIEF_CHURCH_PROPERTY Church Property
BELIEF_TITHE Tithe
BELIEF_INITIATION_RITES Initiation Rites
BELIEF_PAPAL_PRIMACY Papal Primacy
BELIEF_PILGRIMAGE Pilgrimage
BELIEF_WORLD_CHURCH World Church
..........................................................................................................
Reformation Beliefs
XML Name as it must appear In-Game Name
BELIEF_CHARITABLE_MISSIONS Charitable Missions
BELIEF_EVANGELISM Evangelism
BELIEF_HEATHEN_CONVERSION Heathen Conversion
BELIEF_JESUIT_EDUCATION Jesuit Education
BELIEF_RELIGIOUS_FERVOR Religious Fervor
BELIEF_SACRED_SITES Sacred Sites
BELIEF_TO_GLORY_OF_GOD To the Glory of God
BELIEF_UNDERGROUND_SECT Underground Sect
BELIEF_UNITY_OF_PROPHETS Unity of the Prophets
Following is a properly-formatted list of the civilizations provided by FIRAXIS for the Brave New World expansion:
SpoilerCivilization Names :
Code:
Playable Civilizations
CIVILIZATION_AMERICA
CIVILIZATION_ARABIA
CIVILIZATION_ASSYRIA
CIVILIZATION_AUSTRIA
CIVILIZATION_AZTEC
CIVILIZATION_BABYLON
CIVILIZATION_BRAZIL
CIVILIZATION_BYZANTIUM
CIVILIZATION_CARTHAGE
CIVILIZATION_CELTS
CIVILIZATION_CHINA
CIVILIZATION_DENMARK
CIVILIZATION_EGYPT
CIVILIZATION_ETHIOPIA
CIVILIZATION_ENGLAND
CIVILIZATION_FRANCE
CIVILIZATION_GERMANY
CIVILIZATION_GREECE
CIVILIZATION_HUNS
CIVILIZATION_INCA
CIVILIZATION_INDIA
CIVILIZATION_INDONESIA
CIVILIZATION_IROQUOIS
CIVILIZATION_JAPAN
CIVILIZATION_KOREA
CIVILIZATION_MAYA
CIVILIZATION_MONGOL
CIVILIZATION_MOROCCO
CIVILIZATION_NETHERLANDS
CIVILIZATION_OTTOMAN
CIVILIZATION_PERSIA
CIVILIZATION_POLAND
CIVILIZATION_POLYNESIA
CIVILIZATION_PORTUGAL
CIVILIZATION_ROME
CIVILIZATION_RUSSIA
CIVILIZATION_SHOSHONE
CIVILIZATION_SIAM
CIVILIZATION_SONGHAI
CIVILIZATION_SPAIN
CIVILIZATION_SWEDEN
CIVILIZATION_VENICE
CIVILIZATION_ZULU
City-States = CIVILIZATION_MINOR
all city-states share the "CIVILIZATION_MINOR" designation, which is used in the "<Civilization_BuildingClassOverrides>"
table to lock-out city-states from building national and world wonders and some selected other types of buildings. It is
used with the "<Civilization_UnitClassOverrides>" table to lock city-states from using certain (mainly naval) units.
The "real" XML-names of the city-state civilizations use a format of MINOR_CIV_BRATISLAVA or MINOR_CIV_FLORENCE for example.
These city-state names are registered in the game in the "CIV5MinorCivilizations.xml" file that can be found in the folder
"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Civilizations"
This is the folder location on my Windows8 computer. Your full file folder path name might be slightly different.
Barbarians = CIVILIZATION_BARBARIAN
Barbarians use the "CIVILIZATION_BARBARIAN" designation, which is used in the "<Civilization_BuildingClassOverrides>" table
to lock-out barbarians from building national and world wonders and nearly all other types of buildings. It is used with
the "<Civilization_UnitClassOverrides>" table to lock barbarians from using most units.
For the nine "normal" social policy branches there is an "opener" and a "finisher" policy. The opener is what the player is actually choosing (in terms of XML-code) when they push the "ADOPT" button for a social policy branch. The "finisher" policy is given to the player in the "background" when the player completes a social policy branch. The player never actually selects this, it is given for free. The "finisher" policies are what is actually given the player, in terms of XML-code.
There is no "opener" or "finisher" for the three ideology branches. This is a change from the "Vanilla" and "Gods & Kings" versions of the game wherein "Freedom", "Order", and "Autocracy" all had opener and finisher policies.
Do not confuse the "Opener" policies with the policy branch type that unlocks certain wonders in the Brave New World expansion. You cannot specify, for example, "POLICY_BRANCH_ORDER" for a "<PolicyType>" in any of the social policy XML tables.
SpoilerPolicies Within Policy Branches for BNW :
Code:
............................................................
(LIBERTY BRANCH)
POLICY_LIBERTY (opener for the Liberty branch)
POLICY_COLLECTIVE_RULE
POLICY_CITIZENSHIP
POLICY_REPUBLIC
POLICY_REPRESENTATION
POLICY_MERITOCRACY
POLICY_LIBERTY_FINISHER ("finisher" for the Liberty branch)
............................................................
(TRADITION BRANCH)
POLICY_TRADITION (opener for the Tradition branch)
POLICY_ARISTOCRACY
POLICY_OLIGARCHY
POLICY_LEGALISM
POLICY_LANDED_ELITE
POLICY_MONARCHY
POLICY_TRADITION_FINISHER ("finisher" for the Tradition branch)
............................................................
(HONOR BRANCH)
POLICY_HONOR (opener for the Honor branch)
POLICY_WARRIOR_CODE
POLICY_DISCIPLINE
POLICY_MILITARY_TRADITION
POLICY_MILITARY_CASTE
POLICY_PROFESSIONAL_ARMY
POLICY_HONOR_FINISHER ("finisher" for the Honor branch)
............................................................
(PIETY BRANCH)
POLICY_PIETY (opener for the Piety branch)
POLICY_ORGANIZED_RELIGION
POLICY_MANDATE_OF_HEAVEN
POLICY_THEOCRACY
POLICY_REFORMATION
POLICY_FREE_RELIGION
POLICY_PIETY_FINISHER ("finisher" for the Piety branch)
............................................................
(PATRONAGE BRANCH)
POLICY_PATRONAGE (opener for the Patronage branch)
POLICY_PHILANTHROPY
POLICY_CONSULATES
POLICY_SCHOLASTICISM
POLICY_CULTURAL_DIPLOMACY
POLICY_MERCHANT_CONFEDERACY
POLICY_PATRONAGE_FINISHER ("finisher" for the Patronage branch)
............................................................
(COMMERCE BRANCH)
POLICY_COMMERCE (opener for the Commerce branch)
POLICY_TRADE_UNIONS
POLICY_ENTREPRENEURSHIP
POLICY_MERCANTILISM
POLICY_CARAVANS
POLICY_PROTECTIONISM
POLICY_COMMERCE_FINISHER ("finisher" for the Commerce branch)
............................................................
(RATIONALISM BRANCH)
POLICY_RATIONALISM (opener for the Rationalism branch)
POLICY_SECULARISM
POLICY_HUMANISM
POLICY_FREE_THOUGHT
POLICY_SOVEREIGNTY
POLICY_SCIENTIFIC_REVOLUTION
POLICY_RATIONALISM_FINISHER ("finisher" for the Rationalism branch)
............................................................
(AESTHETICS BRANCH)
POLICY_AESTHETICS (opener for the Aesthetics branch)
POLICY_CULTURAL_CENTERS
POLICY_FINE_ARTS
POLICY_FLOURISHING_OF_ARTS
POLICY_ARTISTIC_GENIUS
POLICY_ETHICS
POLICY_AESTHETICS_FINISHER ("finisher" for the Aesthetics branch)
............................................................
(EXPLORATION BRANCH)
POLICY_EXPLORATION (opener for the Exploration branch)
POLICY_MARITIME_INFRASTRUCTURE
POLICY_NAVAL_TRADITION
POLICY_MERCHANT_NAVY
POLICY_NAVIGATION_SCHOOL
POLICY_TREASURE_FLEETS
POLICY_EXPLORATION_FINISHER ("finisher" for the Exploration branch)
............................................................
(FREEDOM ideology)
POLICY_OPEN_SOCIETY
POLICY_CREATIVE_EXPRESSION
POLICY_CIVIL_SOCIETY
POLICY_VOLUNTEER_ARMY
POLICY_COVERT_ACTION
POLICY_URBANIZATION
POLICY_CAPITALISM
POLICY_ECONOMIC_UNION
POLICY_THEIR_FINEST_HOUR
POLICY_UNIVERSAL_SUFFRAGE
POLICY_NEW_DEAL
POLICY_ARSENAL_DEMOCRACY
POLICY_MEDIA_CULTURE
POLICY_TREATY_ORGANIZATION
POLICY_SPACE_PROCUREMENTS
POLICY_UNIVERSAL_HEALTHCARE_F
............................................................
(ORDER ideology)
POLICY_HERO_OF_THE_PEOPLE
POLICY_SOCIALIST_REALISM
POLICY_SKYSCRAPERS
POLICY_PATRIOTIC_WAR
POLICY_DOUBLE_AGENTS
POLICY_YOUNG_PIONEERS
POLICY_ACADEMY_SCIENCES
POLICY_PARTY_LEADERSHIP
POLICY_RESETTLEMENT
POLICY_CULTURAL_REVOLUTION
POLICY_WORKERS_FACULTIES
POLICY_FIVE_YEAR_PLAN
POLICY_DICTATORSHIP_PROLETARIAT
POLICY_IRON_CURTAIN
POLICY_SPACEFLIGHT_PIONEERS
POLICY_UNIVERSAL_HEALTHCARE_O
............................................................
(AUTOCRACY ideology)
POLICY_ELITE_FORCES
POLICY_MOBILIZATION
POLICY_UNITED_FRONT
POLICY_FUTURISM
POLICY_INDUSTRIAL_ESPIONAGE
POLICY_MILITARISM
POLICY_FORTIFIED_BORDERS
POLICY_LIGHTNING_WARFARE
POLICY_POLICE_STATE
POLICY_NATIONALISM
POLICY_THIRD_ALTERNATIVE
POLICY_TOTAL_WAR
POLICY_CULT_PERSONALITY
POLICY_GUNBOAT_DIPLOMACY
POLICY_NEW_ORDER
POLICY_UNIVERSAL_HEALTHCARE_A
These are the properly-formatted commands for inserting icons and text-formatting commands into the text you add to your mod for the civilopedia, etc. This listing is not 100% complete.
SpoilerIn-Game Text Formatting :
Code:
[ICON_RES_IRON]
[ICON_RES_HORSE]
[ICON_RES_COAL]
[ICON_RES_OIL]
[ICON_RES_ALUMINUM]
[ICON_RES_URANIUM]
[ICON_RES_WHEAT]
[ICON_RES_COW]
[ICON_RES_SHEEP]
[ICON_RES_DEER]
[ICON_RES_BANANA]
[ICON_RES_FISH]
[ICON_RES_STONE]
[ICON_RES_WHALE]
[ICON_RES_PEARLS]
[ICON_RES_GOLD]
[ICON_RES_SILVER]
[ICON_RES_GEMS]
[ICON_RES_MARBLE]
[ICON_RES_IVORY]
[ICON_RES_FUR]
[ICON_RES_DYE]
[ICON_RES_SPICES]
[ICON_RES_SILK]
[ICON_RES_SUGAR]
[ICON_RES_COTTON]
[ICON_RES_WINE]
[ICON_RES_INCENSE]
[ICON_RES_ARTIFACTS]
[ICON_RES_NUTMEG]
[ICON_RES_CLOVES]
[ICON_RES_PEPPER]
[ICON_RES_HIDDEN_ARTIFACTS]
[ICON_RES_JEWELRY]
[ICON_RES_PORCELAIN]
[ICON_RES_COPPER]
[ICON_RES_SALT]
[ICON_RES_CRAB]
[ICON_RES_TRUFFLES]
[ICON_RES_CITRUS]
[ICON_FOOD]
[ICON_PRODUCTION]
[ICON_GOLD]
[ICON_RESEARCH]
[ICON_CULTURE]
[ICON_PEACE] used for "Faith"
[ICON_RELIGION_PANTHEON]
[ICON_RELIGION_BUDDHISM]
[ICON_RELIGION_CHRISTIANITY]
[ICON_RELIGION_CONFUCIANISM]
[ICON_RELIGION_HINDUISM]
[ICON_RELIGION_ISLAM]
[ICON_RELIGION_JUDAISM]
[ICON_RELIGION_SHINTO]
[ICON_RELIGION_SIKHISM]
[ICON_RELIGION_TAOISM]
[ICON_RELIGION_TENGRIISM]
[ICON_RELIGION_ZOROASTRIANISM]
[ICON_RELIGION_ORTHODOX]
[ICON_RELIGION_PROTESTANT]
[.TAB.] (delete the . signs that I had to add to keep the forum software from treating this as a forum formatting command)
[COLOR_WARNING_TEXT]some text[ENDCOLOR]
[NEWLINE]
[ICON_CITIZEN]
[ICON_MOVES]
[ICON_BULLET]
[ICON_RANGE_STRENGTH]
[ICON_STRENGTH]
[COLOR_POSITIVE_TEXT]some text[ENDCOLOR]
[COLOR_NEGATIVE_TEXT]some text[ENDCOLOR]
[ICON_CAPITAL]
[ICON_INFLUENCE]
[ICON_PLUS]
[ICON_MINUS]
[ICON_HAPPINESS_1]
[ICON_HAPPINESS_2]
[ICON_HAPPINESS_3]
[ICON_HAPPINESS_4] unhappiness face
[ICON_GOLDEN_AGE]
[ICON_GREAT_PEOPLE]
[ICON_RAZING]
[ICON_RESISTANCE]
[ICON_CONNECTED]
[ICON_BLOCKADED]
[ICON_PUPPET]
[ICON_OCCUPIED]
[ICON_LOCKED]
[ICON_WAR]
[ICON_TRADE]
[ICON_CITY_STATE]
[ICON_RELIGION]
[ICON_MISSIONARY]
[ICON_PROPHET]
[ICON_INQUISITOR]
[ICON_SPY]
[ICON_WORKER]
[ICON_DENOUNCE]
New in Brave New World
[ICON_SILVER_FIST]
[ICON_CHECKBOX]
[ICON_TOURISM]
[ICON_INTERNATIONAL_TRADE]
[ICON_GREAT_WORK]
[ICON_ARROW_LEFT]
[ICON_ARROW_RIGHT]
[ICON_VICTORY_SPACE]
[ICON_VICTORY_CULTURE]
[ICON_VICTORY_DIPLOMACY]
[ICON_VICTORY_DOMINATION]
[ICON_TURNS_REMAINING]
[ICON_GREAT_ENGINEER]
[ICON_GREAT_GENERAL]
[ICON_GREAT_SCIENTIST]
[ICON_GREAT_MERCHANT]
[ICON_GREAT_ARTIST]
[ICON_GREAT_MUSICIAN]
[ICON_GREAT_WRITER]
[ICON_GREAT_ADMIRAL]
[ICON_GREAT_MERCHANT_VENICE]
[ICON_GREAT_EXPLORER]
[ICON_DIPLOMAT]
[ICON_TROPHY_GOLD]
[ICON_TROPHY_SILVER]
[ICON_TROPHY_BRONZE]
[ICON_RES_MANPOWER]
[ICON_IDEOLOGY_ORDER]
[ICON_IDEOLOGY_FREEDOM]
[ICON_IDEOLOGY_AUTOCRACY]
Properly-formatted list of the resources that can be referenced in XML. These are the resources as supplied in the Brave New World expansion by FIRAXIS.
SpoilerResources :
Code:
Strategic Resources
RESOURCE_IRON
RESOURCE_HORSE
RESOURCE_COAL
RESOURCE_OIL
RESOURCE_ALUMINUM
RESOURCE_URANIUM
Bonus Resources
RESOURCE_STONE
RESOURCE_WHEAT
RESOURCE_COW
RESOURCE_SHEEP
RESOURCE_DEER
RESOURCE_BANANA
RESOURCE_FISH
RESOURCE_BISON
Luxury Resources
RESOURCE_WHALE
RESOURCE_PEARLS
RESOURCE_GOLD
RESOURCE_SILVER
RESOURCE_GEMS
RESOURCE_MARBLE
RESOURCE_IVORY
RESOURCE_FUR
RESOURCE_DYE
RESOURCE_SPICES
RESOURCE_SILK
RESOURCE_SUGAR
RESOURCE_COTTON
RESOURCE_WINE
RESOURCE_INCENSE
RESOURCE_COPPER
RESOURCE_SALT
RESOURCE_CRAB
RESOURCE_TRUFFLES
RESOURCE_CITRUS
RESOURCE_COCOA
Special City-State Resources
RESOURCE_JEWELRY
RESOURCE_PORCELAIN
Indonesian "Magic" Luxury Resources
RESOURCE_NUTMEG
RESOURCE_CLOVES
RESOURCE_PEPPER
Antiquity Site "Resources" (note that there would be very little need ever to use these resource names)
RESOURCE_ARTIFACTS
RESOURCE_HIDDEN_ARTIFACTS
The "Description Tag" is used for the Era name the player sees in-game.
While I have included it, the "Strategy Tag" doesn't seem to be used anywhere in the Civilopedia.
Era Information (G&K and BNW): C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\GameInfo\CIV5Eras.xml
Note that in most XML tables you CANNOT state TERRAIN_MOUNTAIN or TERRAIN_HILL. There is no Building-Related table I can think of, for example, that allows the use of TERRAIN_MOUNTAIN or TERRAIN_HILL. Nor is there any column within the core <Buildings> table that allows use of TERRAIN_MOUNTAIN or TERRAIN_HILL.
If you look in the CIV5Terrains.XML file located at C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain (for BNW) you will see that both TERRAIN_MOUNTAIN and TERRAIN_HILL contain a column <GraphicalOnly>true</GraphicalOnly> that is not used with any of the other terrains.
Taken directly from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Features.xml and ~\CIV5Features_Expansion2.xml and ~\CIV5Features_Inherited_Expansion2.xml (for BNW):
Taken directly from C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Gameplay\XML\Terrain\CIV5Improvements.xml and ~\CIV5Improvements_Expansion2.xml and ~\CIV5Improvements_Inherited_Expansion2.xml (for BNW):
Listing of Units by Domain, UnitCombat Type, Unit Class, Unit.
info presented here has changed somewhat with the FALL2013 Update. The German Landsneckt is no longer part of the "pikeman" class of unit. I do not believe any changes were made for the Fall2014 Update.
The Foreign Legion is an odd case in BNW because it is still defined within <Units> as belonging to UNITCLASS_GREAT_WAR_INFANTRY, but in <UnitClasses> it has been defined as the default unit of the new unit-class UNITCLASS_FOREIGNLEGION. This would mean that Firaxis defined it as belonging to two different UNITCLASS designations, which would normally cause an error. But then, what Firaxis gets to do does not equal what mod-makers are allowed to do.
Unit ART_DEF tags as used by Firaxis, showing the ART_DEF_UNIT_SOMETHING tags and the ART_DEF_UNIT_MEMBER_SOMETHINGS that go with each.
The ART_DEF_UNIT_SOMETHING tags shown are the "Types" found in table "UnitArtInfo". They should be used in mods for tables <ArtDefine_UnitInfos>, <ArtDefine_UnitInfoMemberInfos>, and <ArtDefine_StrategicView>.
You can also simply use any of the ART_DEF_UNIT_SOMETHING tags within the <Units> table for column <UnitArtInfo>.
The ART_DEF_UNIT_MEMBER_SOMETHINGS tags shown are the "Types" found in table "UnitMemberArtInfo". They should be used in mods for tables <ArtDefine_UnitInfoMemberInfos>, <ArtDefine_UnitMemberInfos>, <ArtDefine_UnitMemberCombats>, and <ArtDefine_UnitMemberCombatWeapons>.
You should not use tables UnitArtInfo or UnitMemberArtInfo anywhere in your mods.
The information for the ART_DEF_UNIT_SOMETHING tags is found in file: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Units\Civ5ArtDefines_Units.xml
The information for the ART_DEF_UNIT_MEMBER_SOMETHINGS tags is found in file: C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Units\Civ5ArtDefines_UnitMembers.xml
ART_DEF_UNIT_MEMBER_SOMETHINGS Designations can be used (especially in SQL) to copy info from a Firaxis-suppled unit into a custom unit, in a manner such as this, where ART_DEF_UNIT_MEMBER_KNIGHT_TEMPLAR (in dark red) is borrowing information from ART_DEF_UNIT_MEMBER_U_IROQUOIAN_MOHAWKWARRIOR (in blue):
NOTE THAT MANY OF THESE DESIGNATIONS ARE NOT NECESSARILY VALID ANYMORE FOR THE UNIT-MEMBER STUFF. It has been superceded in game expansions, patches, and the like. So Use any of the ART_DEF_UNIT_X and its related ART_DEF_UNIT_MEMBER_X with skepticism that it is still 100% accurate anymore.
Note that Great People also have a "_LATE" define used in the later Eras, though those are not shown yet in this listing
Settlers are their own special sort of deal, and come in 4 variations based on culture group. Each of those variations has multiple members within it that are used to model all the different-looking "people" within a settler unit.
Note that none of these cultural variation infos appear in the <Units> table: all the <Units> table contains for settlers is these two columns:
Unit Sound Selection Tags for use in table <UnitGameplay2DScripts>
"Selection" sound tags for use in <SelectionSound> column:
Spoiler:
Used when the player manually selects the unit, or the unit is auto-selected.
AS2D_SELECT_ANTI_AIRCRAFT_GUN
AS2D_SELECT_ARCHER
AS2D_SELECT_ARTILLERY
AS2D_SELECT_ATOMIC_BOMB
AS2D_SELECT_AZTEC_JAGUAR
AS2D_SELECT_BATTLESHIP
AS2D_SELECT_BOMBER
AS2D_SELECT_CAMEL_ARCHER
AS2D_SELECT_CANNON
AS2D_SELECT_CARAVEL
AS2D_SELECT_CARRIER
AS2D_SELECT_CATAPULT
AS2D_SELECT_CAVALRY
AS2D_SELECT_CHARIOT_ARCHER
AS2D_SELECT_CROSSBOWMAN
AS2D_SELECT_FIGHTER
AS2D_SELECT_FRIGATE
AS2D_SELECT_GREEK_HOPLITE
AS2D_SELECT_GUIDED_MISSILE
AS2D_SELECT_HELICOPTER_GUNSHIP
AS2D_SELECT_HORSEMAN
AS2D_SELECT_INDIAN_WAR_ELEPHANT
AS2D_SELECT_INFANTRY
AS2D_SELECT_IRONCLAD
AS2D_SELECT_JAPANESE_SAMURAI
AS2D_SELECT_JET_FIGHTER
AS2D_SELECT_KNIGHT
AS2D_SELECT_LONGSWORDSMAN
AS2D_SELECT_MECH
AS2D_SELECT_MECH_INFANTRY
AS2D_SELECT_MOBILE_SAM
AS2D_SELECT_MUSKETMAN
AS2D_SELECT_NUCLEAR_MISSILE
AS2D_SELECT_NUCLEAR_SUBMARINE
AS2D_SELECT_PARATROOPER
AS2D_SELECT_PIKEMAN
AS2D_SELECT_ROCKET_ARTILLERY
AS2D_SELECT_ROMAN_BALLISTA
AS2D_SELECT_SCOUT
AS2D_SELECT_SETTLER
AS2D_SELECT_SIAMESE_WAR_ELEPHANT
AS2D_SELECT_STEALTH_BOMBER
AS2D_SELECT_SUBMARINE
AS2D_SELECT_SWORDSMAN
AS2D_SELECT_TANK
AS2D_SELECT_TRANSPORT
AS2D_SELECT_TREBUCHET
AS2D_SELECT_TRIREME
AS2D_SELECT_WARRIER
AS2D_SELECT_WORK_BOAT
AS2D_SELECT_WORKER
"Birth" sound tags for use in <FirstSelectionSound> column:
Spoiler:
Used when the unit is "born". Note that there doesn't seem to be one for the Worker unit. Apparently workers just use the "default" noise.
AS2D_BIRTH_ANTI_AIRCRAFT_GUN
AS2D_BIRTH_ARCHER
AS2D_BIRTH_ARTILLERY
AS2D_BIRTH_ATOMIC_BOMB
AS2D_BIRTH_AZTEC_JAGUAR
AS2D_BIRTH_BATTLESHIP
AS2D_BIRTH_BOMBER
AS2D_BIRTH_CAMEL_ARCHER
AS2D_BIRTH_CANNON
AS2D_BIRTH_CARAVEL
AS2D_BIRTH_CARRIER
AS2D_BIRTH_CATAPULT
AS2D_BIRTH_CAVALRY
AS2D_BIRTH_CHARIOT_ARCHER
AS2D_BIRTH_CROSSBOWMAN
AS2D_BIRTH_FIGHTER
AS2D_BIRTH_FRIGATE
AS2D_BIRTH_GREEK_HOPLITE
AS2D_BIRTH_GUIDED_MISSILE
AS2D_BIRTH_HELICOPTER_GUNSHIP
AS2D_BIRTH_HORSEMAN
AS2D_BIRTH_INDIAN_WAR_ELEPHANT
AS2D_BIRTH_INFANTRY
AS2D_BIRTH_IRONCLAD
AS2D_BIRTH_JAPANESE_SAMURAI
AS2D_BIRTH_JET_FIGHTER
AS2D_BIRTH_KNIGHT
AS2D_BIRTH_LONGSWORDSMAN
AS2D_BIRTH_MECH
AS2D_BIRTH_MECH_INFANTRY
AS2D_BIRTH_MOBILE_SAM
AS2D_BIRTH_MUSKETMAN
AS2D_BIRTH_NUCLEAR_MISSILE
AS2D_BIRTH_NUCLEAR_SUBMARINE
AS2D_BIRTH_PARATROOPER
AS2D_BIRTH_PIKEMAN
AS2D_BIRTH_ROCKET_ARTILLERY
AS2D_BIRTH_ROMAN_BALLISTA
AS2D_BIRTH_SCOUT
AS2D_BIRTH_SETTLER
AS2D_BIRTH_SIAMESE_WAR_ELEPHANT
AS2D_BIRTH_STEALTH_BOMBER
AS2D_BIRTH_SUBMARINE
AS2D_BIRTH_SWORDSMAN
AS2D_BIRTH_TANK
AS2D_BIRTH_TRANSPORT
AS2D_BIRTH_TREBUCHET
AS2D_BIRTH_TRIREME
AS2D_BIRTH_WARRIER
AS2D_BIRTH_WORK_BOAT
Unit Formations used in table <ArtDefine_UnitInfos> for Column <Formation>:
These tags have been directly copied from file C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Units\UnitFormations.xml
These are the only flavors Firaxis used for Units (this listing does not as yet include any additions for DLC-CIV units):
Flavors shown in blue were added for BNW
Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
SpoilerUnit Flavors :
Code:
FLAVOR_EXPANSION
FLAVOR_TILE_IMPROVEMENT
FLAVOR_RECON
FLAVOR_OFFENSE
FLAVOR_DEFENSE
FLAVOR_RANGED
FLAVOR_MOBILE
FLAVOR_INFRASTRUCTURE (with Roman Legion)
FLAVOR_GREAT_PEOPLE (with Greek Companion Cavalry)
FLAVOR_GREAT_PEOPLE (with Japanese Samurai)
FLAVOR_NAVAL_TILE_IMPROVEMENT (with Workboat)
FLAVOR_ANTIAIR
FLAVOR_AIR (with Paratrooper)
FLAVOR_AIR
FLAVOR_NUKE
FLAVOR_NAVAL (with Atomic Bomb)
FLAVOR_NAVAL (with Guided Missile)
FLAVOR_NAVAL (with Nuclear Missile)
FLAVOR_NAVAL
FLAVOR_NAVAL_RECON
FLAVOR_AIR_CARRIER
FLAVOR_NUKE (with Nuclear Sub)
FLAVOR_CULTURE (with G Artist and a flavor value of "1")
FLAVOR_CULTURE (with G Writer and a flavor value of "1")
FLAVOR_CULTURE (with G Musician and a flavor value of "1")
FLAVOR_SCIENCE (with G Scientist and a flavor value of "1")
FLAVOR_GOLD (with G Merchant and a flavor value of "1")
FLAVOR_GOLD (with Venetian G Merchant and a flavor value of "100")
FLAVOR_PRODUCTION (with G Engineer and a flavor value of "1")
FLAVOR_OFFENSE (with G General)
FLAVOR_CULTURE (with G Artist)
FLAVOR_SPACESHIP (with Spaceship Parts)
FLAVOR_GOLD (with Cargo Ship)
FLAVOR_GOLD (with Caravan)
[color="blue"]FLAVOR_ARCHAEOLOGY[/color] (with Archaeologist and a flavor value of "30")
[color="blue"]FLAVOR_I_SEA_TRADE_ROUTE[/color] (with Cargo Ship)
[color="blue"]FLAVOR_I_LAND_TRADE_ROUTE[/color] (with Caravan)
These are the only flavors Firaxis used for Techs:
Flavors shown in blue were added for BNW
Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
These are the only flavors Firaxis used for Leaders:
Leader Flavors are adjusted slightly at the beginning of each game in order to give each game a different "experience" for the player.
Leaders always have settings for all of these flavors.
"12" appears to be the highest setting used by Firaxis.
Each Leader's flavor value is randomly adjusted by up to +/-2 at the beginning of each game to make each game's behavior for a given Leader a bit different.
Flavors shown in blue were added for BNW
Trying to use Flavor types that were not used by Firaxis may or may not work depending on how Firaxis actually programmed the C++/dll
So far as I am aware there is no tutorial on what the data for each of the formations means
So far as I am aware the <Formation> table cannot be modded
The Formation names are merely reference tags used by the game's core graphic unit-animation system when displaying the units ingame. Civ5 modding has never had access to any of the game's core graphic animation systems.
All modders do for the "Formation" info is pick from the list the most approptriate available Formation-tag.
ThreeBigGuns or TwoBigGuns would be appropriate for a cannon or artillery unit, for example, but not for a melee unit.
So far as I am aware there is no tutorial on what the data for each of the formations means
So far as I am aware the <Formation> table cannot be modded
Ok, does options of Formation can be moded in Civ6 ?
I need to understand which tagoption (inside formation) does what.
And I need this for modding Formations for Civ BE.
Formation in civ 6 has a completely different meaning -- it is not a designation for graphical representation of units like it is used in Civ5 UnitArt defintions.
If you are intending to mod something in Civ BERT then you need to be looking in the Civ BERT modding forums. Data from the Civ5 game do not necessarily cross over to BERT as they are two different games.
It actually can be modded but not using the regular method.
My Unit Scaling and Formation mod has modified the XML file (derived from R.E.D) and it works just fine.
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