TAfirehawk
WoC Team Manager
ViSa User Configurable Settings #1
ViSa Ini Tweaks
Dead Civ Scoreboard Mod
Cultural Influences Mod
Enhanced Tech Conquest Mod
Not Just Another Game Clock Mod
Unit Allegiance Mod
Unit Statistics Mod
Tech Leak Mod
Plot List Enhancement Mod
ViSa Ini Tweaks
Spoiler :
; set the minimum distance between cities, default is 2, any value lower then 2 will be disregarded!
; MAX = 5 by the ViSa DLL to avoid the AI getting nuts, setting this to 100 will just be 5!
; when using Extended City Radius options in the Custom Game menu, the DLL will automatically add + 1 as minimum distance(MAX = 6)
Minimum Distance Between Cities = 2
; number of naturally Spread religions, set this to 7 means religion
; will always be spreading naturally, default vanilla setting is 1
Religion Natural Spread Number = 2
; MAX = 5 by the ViSa DLL to avoid the AI getting nuts, setting this to 100 will just be 5!
; when using Extended City Radius options in the Custom Game menu, the DLL will automatically add + 1 as minimum distance(MAX = 6)
Minimum Distance Between Cities = 2
; number of naturally Spread religions, set this to 7 means religion
; will always be spreading naturally, default vanilla setting is 1
Religion Natural Spread Number = 2
Dead Civ Scoreboard Mod
Spoiler :
; Change this to false if the dead civilizations should be displayed in the
; game scoreboard.
; Default value is true
Hide Dead Civilizations = true
; Change this to false if the civilization names should be displayed in their
; colors instead of being greyed out.
; Default value is true
Grey Out Dead Civilizations = true
; Change this to show the dead civilization score instead of the dead tag.
; Default value is true
Show Dead Tag = true
; game scoreboard.
; Default value is true
Hide Dead Civilizations = true
; Change this to false if the civilization names should be displayed in their
; colors instead of being greyed out.
; Default value is true
Grey Out Dead Civilizations = true
; Change this to show the dead civilization score instead of the dead tag.
; Default value is true
Show Dead Tag = true
Cultural Influences Mod
Spoiler :
; Change this value to false if cultural borders should not go over ocean
; plots.
; Default value is true
Enable Borders Over Ocean = true
; Change this value to false if cultural borders should not grow slowly.
; Default value is true
Enable Slow Culture Borders = false
; Change this value to false if culture should not be carried through trade
; routes between cities belonging to different civilizations.
; Default value is true.
Enable Culture Over Trade Routes = true
; Change this value to false if the trade route culture should be based on a
; fixed number instead of on the culture of the cities the trade route is
; between.
; Default value is true
Trade Route Culture City Based = true
; Change this value to false if the culture from one end of the trade route
; should not be impeded by the culture of the city it is trying to "corrupt".
; Default value is true
Home City Culture Challenge Alien Culture = true
; Increase or decrease this value to change the amount of culture that should
; be added to each end of a trade route. This value will be ignored if the
; value of "Trade Route Culture City Based" is true.
; Default value is 1
Trade Route Culture Amount = 1
; Change this value to false to disable the culture shock effects when a city
; is lost by a civilization.
; Default value is true
Enable Culture Shock = true
; Change this value to false to disable the culture decay effects.
; Default value is true
Enable Culture Decay = true
; Increase or decrease this value to change the amount culture should decay in
; squares outside of an Empire's borders.
; Default value is 0.05
Culture Decay Amount = 0.05
; Change the value to false if cities founded on city ruins should not be given
; part of the culture from the city that created the city ruins.
; Default value is true
City Ruins Give Culture = true
; Change the value to false if the culture given by city ruins should be the
; same as the player who founded the city. If set to true then the culture
; given to the new city will be from the civilization that last owned the city
; that created the city ruins.
; Default value is true
City Ruins Give Old Culture = true
; Increase or decrease the value to change the number of years that city ruins
; give culture.
; Default value is 100
Max Years City Ruins Give Culture = 100
; Increase or decrease the value to change the max amount of culture in percent
; city ruins give.
; Default value is 20
Max Culture City Ruins Give = 20
; Change the value to false if the founder of a conquered city should not be
; allowed to be reassigned if the conqueror is not the original founder and the
; losing civilization is also not the original founder and the city's culture
; is at least double what it was when the founder lost it.
; Default value is true
Allow City Founder Reassignment = true
; Change the value to false if culture should be maintained after a city is
; captured by a civilization from another civilization.
; Default value is true
City Conquest Retains Culture = true
; Increase or decrease the value to change the max amount of culture in percent
; retained after a city is conquered.
; Default value is 20
Max Culture Retained = 20
; plots.
; Default value is true
Enable Borders Over Ocean = true
; Change this value to false if cultural borders should not grow slowly.
; Default value is true
Enable Slow Culture Borders = false
; Change this value to false if culture should not be carried through trade
; routes between cities belonging to different civilizations.
; Default value is true.
Enable Culture Over Trade Routes = true
; Change this value to false if the trade route culture should be based on a
; fixed number instead of on the culture of the cities the trade route is
; between.
; Default value is true
Trade Route Culture City Based = true
; Change this value to false if the culture from one end of the trade route
; should not be impeded by the culture of the city it is trying to "corrupt".
; Default value is true
Home City Culture Challenge Alien Culture = true
; Increase or decrease this value to change the amount of culture that should
; be added to each end of a trade route. This value will be ignored if the
; value of "Trade Route Culture City Based" is true.
; Default value is 1
Trade Route Culture Amount = 1
; Change this value to false to disable the culture shock effects when a city
; is lost by a civilization.
; Default value is true
Enable Culture Shock = true
; Change this value to false to disable the culture decay effects.
; Default value is true
Enable Culture Decay = true
; Increase or decrease this value to change the amount culture should decay in
; squares outside of an Empire's borders.
; Default value is 0.05
Culture Decay Amount = 0.05
; Change the value to false if cities founded on city ruins should not be given
; part of the culture from the city that created the city ruins.
; Default value is true
City Ruins Give Culture = true
; Change the value to false if the culture given by city ruins should be the
; same as the player who founded the city. If set to true then the culture
; given to the new city will be from the civilization that last owned the city
; that created the city ruins.
; Default value is true
City Ruins Give Old Culture = true
; Increase or decrease the value to change the number of years that city ruins
; give culture.
; Default value is 100
Max Years City Ruins Give Culture = 100
; Increase or decrease the value to change the max amount of culture in percent
; city ruins give.
; Default value is 20
Max Culture City Ruins Give = 20
; Change the value to false if the founder of a conquered city should not be
; allowed to be reassigned if the conqueror is not the original founder and the
; losing civilization is also not the original founder and the city's culture
; is at least double what it was when the founder lost it.
; Default value is true
Allow City Founder Reassignment = true
; Change the value to false if culture should be maintained after a city is
; captured by a civilization from another civilization.
; Default value is true
City Conquest Retains Culture = true
; Increase or decrease the value to change the max amount of culture in percent
; retained after a city is conquered.
; Default value is 20
Max Culture Retained = 20
Enhanced Tech Conquest Mod
Spoiler :
; Change the value to true if technology should be handed completely over from
; the conquered city to their new owners.
; Default value is false
Complete Technology Discovery = false
; Increase or decrease the value to change the number of or part of
; technologies conquered cities will hand over to their new owners.
; Default value is 1
Technology Transfer Count = 1
; Change the value to true if the amount of technologies conquered cities will
; hand over to their new owners should be random.
; Default value is false
Random Technology Transfer Amount = false
; Change the value to true if the conquering civilization can receive
; technology without the appropriate prerequisites or ignore their civilization
; technology restrictions.
; Default value is false
Technology Transfer Ignore Prereq = false
; Change the value to false if full technology transfer should be allowed. By
; setting the value to true this will force players to spend at least one turn
; researching pillaged technology.
; Default value is true
Disable Full Technology Transfer = true
; Increase or decrease the value to change the base technology transfer
; percentage amount.
; Default value is 25
Base Technology Transfer Percent = 25
; Increase or decrease the value to change the percent amount per city
; population that will be used to transfer technology to the new owners of
; the conquered city.
; Default value is 5
Percentage Per City Population = 5
; the conquered city to their new owners.
; Default value is false
Complete Technology Discovery = false
; Increase or decrease the value to change the number of or part of
; technologies conquered cities will hand over to their new owners.
; Default value is 1
Technology Transfer Count = 1
; Change the value to true if the amount of technologies conquered cities will
; hand over to their new owners should be random.
; Default value is false
Random Technology Transfer Amount = false
; Change the value to true if the conquering civilization can receive
; technology without the appropriate prerequisites or ignore their civilization
; technology restrictions.
; Default value is false
Technology Transfer Ignore Prereq = false
; Change the value to false if full technology transfer should be allowed. By
; setting the value to true this will force players to spend at least one turn
; researching pillaged technology.
; Default value is true
Disable Full Technology Transfer = true
; Increase or decrease the value to change the base technology transfer
; percentage amount.
; Default value is 25
Base Technology Transfer Percent = 25
; Increase or decrease the value to change the percent amount per city
; population that will be used to transfer technology to the new owners of
; the conquered city.
; Default value is 5
Percentage Per City Population = 5
Not Just Another Game Clock Mod
Spoiler :
; Change this if you want to display the alternating time text information.
; Default value is true
Alternate Time Text = true
; Change this to alternate the amount of time between the two sets of text
; displayed. This will only be used if Alternating Time is set to true.
; Default value is 15
Alternating Time = 15
; Set this to true if you want to show the game turns
; Default value is true
Show Turns = true
; Set this to true if you want to show the game clock turns
; Default value is true
Show Game Clock = true
; Set this to true if you want to show the game completed as a percent.
; This should be set false if Show Game Completed Turns, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is true
Show Game Completed Percent = false
; Set this to true if you want to show the game completed as a fraction
; This should be set false if Show Game Completed Percent, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is false
Show Game Completed Turns = true
; Set this to true if you want to show the game turns in the alternate text.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Turns = true
; Set this to true if you want to show the game clock turns in the alternate
; text. This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Clock = true
; Set this to true if you want to show the game completed as a percent in
; the alternate text. This should be set false if Alternate Show Game
; Completed Turns, Show Turns and Show Game Clock are set to true since it
; will cause the text to run through the image border. This value will only
; be used Alternate Time Text is set to true.
; Default value is false
Alternate Show Game Completed Percent = true
; Set this to true if you want to show the game completed as a fraction in
; the alternate text. This should be set false if Alternate Show Game
; Completed Percent, Alternate Show Turns and Alternate Show Game Clock are
; set to true since it will cause the text to run through the image border.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Completed Turns = false
; Set this to true if you want to show the current era
; Default value is true
Show Era = true
; Set this to true if you want to reflect the current era by changing the
; game turn to a set color
; Default value is true
Show Reflect Era In Turn Color = true
; The following are the default color mappings for the different eras,
; if you have define a new era the code is flexible enough to allow you to
; specify your era color mapping as well, example: ERA_FOOBAR = COLOR_BLACK
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
; Default value is true
Alternate Time Text = true
; Change this to alternate the amount of time between the two sets of text
; displayed. This will only be used if Alternating Time is set to true.
; Default value is 15
Alternating Time = 15
; Set this to true if you want to show the game turns
; Default value is true
Show Turns = true
; Set this to true if you want to show the game clock turns
; Default value is true
Show Game Clock = true
; Set this to true if you want to show the game completed as a percent.
; This should be set false if Show Game Completed Turns, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is true
Show Game Completed Percent = false
; Set this to true if you want to show the game completed as a fraction
; This should be set false if Show Game Completed Percent, Show Turns and
; Show Game Clock are set to true since it will cause the text to run
; through the image border.
; Default value is false
Show Game Completed Turns = true
; Set this to true if you want to show the game turns in the alternate text.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Turns = true
; Set this to true if you want to show the game clock turns in the alternate
; text. This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Clock = true
; Set this to true if you want to show the game completed as a percent in
; the alternate text. This should be set false if Alternate Show Game
; Completed Turns, Show Turns and Show Game Clock are set to true since it
; will cause the text to run through the image border. This value will only
; be used Alternate Time Text is set to true.
; Default value is false
Alternate Show Game Completed Percent = true
; Set this to true if you want to show the game completed as a fraction in
; the alternate text. This should be set false if Alternate Show Game
; Completed Percent, Alternate Show Turns and Alternate Show Game Clock are
; set to true since it will cause the text to run through the image border.
; This value will only be used Alternate Time Text is set to true.
; Default value is true
Alternate Show Game Completed Turns = false
; Set this to true if you want to show the current era
; Default value is true
Show Era = true
; Set this to true if you want to reflect the current era by changing the
; game turn to a set color
; Default value is true
Show Reflect Era In Turn Color = true
; The following are the default color mappings for the different eras,
; if you have define a new era the code is flexible enough to allow you to
; specify your era color mapping as well, example: ERA_FOOBAR = COLOR_BLACK
ERA_ANCIENT = COLOR_RED
ERA_CLASSICAL = COLOR_GREEN
ERA_MEDIEVAL = COLOR_BLUE
ERA_RENAISSANCE = COLOR_CYAN
ERA_INDUSTRIAL = COLOR_YELLOW
ERA_MODERN = COLOR_MAGENTA
ERA_FUTURE = COLOR_WHITE
Unit Allegiance Mod
Spoiler :
; Change the value to include the unit combat types of units belonging to the
; winner of combat that should not be allowed to influence the change of
; allegiance of enemy units.
; Default value is UNITCOMBAT_HELICOPTER
Winner Combat Type Filter = UNITCOMBAT_HELICOPTER, UNITCOMBAT_ARMOR
; Change the value to include the unit combat types of units belonging to the
; loser of combat that should not be allowed to change their allegiance.
; Default value is UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
Loser Combat Type Filter = UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
; Increase or decrease the value to change the chance that units will change
; their allegiance before being defeated in combat
; Default value is 5
Unit Allegiance Change Chance = 5
; Increase or decrease the value to change the amount of damage units will have
; after they change their allegiance.
; Default value is 50
Damage After Allegiance Change = 50
; If you want to disable the Allegiance of animals, set this to "true"
No Animal Allegiance = false
; winner of combat that should not be allowed to influence the change of
; allegiance of enemy units.
; Default value is UNITCOMBAT_HELICOPTER
Winner Combat Type Filter = UNITCOMBAT_HELICOPTER, UNITCOMBAT_ARMOR
; Change the value to include the unit combat types of units belonging to the
; loser of combat that should not be allowed to change their allegiance.
; Default value is UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
Loser Combat Type Filter = UNITCOMBAT_SIEGE, UNITCOMBAT_ARMOR, UNITCOMBAT_HELICOPTER, UNITCOMBAT_NAVAL
; Increase or decrease the value to change the chance that units will change
; their allegiance before being defeated in combat
; Default value is 5
Unit Allegiance Change Chance = 5
; Increase or decrease the value to change the amount of damage units will have
; after they change their allegiance.
; Default value is 50
Damage After Allegiance Change = 50
; If you want to disable the Allegiance of animals, set this to "true"
No Animal Allegiance = false
Unit Statistics Mod
Spoiler :
; This config file has several parts:
; 1. General: settings that don't fit anywhere else
; 2. Track xxx: Allows you to disable certain features. This affects both the calculation and visual representation of data.
; 3. Show xxx: Allows you to disable certain features: This affects only the visual representation
; 4. Unit Naming: Allows you to customize built-in name generators.
; Strictly speaking, category 2 (Track xxx) is no longer necessary, since all performance issues have been solved.
; But if you can't disable the visual representation in part 3 (Show xxx), you can do so in part 2 (and vice versa).
;#####General#####
; Change this to either enable or disable help panes in the unit statistics screens
; Default value is True
Show Help = True
; If this is enabled, all players share one high score list ("Track All Players" is required for this to have effect)
; Default value is False
Global High Score = False
;#####Track Information#####
; Change this to either enable or disable unit statistics for all players (required for hotseat games)
; Default value is false
Track All Players = False
; Change this to either enable or disable turn information tracking (turns fortified).
; Default value is true
Track Turn Information = True
; Change this to either enable or disable logging of your currently best units.
; Default value is true
Track Unit High Score = True
; Change this to either enable or disable movement tracking.
; Default value is true
Track Unit Movement = True
; Change this to either enable or disable unit statistics for non-combatants (settlers, workers, missionaries, great people).
; Default value is true
Track Non-Combat Units = True
; Change this to either enable or disable goody received tracking
; Default value is true
Track Goody Received = True
; Change this to either enable or disable unit promotion logging.
; Default value is true
Track Unit Promotions = True
;#####Show Information#####
; Change this to either enable or disable the display of other players' unit and player statistics.
; Leave disabled if you don't want any additional information about enemy units. Only works when "Track All Players" enabled.
; Default value is false
Show All Players = False
; Change this to show or hide the number of battles, units killed, units lost and retreats.
; Default value is true
Show Combat Count = True
; Change this to show or hide the damage your unit has inflicted/suffered.
; Default value is true
Show Damage Information = True
; Change this to show or hide the unit creation date.
; 0 = no service information
; 1 = "Turns in service: 8 (320 years)"
; 2 = "Years in service: 320 (8 turns)"
; 3 = "Turns in service: 8
; 4 = "Years in service: 320
; Default value is 1
Show Unit Service Information = 1
; Change this to show or hide combat odds statistics.
; Default value is true
Show Odds = True
; Change this to show or hide unit experience.
; Default value is true
Show Experience = True
; Change this to show or hide the unit event log
; Default value is true
Show Unit Event Log = True
; Change this to display the turn information in the unit events log
; Default value is true
Show Log Turn Information = True
; Change this to display the year information in the unit events log
; Default value is true
Show Log Date Information = True
; Change this to switch the order that the turn and year for the logged event
; are displayed. For example if set to false then a unit that was created in
; turn 0 and year 4000BC would be displayed as "Turn 0 (4000BC): <Unit type>
; created".
; Default value is true
Show Log Turn Information First = True
;#####Unit Naming#####
; Change this for different name generators.
; 0 = no unit naming (unit stats are lost when upgrading units!)
; 1 = Warrior 1, Warrior 2, Axeman 1, Axeman 2
; 2 = Random Name Generator by TheLopez
; 3 = Nexus Default I.E. Tank 1st Army 1st Corp 1st Div
; Default value is 0
Unit Naming = 0
; Change this to enable or disable the recycling of dead unit's names.
; Default value is true
Unit Name Recycling = true
; This only works if Custom Name = 3
; This determines numbering
; 0 = 1 ,2, 3 ... 7 for numbering IE Tank 1 Army 1 Corp 1 Div
; 1 = 1st, 2nd, 3rd for numbering IE Tank 1st Army 1st Corp 1st Div
; Default is 1
Unit Name Number = 1
; This only works if Custom Name = 3
; This determines Naming
; 0 = A, C, D for naming IE Tank 1st A 1st C 1st D or 1 A 1 C 1 D
; 1 = Army, Corp, Div for naming IE Tank 1st Army 1st Corp 1st Div or 1 Army 1 Corp 1 Div
; Default is 1
Unit Name Abreviation = 0
; This only works if Custom Name = 3
; This determines spacing
; 0 = no space between number and naming IE Tank 1stArmy 1stCorp 1stDiv
; 1 = space between number and name IE Tank 1st Army 1st Corp 1st Div
; Default is 0
Unit Name Spacing = 0
; This only works if Custom Name = 3
; This sets whether or not the name has unit desc in it or not
; 1 = Warrior 1stA 1stC 1stD (Warrior) vs
; 0 = 1stA 1stC 1stD (Warrior)
; default = 0
Unit Name Desc = 0
; 1. General: settings that don't fit anywhere else
; 2. Track xxx: Allows you to disable certain features. This affects both the calculation and visual representation of data.
; 3. Show xxx: Allows you to disable certain features: This affects only the visual representation
; 4. Unit Naming: Allows you to customize built-in name generators.
; Strictly speaking, category 2 (Track xxx) is no longer necessary, since all performance issues have been solved.
; But if you can't disable the visual representation in part 3 (Show xxx), you can do so in part 2 (and vice versa).
;#####General#####
; Change this to either enable or disable help panes in the unit statistics screens
; Default value is True
Show Help = True
; If this is enabled, all players share one high score list ("Track All Players" is required for this to have effect)
; Default value is False
Global High Score = False
;#####Track Information#####
; Change this to either enable or disable unit statistics for all players (required for hotseat games)
; Default value is false
Track All Players = False
; Change this to either enable or disable turn information tracking (turns fortified).
; Default value is true
Track Turn Information = True
; Change this to either enable or disable logging of your currently best units.
; Default value is true
Track Unit High Score = True
; Change this to either enable or disable movement tracking.
; Default value is true
Track Unit Movement = True
; Change this to either enable or disable unit statistics for non-combatants (settlers, workers, missionaries, great people).
; Default value is true
Track Non-Combat Units = True
; Change this to either enable or disable goody received tracking
; Default value is true
Track Goody Received = True
; Change this to either enable or disable unit promotion logging.
; Default value is true
Track Unit Promotions = True
;#####Show Information#####
; Change this to either enable or disable the display of other players' unit and player statistics.
; Leave disabled if you don't want any additional information about enemy units. Only works when "Track All Players" enabled.
; Default value is false
Show All Players = False
; Change this to show or hide the number of battles, units killed, units lost and retreats.
; Default value is true
Show Combat Count = True
; Change this to show or hide the damage your unit has inflicted/suffered.
; Default value is true
Show Damage Information = True
; Change this to show or hide the unit creation date.
; 0 = no service information
; 1 = "Turns in service: 8 (320 years)"
; 2 = "Years in service: 320 (8 turns)"
; 3 = "Turns in service: 8
; 4 = "Years in service: 320
; Default value is 1
Show Unit Service Information = 1
; Change this to show or hide combat odds statistics.
; Default value is true
Show Odds = True
; Change this to show or hide unit experience.
; Default value is true
Show Experience = True
; Change this to show or hide the unit event log
; Default value is true
Show Unit Event Log = True
; Change this to display the turn information in the unit events log
; Default value is true
Show Log Turn Information = True
; Change this to display the year information in the unit events log
; Default value is true
Show Log Date Information = True
; Change this to switch the order that the turn and year for the logged event
; are displayed. For example if set to false then a unit that was created in
; turn 0 and year 4000BC would be displayed as "Turn 0 (4000BC): <Unit type>
; created".
; Default value is true
Show Log Turn Information First = True
;#####Unit Naming#####
; Change this for different name generators.
; 0 = no unit naming (unit stats are lost when upgrading units!)
; 1 = Warrior 1, Warrior 2, Axeman 1, Axeman 2
; 2 = Random Name Generator by TheLopez
; 3 = Nexus Default I.E. Tank 1st Army 1st Corp 1st Div
; Default value is 0
Unit Naming = 0
; Change this to enable or disable the recycling of dead unit's names.
; Default value is true
Unit Name Recycling = true
; This only works if Custom Name = 3
; This determines numbering
; 0 = 1 ,2, 3 ... 7 for numbering IE Tank 1 Army 1 Corp 1 Div
; 1 = 1st, 2nd, 3rd for numbering IE Tank 1st Army 1st Corp 1st Div
; Default is 1
Unit Name Number = 1
; This only works if Custom Name = 3
; This determines Naming
; 0 = A, C, D for naming IE Tank 1st A 1st C 1st D or 1 A 1 C 1 D
; 1 = Army, Corp, Div for naming IE Tank 1st Army 1st Corp 1st Div or 1 Army 1 Corp 1 Div
; Default is 1
Unit Name Abreviation = 0
; This only works if Custom Name = 3
; This determines spacing
; 0 = no space between number and naming IE Tank 1stArmy 1stCorp 1stDiv
; 1 = space between number and name IE Tank 1st Army 1st Corp 1st Div
; Default is 0
Unit Name Spacing = 0
; This only works if Custom Name = 3
; This sets whether or not the name has unit desc in it or not
; 1 = Warrior 1stA 1stC 1stD (Warrior) vs
; 0 = 1stA 1stC 1stD (Warrior)
; default = 0
Unit Name Desc = 0
Tech Leak Mod
Spoiler :
; Technology pointspercentage leak over traderoutes, please be careful not to set
; this value too high!
Tech percent modifier = 0.001
; this value too high!
Tech percent modifier = 0.001
Plot List Enhancement Mod
Spoiler :
[PlotList General]
; enables/disables the move highlighter
; default = true
Move Highlighter Enabled = true
; enables/disables the mission info of the plot list buttons (little text in the lower right corner of the unit button)
; default = true
Mission Info Enabled = true
; enables/disables the health bar
; default = true
Health Bar Enabled = true
; enables/disables the move bar
; default = true
Move Bar Enabled = true
; enables/disables the upgrade indicator (little up-arrow in the unit button)
; default = true
Upgrade Indicator Enabled = true
; enables/disables the promotion indicator (light blue frame around the unit button)
; default = true
Promotion Indicator Enabled = true
;
; enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
; default = true
Wounded Indicator Enabled = true
; ----------------------------------------------------------------------
[PlotList Item Spacing]
; vertical interval in pixels of the plot list buttons
; default = 42
Vertical Item Spacing = 42
;
; horizontal interval in pixels of the plot list buttons
; default = 34
Horizontal Item Spacing = 34
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
[PlotList Info Pane]
; defines the Info Panes X position in pixels
; default = 5
X Position = 5
; defines the Info Panes Y position in pixels from the lower screen border
; default = 160
Y Position = 160
; defines the Info Panes X size in pixels (pane width)
; default = 290
X Size = 290
; defines the hight in pxiels of a stadnard text line. If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 24
Pixel Per Line Type 1 = 24
; defines the hight in pxiels of a text line with a "bullet" in front. THose text lines are, for any reason, smaller than a stadnard text line.
; If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 19
Pixel Per Line Type 2 = 19
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
; here some colors of the displayed information can be set up
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Info Pane Colors]
; color of the unit name/type
; default = COLOR_YELLOW
Unit Name Color = COLOR_YELLOW
; color for the upgrade priece if you have enough money
; default = COLOR_GREEN
Upgrade Possible Color = COLOR_GREEN
; color for the upgrade priece if you have not enough money
; default = COLOR_RED
Upgrade Not Possible Color = COLOR_RED
; color for the specialites of a unit which are caused by a promotion
; default = COLOR_LIGHT_GREY
Promotion Specialties Color = COLOR_LIGHT_GREY
; color for the specialites of a unit which are unit type dependant
; default = COLOR_WHITE
Unit Type Specialties Color = COLOR_WHITE
; ----------------------------------------------------------------------
; here you can set up the colors of the stacked bars for movement and health
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Stacked Bar Colors]
; color for health
; default = COLOR_GREEN
Health Color = COLOR_GREEN
; color for wounded
; default = COLOR_RED
Wounded Color = COLOR_RED
; color for remaining movement
; default = COLOR_BLUE
Movement Color = COLOR_BLUE
; color for spent movement
; default = COLOR_YELLOW
No Movement Color = COLOR_YELLOW
; enables/disables the move highlighter
; default = true
Move Highlighter Enabled = true
; enables/disables the mission info of the plot list buttons (little text in the lower right corner of the unit button)
; default = true
Mission Info Enabled = true
; enables/disables the health bar
; default = true
Health Bar Enabled = true
; enables/disables the move bar
; default = true
Move Bar Enabled = true
; enables/disables the upgrade indicator (little up-arrow in the unit button)
; default = true
Upgrade Indicator Enabled = true
; enables/disables the promotion indicator (light blue frame around the unit button)
; default = true
Promotion Indicator Enabled = true
;
; enables/disables the wounded indicator (wounded units get a darker colored button in the upper left corner of the unit icon)
; default = true
Wounded Indicator Enabled = true
; ----------------------------------------------------------------------
[PlotList Item Spacing]
; vertical interval in pixels of the plot list buttons
; default = 42
Vertical Item Spacing = 42
;
; horizontal interval in pixels of the plot list buttons
; default = 34
Horizontal Item Spacing = 34
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
[PlotList Info Pane]
; defines the Info Panes X position in pixels
; default = 5
X Position = 5
; defines the Info Panes Y position in pixels from the lower screen border
; default = 160
Y Position = 160
; defines the Info Panes X size in pixels (pane width)
; default = 290
X Size = 290
; defines the hight in pxiels of a stadnard text line. If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 24
Pixel Per Line Type 1 = 24
; defines the hight in pxiels of a text line with a "bullet" in front. THose text lines are, for any reason, smaller than a stadnard text line.
; If you have problems that a info pane containes a scrollbar, you may adjust this value.
; don't touch it unless you're sure what you're doing!!!
; default = 19
Pixel Per Line Type 2 = 19
; ----------------------------------------------------------------------
; the Info Pane is the area which contains all the mouse over information of the plot list elements
; here some colors of the displayed information can be set up
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Info Pane Colors]
; color of the unit name/type
; default = COLOR_YELLOW
Unit Name Color = COLOR_YELLOW
; color for the upgrade priece if you have enough money
; default = COLOR_GREEN
Upgrade Possible Color = COLOR_GREEN
; color for the upgrade priece if you have not enough money
; default = COLOR_RED
Upgrade Not Possible Color = COLOR_RED
; color for the specialites of a unit which are caused by a promotion
; default = COLOR_LIGHT_GREY
Promotion Specialties Color = COLOR_LIGHT_GREY
; color for the specialites of a unit which are unit type dependant
; default = COLOR_WHITE
Unit Type Specialties Color = COLOR_WHITE
; ----------------------------------------------------------------------
; here you can set up the colors of the stacked bars for movement and health
; you can use any of the color constants from the file "CIV4ColorVals.XML"
[PlotList Stacked Bar Colors]
; color for health
; default = COLOR_GREEN
Health Color = COLOR_GREEN
; color for wounded
; default = COLOR_RED
Wounded Color = COLOR_RED
; color for remaining movement
; default = COLOR_BLUE
Movement Color = COLOR_BLUE
; color for spent movement
; default = COLOR_YELLOW
No Movement Color = COLOR_YELLOW