Im hopeing other custom masters will take up the baton, and at least we can get explanation charts like the one I made here for CIV4UnitInfos.xml, CIV4PromotionInfos.xml, CIV4BuildingInfos.xml, CIV4CivilizationInfos.xml and CIV4LeaderHeadInfos.xml.
CIV4TraitInfos.xml
For all data a + is not used for positive data, and a – is needed for negative data.
<TraitInfo>
<Type>TRAIT_EXAMPLE</Type>
<Description>TXT_KEY_TRAIT_EXAMPLE</Description>
<ShortDescription>TXT_KEY_TRAIT_EXAMPLE_SHORT</ShortDescription>
<iHealth>0</iHealth>
(Addtnal Health per City)
<iHappiness>0</iHappiness>
(Additnal Happiness per City)
<iMaxAnarchy>-1</iMaxAnarchy>
(Max turns for anarchy -1 = no max 0 = no anarchy.)
<iUpkeepModifier>0</iUpkeepModifier>
(% Civic upkeep modifier, can be either + or -)
<iLevelExperienceModifier>0</iLevelExperienceModifier>
(% Unit Experience for promotion modifier, can be either + or -)
<iGreatPeopleRateModifier>100</iGreatPeopleRateModifier>
(% Great Person Emergence Modifier, can be either + or -)
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
(% Great General Emergence Modifier, can be either + or -)
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
(% Great General Emergence Modifier inside owners culture boarders, can be either + or -)
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
(% Wonder Production Modifier, can be either + or -)
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
(Stops % Modifiers from stacking for teams?)
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
(Stops % Modifiers from Stacking for Player?)
Clue: The above two modifiers are set to the same % for the Industrial Trait all others are at 0.
<ExtraYieldThresholds>
<iExtraYieldThreshold>0</iExtraYieldThreshold> (Food)
<iExtraYieldThreshold>0</iExtraYieldThreshold> (Production)
<iExtraYieldThreshold>0</iExtraYieldThreshold> (Commerce)
</ExtraYieldThresholds>
(+1 resource if there is >0< preexisting identical resources on tile, 0 = no modifier)
<TradeYieldModifiers/>
(This string is not in the schema and not used.)
<CommerceChanges>
<iCommerce>0</iCommerce> (Commerce)
<iCommerce>0</iCommerce> (Research)
<iCommerce>0</iCommerce> (Culture)
<iCommerce>0</iCommerce> (Espionage)
</CommerceChanges>
(Changes per city generated “commerce” per turn can be + or -)
<CommerceModifiers>
<iCommerce>0</iCommerce> (Commerce)
<iCommerce>0</iCommerce> (Research)
<iCommerce>0</iCommerce> (Culture)
<iCommerce>0</iCommerce> (Espionage)
</CommerceModifiers>
(Modifies % of generated “commerce” per turn can be + or -)
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_EXAMPLE1</PromotionType>
<bFreePromotion>1</bFreePromotion>
(0 sets this promotion to “off”
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_EXAMPLE2</PromotionType>
<bFreePromotion>1</bFreePromotion>
(0 sets this promotion to “off”
</FreePromotion>
</FreePromotions>
(Grants any number of free promotions to all units of type selected in following “FreePromotionUnitCombats” string)
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_EXAMPLE1</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
(0 sets this unit type to not receive the above promotions for free)
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_EXAMPLE2</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
(0 sets this unit type to not receive the above promotions for free)
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>
Production traits for individual units are found in CIV4UnitInfos.xml and on the line …
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE1</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of unit can be + or -)
</ProductionTrait>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE2</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of unit can be + or -)
</ProductionTrait>
</ProductionTraits>
Production traits for individual buildings are found in CIV4BuildingInfos.xml and on the line …
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE1</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of building can be + or -)
</ProductionTrait>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE2</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of building can be + or -)
</ProductionTrait>
</ProductionTraits>
Bonus Happiness for individual buildings are found in CIV4BuildingInfos.xml and on the line …
<HappinessTraits>
<HappinessTrait>
<HappinessTraitType>TRAIT_EXAMPLE1</HappinessTraitType>
<iHappinessTrait>0</iHappinessTrait>
(Number of happy population due to this building, can be either + or -)
</HappinessTrait>
<HappinessTrait>
<HappinessTraitType>TRAIT_EXAMPLE2</HappinessTraitType>
<iHappinessTrait>0</iHappinessTrait>
(Number of happy population due to this building, can be either + or -)
</HappinessTrait>
</HappinessTraits>
CIV4TraitInfos.xml
For all data a + is not used for positive data, and a – is needed for negative data.
<TraitInfo>
<Type>TRAIT_EXAMPLE</Type>
<Description>TXT_KEY_TRAIT_EXAMPLE</Description>
<ShortDescription>TXT_KEY_TRAIT_EXAMPLE_SHORT</ShortDescription>
<iHealth>0</iHealth>
(Addtnal Health per City)
<iHappiness>0</iHappiness>
(Additnal Happiness per City)
<iMaxAnarchy>-1</iMaxAnarchy>
(Max turns for anarchy -1 = no max 0 = no anarchy.)
<iUpkeepModifier>0</iUpkeepModifier>
(% Civic upkeep modifier, can be either + or -)
<iLevelExperienceModifier>0</iLevelExperienceModifier>
(% Unit Experience for promotion modifier, can be either + or -)
<iGreatPeopleRateModifier>100</iGreatPeopleRateModifier>
(% Great Person Emergence Modifier, can be either + or -)
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
(% Great General Emergence Modifier, can be either + or -)
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
(% Great General Emergence Modifier inside owners culture boarders, can be either + or -)
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
(% Wonder Production Modifier, can be either + or -)
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
(Stops % Modifiers from stacking for teams?)
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
(Stops % Modifiers from Stacking for Player?)
Clue: The above two modifiers are set to the same % for the Industrial Trait all others are at 0.
<ExtraYieldThresholds>
<iExtraYieldThreshold>0</iExtraYieldThreshold> (Food)
<iExtraYieldThreshold>0</iExtraYieldThreshold> (Production)
<iExtraYieldThreshold>0</iExtraYieldThreshold> (Commerce)
</ExtraYieldThresholds>
(+1 resource if there is >0< preexisting identical resources on tile, 0 = no modifier)
<TradeYieldModifiers/>
(This string is not in the schema and not used.)
<CommerceChanges>
<iCommerce>0</iCommerce> (Commerce)
<iCommerce>0</iCommerce> (Research)
<iCommerce>0</iCommerce> (Culture)
<iCommerce>0</iCommerce> (Espionage)
</CommerceChanges>
(Changes per city generated “commerce” per turn can be + or -)
<CommerceModifiers>
<iCommerce>0</iCommerce> (Commerce)
<iCommerce>0</iCommerce> (Research)
<iCommerce>0</iCommerce> (Culture)
<iCommerce>0</iCommerce> (Espionage)
</CommerceModifiers>
(Modifies % of generated “commerce” per turn can be + or -)
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_EXAMPLE1</PromotionType>
<bFreePromotion>1</bFreePromotion>
(0 sets this promotion to “off”

</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_EXAMPLE2</PromotionType>
<bFreePromotion>1</bFreePromotion>
(0 sets this promotion to “off”

</FreePromotion>
</FreePromotions>
(Grants any number of free promotions to all units of type selected in following “FreePromotionUnitCombats” string)
<FreePromotionUnitCombats>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_EXAMPLE1</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
(0 sets this unit type to not receive the above promotions for free)
</FreePromotionUnitCombat>
<FreePromotionUnitCombat>
<UnitCombatType>UNITCOMBAT_EXAMPLE2</UnitCombatType>
<bFreePromotionUnitCombat>1</bFreePromotionUnitCombat>
(0 sets this unit type to not receive the above promotions for free)
</FreePromotionUnitCombat>
</FreePromotionUnitCombats>
</TraitInfo>
Production traits for individual units are found in CIV4UnitInfos.xml and on the line …
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE1</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of unit can be + or -)
</ProductionTrait>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE2</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of unit can be + or -)
</ProductionTrait>
</ProductionTraits>
Production traits for individual buildings are found in CIV4BuildingInfos.xml and on the line …
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE1</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of building can be + or -)
</ProductionTrait>
<ProductionTrait>
<ProductionTraitType>TRAIT_EXAMPLE2</ProductionTraitType>
<iProductionTrait>0</iProductionTrait>
(% modifier for production of building can be + or -)
</ProductionTrait>
</ProductionTraits>
Bonus Happiness for individual buildings are found in CIV4BuildingInfos.xml and on the line …
<HappinessTraits>
<HappinessTrait>
<HappinessTraitType>TRAIT_EXAMPLE1</HappinessTraitType>
<iHappinessTrait>0</iHappinessTrait>
(Number of happy population due to this building, can be either + or -)
</HappinessTrait>
<HappinessTrait>
<HappinessTraitType>TRAIT_EXAMPLE2</HappinessTraitType>
<iHappinessTrait>0</iHappinessTrait>
(Number of happy population due to this building, can be either + or -)
</HappinessTrait>
</HappinessTraits>