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rules.xml
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<?xml version="1.0"?> | |
<!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Scott Lewis (Big Huge Games) --> | |
<!--==================================================--> | |
<!----> | |
<!--RULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games Inc.--> | |
<!----> | |
<!--==================================================--> | |
<!----> | |
<!-- edited with XMLSPY v5 rel. 2 U (http://www.xmlspy.com) by XMLSPY 5 Professional Ed. Release 2 (Big Huge Games) --> | |
<!--NO LOCALIZATION--> | |
<ROOT> | |
<!--LOCALIZATION: Do NOT translate below. These are lookups.--> | |
<CONSTANTS> | |
<!----> | |
<!--Map distances and speeds are specified as multiples or fractions of a "tile" (aka "TCoord") . A farm is 4 TCoords wide, or 1 WCoord wide.--> | |
<!--so smaller denominators make larger distances/faster speeds. "0" denom specifies--> | |
<!--no distance/speed. Largest denominator allowed is 192.--> | |
<!--Times are specified in "frames" or fifteenths of seconds (so 75 = five seconds at "normal" 1:1 speed). --> | |
<!----> | |
<UNIT_FORMATION_SPACING value="1/16 tile (calibration for unit spacing in formations)"/> | |
<UNIT_MOVE_SPEED value="1/192 tile (granularity for unit movement speeds)"/> | |
<UNIT_TURN_SPEED value="1/1 rate (master control for unit turn speed)"/> | |
<UNIT_PACK_TURN_BONUS value="2x (units turn faster when packed)"/> | |
<UNIT_BLOCK_RADIUS value="1 UCoord (master calibration for unit blocking)"/> | |
<UNIT_GUY_SPACING value="1/16 tile (calibration for spacing within a foot unit)"/> | |
<UNIT_RESPOND_RANGE value="12 tiles: distance units normally look for enemies to attack, or whatever. (BR 12/20/2002-- turned this up now that defensive has its own) "/> | |
<UNIT_DEFENSIVE_RESPOND_RANGE value="4 tiles (This seems to keep people from blindly wandering into as many forts, while still letting the melee units respond reasonably)"/> | |
<SHIP_DEFENSIVE_RESPOND_RANGE value="8 tiles (Ships need a better respond range so fire ships won't just sit there)"/> | |
<UNIT_GUARD_RESPOND_RANGE value="8 tiles (BR 1/16/2003 -- figured this should be smaller than 12)"/> | |
<UNIT_BUILD_RESPOND_RANGE value="12 tiles"/> | |
<UNIT_GATHER_RESPOND_RANGE value="32 tiles"/> | |
<AIRCRAFT_RESPOND_RANGE value="10 tiles (BR 1/16/2003 -- made this smaller so that planes don't go wandering all over the place into air defenses)"/> | |
<BOMBER_RESPOND_RANGE value="12 tiles "/> | |
<TARGET_RADIUS value="1/2 tile (calibration for target sizes)"/> | |
<MILITARY_TRANSPORT_BONUS value="0 speed bonus for transports per military tech"/> | |
<RANGE_INACCURACY value="1/100 -percent per # tiles"/> | |
<HEIGHT_INCREMENT value="200 z (whatever that means, I don't think it's in TCoords)"/> | |
<HEIGHT_BONUS value="10% per increment"/> | |
<FLANK_BONUS value="50% per level of flank (max bonus is twice this number)"/> | |
<CAVALRY_FLANK_BONUS value="40% (of base flank bonus)"/> | |
<VEHICLE_FLANK_BONUS value="33% (of base flank bonus)"/> | |
<ROCKY_MODIFIER value="2/3 (light infantry in rocks)"/> | |
<OVERKILL_FRAMES value="30 (unit hit twice or more w/in this time period receives attenuated damage from second and subsequent hits). Does not apply to damage from buildings."/> | |
<OVERKILL_DAMAGE value="1/3"/> | |
<ENTRENCHMENT_MODIFIER value="2/3"/> | |
<RIVER_MODIFIER value="2/1 (units take more damage in rivers)"/> | |
<RECAPTURE_CITY_MODIFIER value="2/1"/> | |
<ONE_AGE_DOWN value="15%"/> | |
<TWO_AGES_DOWN value="20%"/> | |
<THREE_AGES_DOWN value="50%"/> | |
<FOUR_AGES_DOWN value="60%"/> | |
<FIVE_AGES_DOWN value="70%"/> | |
<UNIT_TRAIN_DISTANCE value="3/2 tile"/> | |
<UNIT_TRAIN_MAX_DISTANCE value="5/2 tile"/> | |
<BOAT_TRAIN_DISTANCE value="3/2 tile"/> | |
<BOAT_TRAIN_MAX_DISTANCE value="8 tile"/> | |
<BOAT_GARRISON_MAX_DISTANCE value="3 tile"/> | |
<UNIT_BOARD_DISTANCE value="3/1 tile"/> | |
<UNIT_DISEMBARK_DISTANCE value="3/1 tile"/> | |
<AIR_UNIT_MANA_RECHARGE value="2 craft per frame"/> | |
<MAX_AIRCRAFT_PER_CARRIER value="7"/> | |
<MAX_AIRCRAFT_PER_AIRBASE value="10"/> | |
<DOCK_RADIUS value="12 tiles"/> | |
<MINE_RADIUS value="6 tiles"/> | |
<WOODCUTTER_RADIUS value="8 tiles"/> | |
<FORT_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9"/> | |
<TEMPLE_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9" entry4="12"/> | |
<CIVIC_UPGRADE_TERR entry0="0" entry1="1" entry2="2" entry3="4" entry4="6" entry5="8" entry6="11" entry7="14"/> | |
<CAPITAL_TERRITORY_BONUS value="6"/> | |
<CITY_UPGRADE_TERR entry0="0" entry1="3" entry2="6"/> | |
<FORT_TERRITORY_MULTIPLIER value="4"/> | |
<CITY_TERRITORY_MULTIPLIER value="4"/> | |
<TERRITORY_BASE value="24 tiles"/> | |
<TERRITORY_LIMIT_BASE value="44 tiles"/> | |
<TERRITORY_LIMIT_CIVIC value="4 tiles"/> | |
<TERRITORY_LIMIT_CITY value="4 tiles"/> | |
<TERRITORY_DEN value="5"/> | |
<TERRITORY_NUM value="11 (Numerator + (CityorFortMultiplier * BorderBonuses))/Denominator"/> | |
<CITY_CENTER_RADIUS value="20 tiles"/> | |
<CITY_CENTER_POP_RADIUS value="4 tiles"/> | |
<CITY_CAPTURE_RADIUS value="10 tiles"/> | |
<CITY_SPACING value="24 Tiles"/> | |
<RELAX_CITY_SPACING value="6 Tiles"/> | |
<FIRST_CITY_NEAR_COAST value="16 Tiles"/> | |
<FORT_SPACING value="12 Tiles"/> | |
<FORT_TO_ENEMY_CITY_SPACING value="32 Tiles"/> | |
<CITY_BUILDINGS value="5"/> | |
<METRO_BUILDINGS value="9"/> | |
<BUILDING_HP_UPGRADE value="10% per level"/> | |
<TEMPLE_UPGRADE_HP entry0="25%" entry1="50%" entry2="100%" entry3="150%" entry4="200%"/> | |
<TEMPLE_UPGRADE_RANGE entry0="1" entry1="2" entry2="3" entry3="4" entry4="5"/> | |
<FORT_UPGRADE_LOS entry0="0" entry1="2" entry2="4" entry3="6" entry4="8"/> | |
<FORT_UPGRADE_RANGE entry0="0" entry1="1" entry2="2" entry3="3" entry4="4"/> | |
<TOWER_FORT_RANGE entry0="0" entry1="1" entry2="2" entry3="3"/> | |
<TOWER_FORT_LOS entry0="0" entry1="2" entry2="4" entry3="6"/> | |
<ATTRITION_UPGRADE entry0="25% (decrease from Forage)" entry1="50% (total net decrease from Supply)" entry2="75% (total net decrease from Logistics)" entry3="100% (not used)"/> | |
<ATTRITION_IMPROVED entry0="1" entry1="2" entry2="4" entry3="8"/> | |
<SPY_UPGRADE_HP entry0="15" entry1="45" entry2="90" entry3="150"/> | |
<SIEGE_ATTRITION value="50% reduction"/> | |
<MILITIA_ATTRITION value="300% increase"/> | |
<ATTRITION_AGED_UP value="25% increase"/> | |
<TROOPS_UPGRADE_LOS value="2"/> | |
<SPY_UPGRADE_LOS value="2"/> | |
<SPY_BRIBE_UPGRADE_RANGE value="2"/> | |
<SPY_INFORMER_UPGRADE_RANGE value="3"/> | |
<GENERAL_UPGRADE_LOS value="2"/> | |
<SPY_GENERAL_COST value="50% with bonus"/> | |
<JAM_UNIT_RADAR_PROB value="50%"/> | |
<UNIT_RATE_BASE value="6/5 base rate (See BR before adjusting)"/> | |
<UNIT_RATE_PROGRESSION value="3/4 progression (See BR before adjusting)"/> | |
<ACCEL_TRAIN value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> | |
<ACCEL_CONSTRUCT value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> | |
<ACCEL_RESEARCH value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> | |
<STARTING_GOODS entry0="200food
" entry1="200timb" entry2="100gd" entry3="100know" entry4="100met" entry5="100oil"/> | |
<BASIC_GATHER entry0="0food" entry1="0timb
" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/> | |
<CITY_GATHER entry0="10food" entry1="10timb
" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/> | |
<GATHER_RATE value="450 frames"/> | |
<PEASANT_RATE value="10 resources"/> | |
<SCHOLAR_RATE entry0="5" entry1="7" entry2="10" entry3="15" entry4="20" entry5="25"/> | |
<OIL_RATE value="35 oil"/> | |
<FARMS_PER_CITY_BASE value="5"/> | |
<FARMS_PER_CITY_LEVEL value="0"/> | |
<FISHERMEN_BONUS entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="200%"/> | |
<GRANARY_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/> | |
<LUMBERMILL_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/> | |
<SMELTER_BONUS entry0="50%" entry1="100%" entry2="150%" entry3="200%" entry4="250%"/> | |
<REFINERY_BONUS value="33% per refinery"/> | |
<BASE_TRIBUTE value="51% of gift gets through"/> | |
<COMMERCE_TRIBUTE value="7% additional gift gets through"/> | |
<CITY_PLUNDER_PER_LEVEL value="100"/> | |
<CAPITAL_PLUNDER value="500"/> | |
<CAPITAL_PLUNDER_ASSASSIN value="500 (times number of players eliminated so far)"/> | |
<MERCHANTS_BONUS entry0="100%" entry1="120%" entry2="150%" entry3="200%" entry4="300%"/> | |
<VILLAGE_TAXES value="0 bonus wealth"/> | |
<BUILDING_TAXES value="0 bonus wealth (per building in village/city)"/> | |
<MARKET_TAXES value="10 bonus wealth (+ amount above for just being a building)"/> | |
<TEMPLE_TAXES value="0 bonus wealth (+ amount above for just being a building)"/> | |
<TERRITORY_TAXES entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="300%"/> | |
<VILLAGE_LITERACY value="0 bonus knowledge"/> | |
<UNIVERSITY_LITERACY value="10 bonus knowledge"/> | |
<LIBRARY_LITERACY value="0 bonus knowledge"/> | |
<UNIT_COST_FACTOR value="10 resources"/> | |
<BUILD_COST_FACTOR value="10 resources"/> | |
<TECH_COST_FACTOR value="10 resources"/> | |
<SPELL_COST_FACTOR value="10 resources"/> | |
<TECH_SCIENCE_DISCOUNT value="10 percent"/> | |
<TECH_SCIENCE_SPEEDUP value="10 percent"/> | |
<TECH_AGE_BEHIND_DISCOUNT value="10 percent"/> | |
<TECH_AGE_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/> | |
<TECH_COLOR_BEHIND_DISCOUNT value="10 percent"/> | |
<TECH_COLOR_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/> | |
<BUILD_SUPPORT_FACTOR value="1 resources"/> | |
<DISBAND_CITY_RATE value="400% normal raze time for a building"/> | |
<DISBAND_SENATE_RATE value="1600% normal raze time for a building"/> | |
<MILITARY_UPGRADE_DISCOUNT value="10% per level ahead"/> | |
<MILITARY_UNIT_DISCOUNT value="5% per level ahead"/> | |
<UNIT_REFIT_MAX_COST value="40 delta per resource type per unit"/> | |
<UNIT_SCHOLAR_RAMP_MAX value="2000% additional ramping cost max"/> | |
<UNIT_WORKER_RAMP_MAX value="500% additional ramping cost max"/> | |
<UNIT_OTHER_CIVILIAN_RAMP_MAX value="200% additional ramping cost max"/> | |
<UNIT_MILITARY_RAMP_MAX value="125% additional ramping cost max"/> | |
<RESEARCH_PREMIUM value="1/1 times base cost (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> | |
<RESEARCH_TICK_PREMIUM value="1/1 times base time (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> | |
<RAMP_FINAL value="50% additional knowledge cost per final tech already researched"/> | |
<PLUNDER value="100% of raze value"/> | |
<CARAVAN_PLUNDER value="50"/> | |
<GENERAL_PLUNDER value="100"/> | |
<CAPITAL_BUILD_TIME value="300% of normal city build time (this is for nomad games only)"/> | |
<MIN_POP_LIMIT value="0 pop cap"/> | |
<POP_CAP entry0="25" entry1="50" entry2="75" entry3="100" entry4="125" entry5="150" entry6="175" entry7="200 pop cap"/> | |
<MILITARY_POP value="0 pop cap"/> | |
<VILLAGE_POP value="0 pop cap"/> | |
<GRANARY_POP value="0 pop cap"/> | |
<MAX_POP_LIMIT value="1000 pop cap"/> | |
<COMMANDO_MIN_DAMAGE value="200"/> | |
<SPECIAL_MIN_DAMAGE value="400"/> | |
<ELITE_MIN_DAMAGE value="800"/> | |
<COMMERCE_CAP entry0="70" entry1="100" entry2="150" entry3="200" entry4="260" entry5="320" entry6="400" entry7="500 commerce cap"/> | |
<LUMBER_COMMERCE value="10 commerce cap"/> | |
<GLOBAL_PROSPERITY value="25%"/> | |
<PYRAMIDS_COMMERCE value="50 commerce cap"/> | |
<PYRAMIDS_CITY_LIMIT value="1 city"/> | |
<PYRAMIDS_FOOD value="20% increase"/> | |
<PYRAMIDS_CITY_DISCOUNT value="33% cheaper"/> | |
<COLOSSUS_COMMERCE value="50 commerce cap"/> | |
<COLOSSUS_WEALTH value="30% increase"/> | |
<COLOSSUS_POP_CAP value="50"/> | |
<COLOSSUS_CARAVAN value="0"/> | |
<HANGING_GARDENS_KNOWLEDGE value="50"/> | |
<HANGING_GARDENS_BUILD_TIME value="0% faster construction times"/> | |
<HANGING_GARDENS_UPGRADES value="0 (off) for enhancer upgrades free"/> | |
<HANGING_GARDENS_INDUSTRY_DISCOUNT value="66% cheaper enhancer upgrades"/> | |
<TERRA_COTTA_ATTACK value="0"/> | |
<TERRA_COTTA_COST value="0% reduction"/> | |
<TERRA_COTTA_FREE value="30 seconds"/> | |
<TERRA_COTTA_RANGE value="0"/> | |
<TERRA_COTTA_DELAY value='7 fifteenths of a second (but 7 == "half a second")'/> | |
<COLOSSEUM_TERRITORY_BONUS value="3"/> | |
<COLOSSEUM_ATTRITION value="50% increase to attrition caused"/> | |
<COLOSSEUM_FORT_RANGE value="0"/> | |
<COLOSSEUM_FORT_BORDERS value="0"/> | |
<COLOSSEUM_FORT_UPGRADES value="0"/> | |
<COLOSSEUM_FORT_COST value="20% cheaper"/> | |
<COLOSSEUM_BARRACKS_COST value="0% cheaper"/> | |
<FORBIDDEN_CITY_GATHER value="25% bonus"/> | |
<FORBIDDEN_CITY_BASE_GATHER value="50 resources"/> | |
<TIKAL_TIMBER value="50% income bonus"/> | |
<TIKAL_TIMBER_COMMERCE value="100 commerce cap bonus"/> | |
<TIKAL_TEMPLE_BORDERS value="50%"/> | |
<TIKAL_TEMPLE_RANGE value="50%"/> | |
<TIKAL_TEMPLE_HP value="50%"/> | |
<TIKAL_TEMPLE_COST value="0% cost reduction"/> | |
<TIKAL_TEMPLE_UPGRADES value="0 (1 = enable; 0 = disable)"/> | |
<PORCELAIN_SHIPS value="50% creation speed"/> | |
<PORCELAIN_RARE value="200% income"/> | |
<PORCELAIN_MARKET value="300% bonus wealth"/> | |
<RED_FORT_HEAL value="500% faster"/> | |
<RED_FORT_FORTIFICATION value="1"/> | |
<RED_FORT_TACTICS value="1"/> | |
<RED_FORT_AIR_DEFENSE value="33% less damage"/> | |
<RED_FORT_FORT_HPS value="33% extra hit points for all other forts"/> | |
<ANGKOR_RESEARCH value="0% "/> | |
<ANGKOR_METAL value="50% income bonus"/> | |
<ANGKOR_METAL_COMMERCE value="100 commerce cap bonus"/> | |
<ANGKOR_SHIPS value="25% cost reduction"/> | |
<VERSAILLES_KNOWLEDGE_COSTS value="50% decrease"/> | |
<VERSAILLES_AFFECTS_UNIVERSITY_UPGRADES value="0 (0 = no; 1 = research discount affects university upgrades)"/> | |
<VERSAILLES_AFFECTS_MISC_UPGRADES value="0 (0 = no; 1 = research discount affects non-Library tech other than University upgrades)"/> | |
<VERSAILLES_UNITS_MOVE value="25% faster"/> | |
<VERSAILLES_BUILDING_SPEED value="0% faster"/> | |
<VERSAILLES_SUPPLY_HEAL_RATE value="20 frames"/> | |
<VERSAILLES_GENERALS_NO_KNOWLEDGE value="0 (1 = enable, 0 = disable)"/> | |
<TAJ_BUILDING_HP value="100% bonus"/> | |
<TAJ_WEALTH value="100% income bonus"/> | |
<TAJ_WEALTH_COMMERCE value="300 commerce cap bonus"/> | |
<TAJ_CARAVAN_LIMIT value="0 Caravans"/> | |
<TAJ_FARMS value="0 extra"/> | |
<KREMLIN_COMMERCE value="200 commerce cap bonus"/> | |
<KREMLIN_ATTRITION value="100% increase to attrition caused"/> | |
<KREMLIN_SPY value="30 (0 = disable; non-zero = how many seconds to respawn)"/> | |
<KREMLIN_FARMS value="0 extra"/> | |
<LIBERTY_UNITS value="0% faster creation"/> | |
<LIBERTY_FREE_UPGRADES value="1 (1 = enable; 0 = disable)"/> | |
<LIBERTY_ATTRITION value="100% reduction of attrition received"/> | |
<LIBERTY_SIEGE_RANGE value="0"/> | |
<LIBERTY_BOMBERS value="33% cheaper"/> | |
<LIBERTY_AIR_DEFENSE value="33% cheaper"/> | |
<LIBERTY_MISSILES value="0% cheaper"/> | |
<EIFFEL_OIL value="100% income bonus"/> | |
<EIFFEL_OIL_COMMERCE value="200 commerce cap bonus"/> | |
<EIFFEL_SIEGE_RANGE value="0"/> | |
<EIFFEL_TOWER_TERRITORY_BONUS value="6"/> | |
<SUPER_BUY value="125 is maximum buy price"/> | |
<SUPER_SELL value="50 is minimum sell price"/> | |
<SUPER_MISSILES value="0% cost increase to enemy missiles"/> | |
<SUPER_IMMUNE value="0 (1 = enable; 0 = disable)"/> | |
<SPACE_AIR_RANGE value="0% bonus"/> | |
<SPACE_AIR_ATTACK value="0% bonus"/> | |
<SPACE_AIR_SPEED value="100% bonus"/> | |
<SPACE_AIR_COST value="50% cheaper"/> | |
<AZTEC_SLAY_BONUS value="15 resources"/> | |
<AZTEC_SLAY_CAP value="60 resources"/> | |
<AZTEC_BARRACKS_LIGHT value="1"/> | |
<AZTEC_MAX_LIGHT value="3"/> | |
<AZTEC_PLUNDER value="100%"/> | |
<AZTEC_FREE_MILITARY value="1"/> | |
<MAYA_GARRISON_ARROWS value="1"/> | |
<MAYA_BUILDING_TIMBER value="25% reduction"/> | |
<MAYA_BUILDING_HP value="25% bonus"/> | |
<MAYA_BUILDING_SPEED value="20% bonus"/> | |
<INCA_WEALTH_CAP value="33% bonus"/> | |
<INCA_WEALTH_PER_MINER value="10"/> | |
<INCA_REFUND value="25%"/> | |
<BANTU_CITY_LIMIT value="1"/> | |
<BANTU_POP_CAP value="100%"/> | |
<BANTU_FINAL_POP_CAP value="25%"/> | |
<BANTU_UNIT_UPGRADES value="1 (1 = enabled, 0 = disabled)"/> | |
<BANTU_UNITS_MOVE value="25% faster"/> | |
<BANTU_CITY_COST value="75% cheaper"/> | |
<NUBIAN_RARE value="50% resource bonus"/> | |
<NUBIAN_CARAVAN_LIMIT value="1"/> | |
<NUBIAN_FREE_CARAVAN value="0 (1 = enabled, 0 = disabled)"/> | |
<NUBIAN_MERCHANTS value="10% cheaper"/> | |
<NUBIAN_HIT_POINTS value="50% more"/> | |
<NUBIAN_MARKET_PRICES value="20"/> | |
<GREEK_RESEARCH_SPEED value="100% bonus"/> | |
<GREEK_RESEARCH_COST value="10% cost reduction"/> | |
<GREEK_KNOWLEDGE_EARLY value="1 (1 = enabled, 0 = disabled)"/> | |
<GREEK_UNIVERSITY_EARLY value="2 (2 = start with one, 1 = enabled, 0 = disabled)"/> | |
<GREEK_START_SCHOLARS value="0"/> | |
<GREEK_AGE_KNOWLEDGE value="0% of food cost of all converted"/> | |
<GREEK_CLASSICAL value="0% of food cost converted"/> | |
<GREEK_LIBRARY_COST value="66% discount"/> | |
<GREEK_SCHOLARS_FAST value="0% faster"/> | |
<GREEK_DELAY_KNOWLEDGE value="1 (0 = get normal starting knowledge; 1 = only get starting knowledge in Classical Age)"/> | |
<ROMAN_FORT_HP value="0% bonus"/> | |
<ROMAN_FORT_RANGE value="0"/> | |
<ROMAN_FORT_BORDERS value="3"/> | |
<ROMAN_FORT_COST value="25% cost reduction"/> | |
<ROMAN_FORT_EARLY value="1 (1 = enabled, 0 = disabled)"/> | |
<ROMAN_FORT_SPEED value="50% faster"/> | |
<ROMAN_FORT_UPGRADES value="1"/> | |
<ROMAN_BARRACKS_LEGION value="1"/> | |
<ROMAN_AGE_FOR_1_LEGION value="1"/> | |
<ROMAN_AGE_FOR_2_LEGIONS value="3"/> | |
<ROMAN_AGE_FOR_3_LEGIONS value="5"/> | |
<ROMAN_MAX_LEGION value="3"/> | |
<ROMAN_CITY_GATHER value="10"/> | |
<ROMAN_LEGION_CHEAP value="10% cost reduction"/> | |
<ROMAN_LEGION_FAST value="10% faster creation speed"/> | |
<ROMAN_FREE_MILITARY value="1"/> | |
<EGYPTIAN_WONDERS value="25% cost reduction"/> | |
<EGYPTIAN_GRANARY_EARLY value="2 (2 = enabled and start with one, 1 = enabled, 0 = disabled)"/> | |
<EGYPTIAN_GRANARY_UPGRADES value="1 (1 = enabled, 0 = disabled)"/> | |
<EGYPTIAN_SCHOLARS_FOOD value="0 (1 = enabled, 0 = disabled)"/> | |
<EGYPTIAN_WONDERS_EARLY value="1 (1 = enabled, 0 = disabled)"/> | |
<EGYPTIAN_FARMS_PER_CITY_BASE value="7"/> | |
<EGYPTIAN_FOOD_COMMERCE value="10%"/> | |
<EGYPTIAN_FARM_WEALTH value="2"/> | |
<TURK_SIEGE_RANGE value="3"/> | |
<TURK_SIEGE_LOS value="3"/> | |
<TURK_ASSIMILATE value="200% faster"/> | |
<TURK_CITIZEN value="33% cheaper"/> | |
<TURK_FREE_SIEGE value="2"/> | |
<TURK_FREE_SIEGE_UPGRADES value="1"/> | |
<TURK_PACK value="100% of normal time"/> | |
<TURK_MILITARY_CHEAP value="33% reduction"/> | |
<SPANISH_LOS value="0"/> | |
<SPANISH_EXTRA_SCOUT value="1"/> | |
<SPANISH_FREE_TRIREME value="1"/> | |
<SPANISH_RUINS_BASE value="30"/> | |
<SPANISH_RUINS value="26"/> | |
<SPANISH_COMMANDOS value="1"/> | |
<SPANISH_SCOUT_UPGRADES value="1"/> | |
<FRENCH_SUPPLY_HEAL_RATE value="20 frames"/> | |
<FRENCH_SPECIAL_CRAFT value="0% bonus"/> | |
<FRENCH_SPECIAL_COST value="0% reduction"/> | |
<FRENCH_SPECIAL_SPEED value="0% faster creation"/> | |
<FRENCH_SIEGE_COST value="15% cost reduction"/> | |
<FRENCH_SIEGE_SPEED value="25% faster"/> | |
<FRENCH_SIEGE_MOVE value="20% faster"/> | |
<FRENCH_FREE_GENERAL value="1 (1 = enabled, 0 = disabled)"/> | |
<FRENCH_FREE_SUPPLY value="1 (1 = enabled, 0 = disabled)"/> | |
<FRENCH_ENTRENCH value="100% of usual time."/> | |
<FRENCH_LUMBERMILL_EARLY value="2"/> | |
<FRENCH_LUMBERMILL_UPGRADES value="1"/> | |
<FRENCH_WOODIES value="1"/> | |
<FRENCH_TIMBER_COMMERCE value="10% bonus"/> | |
<BRITISH_COMMERCE value="25% bonus"/> | |
<BRITISH_SHIP_SPEED value="33% faster creation"/> | |
<BRITISH_ARCHER_SPEED value="0% faster creation"/> | |
<BRITISH_ARCHER_UPGRADES value="1 (1 = enabled, 0 = disabled)"/> | |
<BRITISH_AA_COST value="25% cost reduction"/> | |
<BRITISH_AA_SPEED value="33% faster creation"/> | |
<BRITISH_FREE_SHIP value="0"/> | |
<BRITISH_TAXATION value="100% increase"/> | |
<BRITISH_TOWER_RANGE value="2 range increase"/> | |
<BRITISH_AGE_FOR_1_ARCHER value="0"/> | |
<BRITISH_AGE_FOR_2_ARCHERS value="2"/> | |
<BRITISH_AGE_FOR_3_ARCHERS value="3"/> | |
<BRITISH_TAXATION_DISCOUNT value="50% cheaper"/> | |
<BRITISH_FREE_FISHERMEN value="0"/> | |
<GERMAN_SUBMARINE_COST value="25% cost reduction"/> | |
<GERMAN_SUBMARINE_SPEED value="33% faster creation"/> | |
<GERMAN_AIR_SPEED value="33% faster creation"/> | |
<GERMAN_FREE_FIGHTER value="2 "/> | |
<GERMAN_FREE_BOMBER value="0"/> | |
<GERMAN_METAL_EARLY value="0 (1 = enabled, 0 = disabled)"/> | |
<GERMAN_METAL_UPGRADES value="0 (1 = enabled, 0 = disabled)"/> | |
<GERMAN_MINE_COST value="0% cheaper"/> | |
<GERMAN_MINERS value="0"/> | |
<GERMAN_HEAVY_INFANTRY value="0 (1 = enabled; 0 = disabled)"/> | |
<GERMAN_INDUSTRY_UPGRADES value="0 (1 = enabled; 0 = disabled) (this is the completely free version)"/> | |
<GERMAN_INDUSTRY_DISCOUNT value="50% discount"/> | |
<GERMAN_COMPLETION_BONUS value="50% extra resources for building completion bonuses"/> | |
<GERMAN_BUILDINGS_EARLY value="1 (1 = enabled; 0 = disabled)"/> | |
<GERMAN_INDUSTRY_EARLY value="1 (1 = enabled; 0 = disabled)"/> | |
<GERMAN_CITY_GATHER value="5"/> | |
<RUSSIAN_ATTRITION value="100% bonus"/> | |
<RUSSIAN_ATTRITION_UPGRADES value="1"/> | |
<RUSSIAN_OIL value="20% bonus"/> | |
<RUSSIAN_BORDERS value="0"/> | |
<RUSSIAN_BORDERS_PER_AGE value="1"/> | |
<RUSSIAN_COMMUNISM value="0"/> | |
<RUSSIAN_SPY_COST value="50% cheaper"/> | |
<RUSSIAN_COSSACK_DAMAGE value="25% bonus"/> | |
<RUSSIAN_PLUNDER_STEAL value="1"/> | |
<RUSSIAN_FREE_CIVIC value="1"/> | |
<CHINESE_KNOWLEDGE_UPGRADES value="0 (1 = enabled, 0 = disabled)"/> | |
<CHINESE_HERBAL_LORE value="1"/> | |
<CHINESE_SCIENCE_DISCOUNT value="20%"/> | |
<CHINESE_CITIZEN_INSTANT value="1"/> | |
<CHINESE_CITIZEN_CREATION value="100% faster"/> | |
<CHINESE_LARGE_CITY value="1 (1 = enabled, 0 = disabled)"/> | |
<CHINESE_LARGE_CITIES value="1 (1 = enabled, 0 = disabled)"/> | |
<JAPANESE_DAMAGE value="-5% bonus vs. buildings (negative is per age)"/> | |
<JAPANESE_BARRACKS_COST value="-7% cost reduction (negative is per age)"/> | |
<JAPANESE_BARRACKS_SPEED value="-10% faster creation (negative is per age)"/> | |
<JAPANESE_SHIP_COST value="10% discount"/> | |
<JAPANESE_AIRCRAFT_CARRIERS_SPEED value="33% faster"/> | |
<JAPANESE_FISHING_BOATS value="25% increase"/> | |
<JAPANESE_CARRIER_SPEED value="33% faster creation"/> | |
<JAPANESE_FARMS_CHEAPER value="50% cheaper"/> | |
<KOREAN_START_CITIZEN value="3"/> | |
<KOREAN_FREE_CITIZEN value="5"/> | |
<KOREAN_CITIZENS entry0="1" entry1="3" entry2="5" entry3="5" entry4="5" entry5="5" entry6="5" entry7="5" entry8="5"/> | |
<KOREAN_TEMPLE_UPGRADES value="2 (1 = enable, 0 = disable, 2 = enable and start with one)"/> | |
<KOREAN_TEMPLE_TAX_UPGRADES value="0 (1 = enable, 0 = disable)"/> | |
<KOREAN_MILITIA_UPGRADES value="1"/> | |
<KOREAN_BUILD_UNDER_FIRE value="1"/> | |
<KOREAN_REPAIR value="50% less total time"/> | |
<KOREAN_TOWER_COST value="33% cheaper"/> | |
<MONGOL_STABLE_COST value="10% cost reduction"/> | |
<MONGOL_STABLE_SPEED value="20% faster creation"/> | |
<MONGOL_ATTRITION value="50% reduction"/> | |
<MONGOL_THREE_MIL_CAVALRY value="3"/> | |
<MONGOL_FREE_CAVALRY value="2"/> | |
<MONGOL_START_CAVALRY value="1"/> | |
<MONGOL_FREE_FORAGE value="1"/> | |
<MONGOL_NOMADIC_FOOD value="1"/> | |
<IROQUOIS_LOS value="0"/> | |
<IROQUOIS_FOOD value="2"/> | |
<IROQUOIS_SENATE value="0"/> | |
<IROQUOIS_HEAL_RATE entry0="20 frames" entry1="15 frames" entry2="10 frames" entry3="5 frames"/> | |
<IROQUOIS_FREE_SCOUT value="1"/> | |
<IROQUOIS_SCOUT_UPGRADES value="1"/> | |
<IROQUOIS_GOVS_EARLY value="0 age early"/> | |
<IROQUOIS_EXTRA_HITS value="5% hp bonus to combat foot units"/> | |
<IROQUOIS_QUICK_SENATE value="1"/> | |
<IROQUOIS_SPEAR_SPEED entry0="1" entry1="1" entry2="1" entry3="1"/> | |
<LAKOTA_FOOD value="4"/> | |
<LAKOTA_HERBAL_LORE value="1"/> | |
<LAKOTA_RAZE_SPEED value="100% of normal amount of time"/> | |
<LAKOTA_RAZE_PRICE value="0"/> | |
<LAKOTA_CAV_UPGRADES value="1"/> | |
<LAKOTA_CAV_DMG_BONUS value="1/3 resources per dmg point"/> | |
<AMERICANS_FREE_SCHOLAR value="1"/> | |
<AMERICANS_FREE_BOMBER value="1"/> | |
<AMERICANS_AIRCRAFT value="20%"/> | |
<AMERICANS_MARINE_SPEED_BONUS value="2 speed bonus for marine transports per military tech"/> | |
<AMERICANS_MARINE_HP_BONUS value="70 extra hitpoints for marine transports"/> | |
<AMERICANS_MARINE_ENTRENCH value="5 seconds of idling"/> | |
<AMERICANS_STARTING_FARMS value="3 farms at start of game"/> | |
<AMERICANS_FREE_SCIENCE value="0"/> | |
<AMERICANS_SCIENCE_DISCOUNT value="0% discount on science line"/> | |
<AMERICANS_UPGRADE_DISCOUNT value="25% discount on military upgrades"/> | |
<AMERICANS_BARRACKS_GATHER value="2 each of food, timber, metal, and gold"/> | |
<INDIANS_CITY_RADIUS value="4"/> | |
<INDIANS_CARAVAN value="15"/> | |
<INDIANS_ELEPHANT_COST value="15% (percent cheaper)"/> | |
<INDIANS_ELEPHANT_UPGRADES value="1"/> | |
<DUTCH_FREE_COMMERCE value="1"/> | |
<DUTCH_COMMERCE_DISCOUNT value="10%"/> | |
<DUTCH_FORT_PLACEMENT value="0"/> | |
<DUTCH_INTEREST value="5%"/> | |
<DUTCH_INTEREST_CAP value="50 over econ cap"/> | |
<DUTCH_FREE_LIGHT_SHIP value="1"/> | |
<DUTCH_FORT_SPEED value="0% faster"/> | |
<DUTCH_ATTACK_BONUS value="1 (+1 to attack and armor for dutch merchants, caravans, and wagons for every age)"/> | |
<DUTCH_HP_BONUS value="10 (+10 hps to dutch armed civilians per age)"/> | |
<DUTCH_SHIP_DISCOUNT value="10% cheaper ships"/> | |
<PERSIANS_DESPOTISM value="0"/> | |
<PERSIANS_BONUS_FOOD value="50%"/> | |
<PERSIANS_CIVIC_DISCOUNT value="30%"/> | |
<PERSIANS_TAXATION value="1"/> | |
<RELICS_RESEARCH_SPEED value="33%"/> | |
<WINE_UNIT_UPGRADES value="20%"/> | |
<PAPYRUS_SCIENCE_MILITARY value="25%"/> | |
<DYE_CIVIC_COMMERCE value="25%"/> | |
<FURS_MILITARY value="25%"/> | |
<SILK_COMMERCE value="25%"/> | |
<SILK_CARAVAN value="0"/> | |
<SPICE_CARAVAN_INCOME value="20%"/> | |
<SALT_BARRACKS_COST value="15%"/> | |
<HORSES_STABLE_COST value="15%"/> | |
<RUBBER_AUTOPLANT_COST value="15%"/> | |
<SULPHUR_SIEGE_COST value="20%"/> | |
<AMBER_MARKET value="10"/> | |
<SILVER_AGE_COST value="15%"/> | |
<TOBACCO_BUILDING_SPEED value="10%"/> | |
<MARBLE_WONDER_COST value="10%"/> | |
<FURS_LOS value="0"/> | |
<COTTON_CREATION_SPEED value="25%"/> | |
<BISON_GRANARY_COST value="33%"/> | |
<COPPER_FACTORY_HP value="20%"/> | |
<PEACOCKS_POP value="10%"/> | |
<SUGAR_FOOD_COST value="10%"/> | |
<DIAMONDS_COMMERCE value="10"/> | |
<GEMS_TERRITORY_BONUS value="2"/> | |
<ALUMINUM_AIR_COST value="15%"/> | |
<ALUMINUM_AIR_SPEED value="25%"/> | |
<WHALES_SHIPS_MOVE value="20%"/> | |
<OBSIDIAN_ARCHERS_RANGE value="0"/> | |
<OBSIDIAN_ARCHERS_ATTACK value="1"/> | |
<WOOL_CITIZENS_COST value="15%"/> | |
<WOOL_CITIZENS_SPEED value="33%"/> | |
<COAL_TIMBER_COST value="25%"/> | |
<URANIUM_NUKE_COST value="5%"/> | |
<URANIUM_NUKE_SPEED value="10%"/> | |
<TITANIUM_ATTRITION value="50%"/> | |
<CATTLE_CITIZEN_ARMOR value="1"/> | |
<DOGS_SCOUT_LOS value="3"/> | |
<OLIVE_FARMS value="1"/> | |
<GYPSUM_COST value="10%"/> | |
<BEAVER_FREE_SCOUT_MERCH value="1"/> | |
<GOLD_WEALTH_COST value="10%"/> | |
<RUM_NAVAL_RANGE value="1"/> | |
<COFFEE_INCOME_BONUS value="10%"/> | |
<BANANAS_HP_BONUS value="10%"/> | |
<SALMON_NAVAL_COST value="20%"/> | |
<IRON_METAL_COST value="10%"/> | |
<MAIZE_RAMPING_BONUS value="50%"/> | |
<INCENSE_TEMPLE_RESEARCH value="25%"/> | |
<DESPOTISM_MILITARY_CHEAPER value="15%"/> | |
<DESPOTISM_MILITARY_CHEAPER2 value="15%"/> | |
<DESPOTISM_MILITARY_CHEAPER3 value="15%"/> | |
<REPUBLIC_COMMERCE_BONUS value="50"/> | |
<REPUBLIC_COMMERCE_BONUS2 value="50"/> | |
<REPUBLIC_COMMERCE_BONUS3 value="50"/> | |
<MONARCHY_UNIT_PROD value="25% (stable units cheaper and faster)"/> | |
<MONARCHY_UNIT_PROD2 value="25%"/> | |
<DEMOCRACY_TECH_BONUS value="20%"/> | |
<DEMOCRACY_TECH_BONUS2 value="20%"/> | |
<SOCIALISM_UNIT_BONUS value="25% (factory, airbase, dock units cheaper and faster)"/> | |
<CAPITALISM_OIL_PROD value="100 income"/> | |
<CAPITALISM_OIL_GIFT value="500 oil gift"/> | |
<GOV_HERO_RESPAWN value="30 seconds"/> | |
<MTN_TINY_SIZE value="100 tiles"/> | |
<MTN_SMALL_SIZE value="210 tiles"/> | |
<MTN_MEDIUM_SIZE value="275 tiles"/> | |
<MTN_LARGE_SIZE value="400 tiles"/> | |
<MTN_HUGE_SIZE value="1000 tiles"/> | |
<MTN_TINY_GATHER value="3 citizens"/> | |
<MTN_SMALL_GATHER value="5 citizens"/> | |
<MTN_MEDIUM_GATHER value="6 citizens"/> | |
<MTN_LARGE_GATHER value="8 citizens"/> | |
<MTN_HUGE_GATHER value="10 citizens"/> | |
<MIN_CONTINENT_SPACING value="3 wcoords including coasts"/> | |
<CTW_STARTING_TRIBUTE value="25"/> | |
<CTW_NO_ATTACK_BONUS value="25"/> | |
<CTW_NO_ATTACK_BONUS_CAP value="100"/> | |
<CTW_TRIB_NO_ATTACK value="3"/> | |
<CTW_CONTINENT_BONUS value="10"/> | |
<CTW_ATTRITION value="50% bonus"/> | |
<CTW_STARTING_TRIBUTE value="25"/> | |
<CTW_NO_ATTACK_BONUS value="25"/> | |
<CTW_TRIB_NO_ATTACK value="3"/> | |
<CTW_CONTINENT_BONUS value="10"/> | |
<CTW_ATTRITION value="50% bonus"/> | |
<CTW_BASE_WAR_COST value="20 tribute"/> | |
<CTW_WAR_COST_STANCE_TIME_X value="1 tribute"/> | |
<CTW_BASE_PEACE_COST value="20 tribute"/> | |
<CTW_PEACE_COST_ATT_X value="1 tribute"/> | |
<CTW_BASE_BUILD_COST value="20 tribute"/> | |
<CTW_BUILD_COST_TIME_HELD_X value="10 x"/> | |
<CTW_BASE_CARD_COST value="30 tribute"/> | |
<CTW_CARD_COST_NUM_PURCHASED_X value="40 x"/> | |
<CTW_CARD_COST_RAMP_CAP value="110"/> | |
<CTW_BASE_TERRITORY_COST value="75 tribute"/> | |
<CTW_TERRITORY_COST_ATT_X value="2"/> | |
<CTW_TERRITORY_COST_STR_X value="25"/> | |
<CTW_TERRITORY_MIN_EMP_SIZE value="4"/> | |
<CTW_TERRITORY_MAX_ATT value="17"/> | |
<CTW_MAX_ATTITUDE value="20"/> | |
<CTW_START_ATTITUDE value="10"/> | |
<CTW_NUM_OPP_FOR_LARGER_MAP value="2"/> | |
<CTW_MIN_KEEP_ALLIANCE value="4"/> | |
<CTW_BREAK_ALLIANCE_PROB_X_ATT value="1"/> | |
<CTW_CAPITAL_STARTING_INFRA value="2"/> | |
<CTW_NOMAD_STARTING_RES_X value="3"/> | |
<CTW_MAX_INFRA_SPECIAL_SCEN value="3"/> | |
<CTW_MAX_TREACHERY_INFRA value="3"/> | |
<CTW_AGE_COST value="50"/> | |
<CTW_EUREKA_TECHS value="2"/> | |
<CTW_EUREKA_ALL_TECHS value="1"/> | |
<CTW_MAX_BRIBE_ATT value="15"/> | |
<CTW_CIT_PER_EXTRA_CITY value="10"/> | |
<CTW_AI_BARB_CHANCE value="95"/> | |
<CTW_AI_STRONGER_CHANCE value="80"/> | |
<CTW_ADDITIONAL_ALLY_INC value="100"/> | |
<CTW_BREAK_BRIBE_X value="3"/> | |
<CTW_ALLY_WAR_COST_X value="2"/> | |
<CTW_AI_ALL_CARDS_NUM value="4"/> | |
<CTW_AI_ALL_CARDS_PROB value="25"/> | |
<CTW_AI_TAC_CARD_PROB value="25"/> | |
<CTW_AI_TAC_CARD_ALLY_PROB value="50"/> | |
<CTW_BRIBE_TRIB_MIN value="10"/> | |
<CTW_BRIBE_TOUGH_HATE_ACC_PROB value="35"/> | |
<CTW_BRIBE_TOUGH_ACC_PROB value="50"/> | |
<CTW_BRIBE_ACC_PROB value="100"/> | |
<CTW_DEMAND_TRIB_TOUGH_PROB value="50"/> | |
<CTW_DEMAND_TRIB_PROB value="35"/> | |
<CTW_OVERRUN_PEACE_PROB value="50"/> | |
<CTW_OVERRUN_EASIEST_PROB value="0"/> | |
<CTW_OVERRUN_EASY_PROB value="10"/> | |
<CTW_OVERRUN_MODERATE_PROB value="20"/> | |
<CTW_OVERRUN_TOUGH_PROB value="100"/> | |
<CTW_DEF_VICTORY_BONUS value="50"/> | |
<CTW_WONDER_MIN_CIVICS value="4"/> | |
<CTW_CONQUEST_TIME_LIMIT value="90"/> | |
<CTW_GREAT_THINKER_DISCOUNT value="25"/> | |
<CTW_GREAT_THINKER_TIME value="25"/> | |
<CTW_MARKET_BONUS_BUY value="25"/> | |
<CTW_MARKET_BONUS_SELL value="20"/> | |
<CTW_HEAL_BONUS value="100"/> | |
<CTW_PROD_RATE_BONUS value="5"/> | |
<CTW_MAX_WONDER_CARDS value="1"/> | |
<CTW_NUM_BONUS_ELEPHANTS value="6"/> | |
<CTW_NUM_BONUS_SPIES value="3"/> | |
<CTW_COLONY_BLOCKADE_TURNS value="2"/> | |
<CTW_STEAL_TRIB_AMT value="100"/> | |
<CTW_MISSIONARIES_BONUS value="25"/> | |
<CTW_NUM_BONUS_CITIZENS value="5"/> | |
<CTW_NUKE_BASE value="75"/> | |
<CTW_NUKE_RAMP value="35"/> | |
<CTW_NUKE_LAUNCH_TURNS value="2"/> | |
<CTW_ESPIONAGE_COST value="20"/> | |
<CTW_NUCLEAR_ENEMY_WAR_COST value="450"/> | |
<CTW_NUCLEAR_WAR_AGE_DISCOUNT value="100"/> | |
<CTW_DEFCON_WAR_DISCOUNT value="25"/> | |
<CTW_TERR_INCOME_BASE value="1"/> | |
<CTW_TERR_INCOME_X value="1"/> | |
<CTW_ALLY_FAILURE_COMP value="25"/> | |
<CTW_PARMENIO_CAV value="5"/> | |
<CTW_MEMNON_INFRA value="4"/> | |
<CTW_SPITAMENES_ARCHERS value="5"/> | |
<ALEXANDER_ATTACK value="1"/> | |
<ALEXANDER_HEAVY_INF_ATTACK value="2"/> | |
<ALEXANDER_FORCED_MARCH_SPEED value="3/2"/> | |
<PARMENIO_HEAVY_CAV_ATTACK value="1"/> | |
<PARMENIO_RADIUS_ADJUST value="3/2"/> | |
<PARMENIO_AMBUSH_TIME value="3/1"/> | |
<PARMENIO_AMBUSH_COST value="1/1"/> | |
<PTOLEMY_RANGE_BONUS value="1"/> | |
<PTOLEMY_LOS_BONUS value="2"/> | |
<PTOLEMY_SIEGE_ATTACK value="1"/> | |
<PTOLEMY_ARMOR value="1"/> | |
<DARIUS_ARMOR value="1"/> | |
<SPITAMENES_HORSE_ARCHER_ATTACK value="1"/> | |
<SPITAMENES_CAV_SPEED value="12/10"/> | |
<PORUS_ELEPHANT_SPEED value="12/10"/> | |
<PORUS_DECOYS value="2/1"/> | |
<MEMNON_REGEN_RATE value="2/1"/> | |
<MEMNON_MERC_ATTACK value="5"/> | |
<MEMNON_MERC_ARMOR value="4"/> | |
<ANTIPATER_HEAL_RATE value="20 frames"/> | |
<ANTIPATER_GARRISON_ATTACK_BONUS value="3"/> | |
<ANTIPATER_ENTRENCH_BONUS value="80/100"/> | |
<ANTIPATER_ENTRENCH_RATE value="1/2"/> | |
<SCHWARZENBERG_COMMANDOS value="4"/> | |
<NAPOLEON_SIEGE_ATTACK value="3"/> | |
<NAPOLEON_SIEGE_RANGE value="1"/> | |
<NAPOLEON_PACK value="50% of normal"/> | |
<NAPOLEON_SIEGE_SPEED value="150% of normal"/> | |
<WELLINGTON_RADIUS value="200% of normal"/> | |
<WELLINGTON_DEFENSE value="1"/> | |
<WELLINGTON_SIEGE_ATTACK value="1"/> | |
<CHARLES_SPEED value="120% faster"/> | |
<CHARLES_UNIT_COST value="90% of normal"/> | |
<DJEZZAR_ATTACK value="1"/> | |
<BLUCHER_CAV_ATTACK value="2"/> | |
<BLUCHER_CAV_ARMOR value="2"/> | |
<BLUCHER_CAV_SPEED value="120% of normal"/> | |
<KUTOSOV_DECOYS value="300% of normal"/> | |
<KUTOSOV_RADIUS value="300% of normal"/> | |
<TOWER_GARRISON_UPGRADE value="2"/> | |
<FORT_GARRISON_UPGRADE value="5"/> | |
<UNIT_HEAL_RATE entry0="20 frames" entry1="15 frames" entry2="10 frames" entry3="5 frames"/> | |
<SUPPLY_HEAL_RATE value="0 frames (0 means don't heal at all)"/> | |
<CIVILIAN_HEAL_RATE value="45 frames (0 means don't heal at all)"/> | |
<AIRCRAFT_HEAL_RATE entry0="20 frames" entry1="16 frames" entry2="12 frames" entry3="8 frames"/> | |
<CITY_HEAL_RATE value="4 frames"/> | |
<BOMBING_MANA_COST value="0 mana"/> | |
<SAM_SITE_RELOAD_CHANCE value="10 percent"/> | |
<SAM_SITE_RELOAD_TIME value="50"/> | |
<ARTILLERY_UNDER_ATTACK_FIRES_SLOWLY value="1 (0 = fires normal speed, 1 = fires as if out of supply)"/> | |
<GOODY_BOX value="25 resources"/> | |
<GOODY_BOX_AGE value="25 resources / age"/> | |
<FOOD_BONUS_FOR_FARM value="20"/> | |
<OIL_BONUS_FOR_WELL value="50"/> | |
<KNOWLEDGE_BONUS_FOR_UNIVERSITY value="25"/> | |
<TIMBER_BONUS_PER_WOOD_SLOT value="5"/> | |
<METAL_BONUS_PER_MINE_SLOT value="5"/> | |
<RIVER_RESOURCE_VALUE value="2 times basic rate (does this do anything anymore?)"/> | |
<TOWN_HP_BONUS value="2"/> | |
<SENATE_HP_BONUS value="35%"/> | |
<SENATE_ARMOR_BONUS value="1 armor per city level"/> | |
<FORCED_MARCH_SPEED value="42m"/> | |
<GENERAL_SPEED_BONUS value="3m"/> | |
<GENERAL_RADIUS value="6 tiles"/> | |
<GENERAL_BUILDING_RANGE value="1 tile"/> | |
<GENERAL_BUILDING_ATTACK value="1"/> | |
<GENERAL_RALLY_ARMOR value="2 armor"/> | |
<MIL_PATRIOT_RADIUS_BONUS value="3 tiles"/> | |
<ECON_PATRIOT_RADIUS_BONUS value="1 tile"/> | |
<THEDESPOT_PLUNDER value="100%"/> | |
<THEDESPOT_UNIT_PLUNDER value="15 resources"/> | |
<THESENATOR_BUILD_ARMOR value="5 extra armor"/> | |
<THEMONARCH_CAV_ARMOR value="2 bonus armor"/> | |
<THEMONARCH_CAV_ATTACK value="2 bonus attack"/> | |
<THEPRESIDENT_UNIT_BUILD_SPEED value="100%"/> | |
<THEPRESIDENT_MILITIA_ATTACK_BONUS value="0 (disabled)"/> | |
<THEPRESIDENT_MILITIA_ARMOR_BONUS value="0 (disabled)"/> | |
<THEPRESIDENT_BUILDING_SPEED value="33%"/> | |
<THECITIZEN_ATTACK_BONUS value="2"/> | |
<THECITIZEN_ARMOR_BONUS value="2"/> | |
<THECITIZEN_ASSIMILATION_SPEED value="4 (4 times faster)"/> | |
<THECEO_PRODUCTION_BONUS value="50% better in one city"/> | |
<THECEO_UNIT_RANGE value="2 tile bonus"/> | |
<THECEO_UNIT_LOS value="2 tile bonus"/> | |
<SUPPLY_RADIUS value="14 tiles"/> | |
<SUPPLY_RADIUS_UPGRADE value="2 tiles"/> | |
<SUPPLY_HP_UPGRADE entry0="0" entry1="20" entry2="40" entry3="60"/> | |
<TRUCK_RADIUS value="14 tiles"/> | |
<SIEGE_OUT_OF_SUPPLY_RELOAD value="3/2 normal delay"/> | |
<ARTILLERY_OUT_OF_SUPPLY_RELOAD value="2/1 normal delay"/> | |
<DECOY_TIME value="2500 frames"/> | |
<CARAVAN_ATTACK_BONUS value="2 attack"/> | |
<MARKET_BASEMENT value="10"/> | |
<MARKET_EQUILIBRIUM value="65"/> | |
<MARKET_MIN_VARIANCE value="2"/> | |
<MARKET_MIN_TREND value="8 cycles"/> | |
<MARKET_TREND_RANGE value="16 cycles"/> | |
<MARKET_CYCLE_RATE value="1 frames"/> | |
<MARKET_SUPPLY_DEMAND value="3 +/- to sell price (double to buy price)"/> | |
<PARADROP_RANGE value="64 tiles"/> | |
<TIMER_REFRESH_RATIO value="5 seconds with timer off removes 1 second from clock"/> | |
<RETAKE_CAPITAL value="3600 frames"/> | |
<WONDER_TIMER value="4500 frames"/> | |
<WONDER_AGE value="0 frames"/> | |
<POPWIN_TIMER value="3600 frames"/> | |
<ARMAGEDDON value="1000 nukes"/> | |
<ARMAGEDDON_PER_NATION value="1 nukes"/> | |
<ARMAGEDDON_PER_TEAM value="2 nukes"/> | |
<NUKE_EMBARGO_BASE value="900 frames"/> | |
<NUKE_EMBARGO_NATION value="900 frames"/> | |
<NUKE_EMBARGO_WORLD value="0 frames"/> | |
<REASSIMILATION value="300% normal rate (of my own cities I've recaptured)"/> | |
<ASSIMILATION_TIMER value="2000 frames"/> | |
<ATTRITION value='48 frames -> this is the baseline level for "regular" attrition'/> | |
<PEACE_ATTRITION value="8 frames -> this is the special border-violation attrition when you're at peace"/> | |
<ASSASSIN_ATTRITION value="8 frames -> this is the special assassin attrition"/> | |
</CONSTANTS> | |
<TECHBONUSES> | |
<BONUS> | |
<DESC> | |
Caravans to allied & peaceful nations allowed. | |
</DESC> | |
<PREQ preq0="Trade"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Can buy and sell resources at the Market. | |
</DESC> | |
<PREQ preq0="Coinage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Units can be transported by sea. | |
</DESC> | |
<PREQ preq0="Written Word"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Can colonize new continents. | |
</DESC> | |
<PREQ preq0="Coinage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Ally's Line-of-Sight visible. | |
</DESC> | |
<PREQ preq0="Mathematics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Can see enemy borders. | |
</DESC> | |
<PREQ preq0="None"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Entire map becomes explored. | |
</DESC> | |
<PREQ preq0="Electronics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
All units and buildings in your territory revealed. | |
</DESC> | |
<PREQ preq0="Computerization"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Entire map revealed--including all units and buildings. | |
</DESC> | |
<PREQ preq0="disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Enemy missiles will not explode in your territory. | |
</DESC> | |
<PREQ preq0="Missile Shield"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Armageddon clock turned back by 2. | |
</DESC> | |
<PREQ preq0="Missile Shield"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Raises your #ICON21 Commerce Cap to the maximum allowed, and increases resource production by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Global Prosperity"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Units are produced instantly. | |
</DESC> | |
<PREQ preq0="Artificial Intelligence"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
All timer victories, city assimilations, and enemy capital eliminations instantaneous. | |
</DESC> | |
<PREQ preq0="World Government"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Caravans can shoot back at enemies. | |
</DESC> | |
<PREQ preq0="disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Granaries increase #ICON1 food output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Agriculture"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Granaries increase #ICON1 food output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Crop Rotation"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Granaries increase #ICON1 food output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Food Industry"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Granaries increase #ICON1 food output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Fishermen collect +$NUMBER0% #ICON1 Food. | |
</DESC> | |
<PREQ preq0="Agriculture"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Fishermen collect +$NUMBER0% #ICON1 Food. | |
</DESC> | |
<PREQ preq0="Crop Rotation"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Fishermen collect +$NUMBER0% #ICON1 Food. | |
</DESC> | |
<PREQ preq0="Food Industry"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Lumber Mills increase #ICON2 timber output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Carpentry"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Lumber Mills increase #ICON2 timber output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Logging Industry"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Lumber Mills increase #ICON2 timber output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Papermill"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Smelters increase #ICON5 metal output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Metal Alloys"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Smelters increase #ICON5 metal output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Cold Casting"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Smelters increase #ICON5 metal output by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Steel"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city effect on National Borders by +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Religion"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city effect on National Borders by +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Monotheism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city effect on National Borders by +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Existentialism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city hit points by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Religion"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city hit points by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Monotheism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city hit points by $NUMBER0%. | |
</DESC> | |
<PREQ preq0="Existentialism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city combat range by +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Religion"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city combat range by +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Monotheism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Temples increase city combat range by +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Existentialism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases effect of Forts on National Borders to +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Fortification"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases effect of Forts on National Borders to +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Bombardment"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases effect of Forts on National Borders to +$NUMBER0. | |
</DESC> | |
<PREQ preq0="Strategic Reserves"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Range for Forts. | |
</DESC> | |
<PREQ preq0="Fortification"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Range for Forts. | |
</DESC> | |
<PREQ preq0="Bombardment"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Range for Forts. | |
</DESC> | |
<PREQ preq0="Strategic Reserves"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Garrison Capacity for Forts and Towers. | |
</DESC> | |
<PREQ preq0="Fortification"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Garrison Capacity for Forts and Towers. | |
</DESC> | |
<PREQ preq0="Bombardment"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Garrison Capacity for Forts and Towers. | |
</DESC> | |
<PREQ preq0="Strategic Reserves"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Line-of-Sight for Forts. | |
</DESC> | |
<PREQ preq0="Fortification"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Line-of-Sight for Forts. | |
</DESC> | |
<PREQ preq0="Bombardment"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
+$NUMBER0 Line-of-Sight for Forts. | |
</DESC> | |
<PREQ preq0="Strategic Reserves"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Attrition damage to enemies in your territory (Level 1). | |
</DESC> | |
<PREQ preq0="Allegiance"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increased attrition damage to enemies in your territory (Level 2). | |
</DESC> | |
<PREQ preq0="Oath of Fealty"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increased attrition damage to enemies in your territory (Level 3). | |
</DESC> | |
<PREQ preq0="Patriotism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increased attrition damage to enemies in your territory (Level 4). | |
</DESC> | |
<PREQ preq0="Nationalism"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Scholars produce +$NUMBER0 #ICON4 knowledge each. | |
</DESC> | |
<PREQ preq0="Literacy"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Scholars produce +$NUMBER0 #ICON4 knowledge each. | |
</DESC> | |
<PREQ preq0="Printing Press"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Scholars produce +$NUMBER0 #ICON4 knowledge each. | |
</DESC> | |
<PREQ preq0="Scientific Method"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Scholars produce +$NUMBER0 #ICON4 knowledge each. | |
</DESC> | |
<PREQ preq0="Institutional Research"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Scholars produce +$NUMBER0 #ICON4 knowledge each. | |
</DESC> | |
<PREQ preq0="Supercomputers"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Foot and Mounted troops created faster (Level 1). | |
</DESC> | |
<PREQ preq0="Herbal Lore"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Foot and Mounted troops created faster (Level 2). | |
</DESC> | |
<PREQ preq0="Medicine"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Foot and Mounted troops created faster (Level 3). | |
</DESC> | |
<PREQ preq0="Pharmaceuticals"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Foot and Mounted troops Line-of-Sight increased (Level 1). | |
</DESC> | |
<PREQ preq0="Herbal Lore"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Foot and Mounted troops Line-of-Sight increased (Level 2). | |
</DESC> | |
<PREQ preq0="Medicine"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Foot and Mounted troops Line-of-Sight increased (Level 3). | |
</DESC> | |
<PREQ preq0="Pharmaceuticals"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Ships created faster (Level 1). | |
</DESC> | |
<PREQ preq0="Forage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Ships created faster (Level 2). | |
</DESC> | |
<PREQ preq0="Supply"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Ships created faster (Level 3). | |
</DESC> | |
<PREQ preq0="Logistics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Units heal faster while garrisoned in buildings (Level 1). | |
</DESC> | |
<PREQ preq0="Herbal Lore"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Units heal faster while garrisoned in buildings (Level 2). | |
</DESC> | |
<PREQ preq0="Medicine"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Units heal faster while garrisoned in buildings (Level 3). | |
</DESC> | |
<PREQ preq0="Pharmaceuticals"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Buildings constructed faster (Level 1). | |
</DESC> | |
<PREQ preq0="Construction"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Buildings constructed faster (Level 2). | |
</DESC> | |
<PREQ preq0="Architecture"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Buildings constructed faster (Level 3). | |
</DESC> | |
<PREQ preq0="Engineering"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Building hit points increased by $NUMBER0% (Level 1). | |
</DESC> | |
<PREQ preq0="Construction"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Building hit points increased by $NUMBER0% (Level 2). | |
</DESC> | |
<PREQ preq0="Architecture"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Building hit points increased by $NUMBER0% (Level 3). | |
</DESC> | |
<PREQ preq0="Engineering"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Tanks, siege, and vehicle units created faster (Level 1). | |
</DESC> | |
<PREQ preq0="Forage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Tanks, siege, and vehicle units created faster (Level 2). | |
</DESC> | |
<PREQ preq0="Supply"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Tanks, siege, and vehicle units created faster (Level 3). | |
</DESC> | |
<PREQ preq0="Logistics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Supply Wagons gain increased Radius/Speed/HP (Level 1). | |
</DESC> | |
<PREQ preq0="Forage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Supply Wagons gain increased Radius/Speed/HP (Level 2). | |
</DESC> | |
<PREQ preq0="Supply"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Supply Wagons gain increased Radius/Speed/HP (Level 3). | |
</DESC> | |
<PREQ preq0="Logistics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Your units in enemy territory receive $NUMBER0% less attrition damage (and none when not moving or fighting). | |
</DESC> | |
<PREQ preq0="Forage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Your units in enemy territory receive $NUMBER0% less attrition damage. | |
</DESC> | |
<PREQ preq0="Supply"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Your units in enemy territory receive $NUMBER0% less attrition damage. | |
</DESC> | |
<PREQ preq0="Logistics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Generals and Spies recover their craft twice as quickly. | |
</DESC> | |
<PREQ preq0="Operations"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Generals and Spies are created twice as quickly. | |
</DESC> | |
<PREQ preq0="Tactics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Generals and Spies are $NUMBER0% cheaper. | |
</DESC> | |
<PREQ preq0="Strategy"/> | |
</BONUS> | |
<BONUS> | |
<DESC> Spies can bribe enemy units and plant informers twice as quickly.</DESC> | |
<PREQ preq0="Strategy"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Generals have increased Radius/HP/Speed/LOS and increased effect on unit armor (Level 1). | |
</DESC> | |
<PREQ preq0="Tactics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Generals have increased Radius/HP/Speed/LOS and increased effect on unit armor (Level 2). | |
</DESC> | |
<PREQ preq0="Operations"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Generals have increased Radius/HP/Speed/LOS and increased effect on unit armor (Level 3). | |
</DESC> | |
<PREQ preq0="Strategy"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Spies have increased Range/HP/Speed/LOS (Level 1). | |
</DESC> | |
<PREQ preq0="Tactics"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Spies have increased Range/HP/Speed/LOS (Level 2). | |
</DESC> | |
<PREQ preq0="Operations"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Spies have increased Range/HP/Speed/LOS (Level 3). | |
</DESC> | |
<PREQ preq0="Strategy"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Allows taxation based on percentage of world territory controlled. Taxation rate becomes $NUMBER0% (Level 1). | |
</DESC> | |
<PREQ preq0="Taxation"/> | |
</BONUS> | |
<BONUS> | |
<DESC> Increases taxation based on percentage of world territory controlled. Taxation rate rises to $NUMBER0% (Level 2).</DESC> | |
<PREQ preq0="Vassalage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> Increases taxation based on percentage of world territory controlled. Taxation rate rises to $NUMBER0% (Level 3).</DESC> | |
<PREQ preq0="Social Contract"/> | |
</BONUS> | |
<BONUS> | |
<DESC> Increases taxation based on percentage of world territory controlled. Taxation rate rises to $NUMBER0% (Level 4).</DESC> | |
<PREQ preq0="Income Tax"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 1). | |
</DESC> | |
<PREQ preq0="Taxation"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 2). | |
</DESC> | |
<PREQ preq0="Vassalage"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 3). | |
</DESC> | |
<PREQ preq0="Social Contract"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 4). | |
</DESC> | |
<PREQ preq0="Income Tax"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Buildings created 25% faster. | |
</DESC> | |
<PREQ preq0="Disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Research conducted 25% faster. | |
</DESC> | |
<PREQ preq0="Disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Troops created 25% faster. | |
</DESC> | |
<PREQ preq0="Disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Stealth Bombers and Advanced Fighters available. | |
</DESC> | |
<PREQ preq0="Global Prosperity"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Tower and Fort range increased by +$NUMBER0%. | |
</DESC> | |
<PREQ preq0="Disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Tower and Fort range increased by +$NUMBER0%. | |
</DESC> | |
<PREQ preq0="Disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC> | |
Tower and Fort range increased by +$NUMBER0%. | |
</DESC> | |
<PREQ preq0="Disable"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Military research and barracks units $NUMBER0% cheaper; receive The Despot patriot (a general who also provides supply, line-of-sight, and plunder bonuses).</DESC> | |
<PREQ preq0="Despotism"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Military research and barracks units $NUMBER0% cheaper.</DESC> | |
<PREQ preq0="Despotism"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Military research and barracks units $NUMBER0% cheaper.</DESC> | |
<PREQ preq0="Despotism"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Commerce Limit increased by $NUMBER0; receive The Senator patriot (a general who also provides healing, bribing, and building defense bonuses).</DESC> | |
<PREQ preq0="Republic"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Commerce Limit increased by $NUMBER0.</DESC> | |
<PREQ preq0="Republic"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Commerce Limit increased by $NUMBER0.</DESC> | |
<PREQ preq0="Republic"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Stable units are $NUMBER0% cheaper and faster to build; receive The King patriot (a general who also provides supply, siege, and mounted combat benefits).</DESC> | |
<PREQ preq0="Monarchy"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Stable units are $NUMBER0% cheaper and faster to build.</DESC> | |
<PREQ preq0="Monarchy"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Non-library technologies $NUMBER0% cheaper; receive The President patriot (a general who also provides production, building, and healing benefits).</DESC> | |
<PREQ preq0="Democracy"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Non-library technologies $NUMBER0% cheaper.</DESC> | |
<PREQ preq0="Democracy"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Factory, airbase and dock units 20% cheaper and faster to build; receive The Comrade patriot (a general who also provides supply, combat and assimilation benefits).</DESC> | |
<PREQ preq0="Socialism"/> | |
</BONUS> | |
<BONUS> | |
<DESC>Receive +100 oil income and 500 oil; receive The CEO patriot (a general who also provides defense, range, and healing benefits).</DESC> | |
<PREQ preq0="Capitalism"/> | |
</BONUS> | |
</TECHBONUSES> | |
<FORMATIONS> | |
<FORM> | |
<NAME>Line </NAME> | |
<DESC>LINE</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Refused </NAME> | |
<DESC>REFUSED</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Envelop </NAME> | |
<DESC>ENVELOP</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Echelon Right</NAME> | |
<DESC>ECHELON RIGHT</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Echelon Left </NAME> | |
<DESC>ECHELON LEFT</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Sparse </NAME> | |
<DESC>SPARSE</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Square </NAME> | |
<DESC>SQUARE</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Wedge </NAME> | |
<DESC>WEDGE</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Column </NAME> | |
<DESC>COLUMN</DESC> | |
</FORM> | |
<FORM> | |
<NAME>Mob </NAME> | |
<DESC>MOB</DESC> | |
</FORM> | |
</FORMATIONS> | |
<LANDS> | |
<LAND> | |
<NAME>Land</NAME> | |
<MAKE num="1" type="Knowledge"/> | |
<MAKE num="1" type="Food"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Sandy</NAME> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Ocean</NAME> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Coast</NAME> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Forest</NAME> | |
<MAKE num="1" type="Timber"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Mountains</NAME> | |
<MAKE num="1" type="Metal"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Rocks</NAME> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Oil</NAME> | |
<MAKE num="1" type="Oil"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
<LAND> | |
<NAME>Cliffs</NAME> | |
<MAKE num="1" type="Metal"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
<MAKE num="0" type="none"/> | |
</LAND> | |
</LANDS> | |
<TRIBES> | |
<!--ART STYLES (BUILDING/UNIT) | |
Building | |
0 MED_STYLE, | |
1 NEUROPE_STYLE, | |
2 ASIAN_STYLE, | |
3 KOREAN_STYLE, | |
4 AMERICAN_STYLE, | |
5 TURKISH_STYLE, | |
Unit | |
0 = American | |
1 = Arab | |
2 = European | |
3 = Asian | |
--> | |
<TRIBE> | |
<FILE>AZTECS.XML </FILE> | |
<KEY>aztecs </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>MAYA.XML </FILE> | |
<KEY>maya </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>INCA.XML </FILE> | |
<KEY>inca </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>BANTU.XML </FILE> | |
<KEY>bantu </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>NUBIANS.XML </FILE> | |
<KEY>nubians </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>GREEKS.XML </FILE> | |
<KEY>greeks </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>ROMANS.XML </FILE> | |
<KEY>romans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>EGYPTIANS.XML</FILE> | |
<KEY>egyptians</KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>TURKS.XML </FILE> | |
<KEY>turks </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>SPANISH.XML </FILE> | |
<KEY>spanish </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>FRENCH.XML </FILE> | |
<KEY>french </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>BRITISH.XML </FILE> | |
<KEY>british </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>GERMANS.XML </FILE> | |
<KEY>germans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>RUSSIANS.XML </FILE> | |
<KEY>russians </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>CHINESE.XML </FILE> | |
<KEY>chinese </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>JAPANESE.XML </FILE> | |
<KEY>japanese </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>KOREANS.XML </FILE> | |
<KEY>koreans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>MONGOLS.XML </FILE> | |
<KEY>mongols </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>IROQUOIS.XML </FILE> | |
<KEY>iroquois </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>LAKOTA.XML </FILE> | |
<KEY>lakota </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>AMERICANS.XML </FILE> | |
<KEY>americans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>EINDIANS.XML </FILE> | |
<KEY>indians </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>DUTCH.XML </FILE> | |
<KEY>dutch </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>PERSIANS.XML </FILE> | |
<KEY>persian </KEY> | |
</TRIBE> | |
</TRIBES> | |
<TRIBES_TRIAL_VERSION> | |
<!--ART STYLES (BUILDING/UNIT) | |
Building | |
0 MED_STYLE, | |
1 NEUROPE_STYLE, | |
2 ASIAN_STYLE, | |
3 KOREAN_STYLE, | |
4 AMERICAN_STYLE, | |
5 TURKISH_STYLE, | |
6 IROQUOIS_STYLE, | |
7 COLONIAL_STYLE, | |
8 EINDIAN_STYLE | |
Unit | |
0 = American | |
1 = Arab | |
2 = European | |
3 = Asian | |
--> | |
<TRIBE> | |
<FILE>AZTECS.XML </FILE> | |
<KEY>aztecs </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>MAYA.XML </FILE> | |
<KEY>maya </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>INCA.XML </FILE> | |
<KEY>inca </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>BANTU.XML </FILE> | |
<KEY>bantu </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>NUBIANS.XML </FILE> | |
<KEY>nubians </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>GREEKS.XML </FILE> | |
<KEY>greeks </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>ROMANS.XML </FILE> | |
<KEY>romans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>EGYPTIANS.XML</FILE> | |
<KEY>egyptians</KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>TURKS.XML </FILE> | |
<KEY>turks </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>SPANISH.XML </FILE> | |
<KEY>spanish </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>FRENCH.XML </FILE> | |
<KEY>french </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>BRITISH.XML </FILE> | |
<KEY>british </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>GERMANS.XML </FILE> | |
<KEY>germans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>RUSSIANS.XML </FILE> | |
<KEY>russians </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>CHINESE.XML </FILE> | |
<KEY>chinese </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>JAPANESE.XML </FILE> | |
<KEY>japanese </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>KOREANS.XML </FILE> | |
<KEY>koreans </KEY> | |
</TRIBE> | |
<TRIBE> | |
<FILE>MONGOLS.XML </FILE> | |
<KEY>mongols </KEY> | |
</TRIBE> | |
<!--Below not allowed in trial version (disabled through code as well)--> | |
</TRIBES_TRIAL_VERSION> | |
<CATEGORIES id="building_cats"> | |
<CATEGORY name="Economic" key="E"/> | |
<CATEGORY name="Military" key="M"/> | |
<CATEGORY name="Wonder" key="W"/> | |
</CATEGORIES> | |
<CATEGORIES id="tech_cats"> | |
<CATEGORY name="Military" key="Military" desc="Population Limit, Siege, Forts"/> | |
<CATEGORY name="Civic" key="Civic" desc="City Limit, National Borders"/> | |
<CATEGORY name="Commerce" key="Commerce" desc="Commerce Cap, Gather Enhancer Buildings"/> | |
<CATEGORY name="Science" key="Science" desc="Research Speed and Cost, Line-of-sight"/> | |
</CATEGORIES> | |
<CATEGORIES id="unit_cats"> | |
<CATEGORY name="Foot " key="Foot"/> | |
<CATEGORY name="Mounted " key="Mounted"/> | |
<CATEGORY name="Mechanized " key="Mech"/> | |
<CATEGORY name="Siege and Artillery " key="Artillery"/> | |
<CATEGORY name="Command and Leadership " key="Command"/> | |
<CATEGORY name="Civilian and Non-Combatant" key="Civilian"/> | |
<CATEGORY name="Sailing Vessel " key="Sail"/> | |
<CATEGORY name="Modern Naval " key="Naval"/> | |
<CATEGORY name="Air " key="Air"/> | |
</CATEGORIES> | |
<CATEGORIES id="treaties"> | |
<CATEGORY name="WAR!"/> | |
<CATEGORY name="Peace"/> | |
<CATEGORY name="Ally"/> | |
</CATEGORIES> | |
<CATEGORIES id="agenameshort" title=""> | |
<CATEGORY name="Ancient" desc="Age"/> | |
<CATEGORY name="Classical" desc="Age"/> | |
<CATEGORY name="Medieval" desc="Age"/> | |
<CATEGORY name="Gunpowder" desc="Age"/> | |
<CATEGORY name="Enlightenment" desc="Age"/> | |
<CATEGORY name="Industrial" desc="Age"/> | |
<CATEGORY name="Modern" desc="Age"/> | |
<CATEGORY name="Information" desc="Age"/> | |
</CATEGORIES> | |
<CATEGORIES id="combatstances" title=""> | |
<CATEGORY name="Aggressive" desc="AGGRESSIVE"/> | |
<CATEGORY name="Defensive" desc="DEFENSIVE"/> | |
<CATEGORY name="Stand Ground" desc="STAND GROUND"/> | |
<CATEGORY name="Raid" desc="RAID"/> | |
<CATEGORY name="Raze" desc="RAZE"/> | |
<CATEGORY name="Hold Fire" desc="HOLD FIRE"/> | |
</CATEGORIES> | |
<CATEGORIES id="workerstances" title=""> | |
<CATEGORY name="Gather" desc="GATHER"/> | |
<CATEGORY name="Build & Gather" desc="BUILD & GATHER"/> | |
<CATEGORY name="Build" desc="BUILD"/> | |
<CATEGORY name="Idle" desc="IDLE"/> | |
</CATEGORIES> | |
<CATEGORIES id="casterstances" title=""> | |
<CATEGORY name="Auto Craft" desc="AUTO CRAFT"/> | |
<CATEGORY name="Manual Craft" desc="MANUAL CRAFT"/> | |
</CATEGORIES> | |
<CATEGORIES id="packerstances" title=""> | |
<CATEGORY name="Auto Deploy" desc="AUTO DEPLOY"/> | |
<CATEGORY name="Manual Deploy" desc="MANUAL DEPLOY"/> | |
</CATEGORIES> | |
<CATEGORIES id="gamestyles" title="Teams & Allies:"> | |
<CATEGORY name="Diplomacy" key="Diplomacy"/> | |
<CATEGORY name="Survival of the Fittest" key="Survival of the Fittest"/> | |
<CATEGORY name="Assassin!" key="Assassin"/> | |
<CATEGORY name="Barbarians at the Gates!" key="Barbarians at the Gates!"/> | |
<CATEGORY name="Teams of 2" key="Teams of 2"/> | |
<CATEGORY name="Teams of 3" key="Teams of 3"/> | |
<CATEGORY name="Teams of 4" key="Teams of 4"/> | |
<CATEGORY name="Team Diplomacy" key="Team Diplomacy"/> | |
<CATEGORY name="Cooperative Diplomacy" key="Cooperative Diplomacy"/> | |
<CATEGORY name="Cooperative Survival" key="Cooperative Survival"/> | |
<CATEGORY name="Cooperative Teams" key="Cooperative Teams"/> | |
<CATEGORY name="Custom Diplomacy" key="Custom Diplomacy"/> | |
<CATEGORY name="Custom Teams" key="Custom Teams"/> | |
<CATEGORY name="Saved Game" key="Saved Game"/> | |
</CATEGORIES> | |
<CATEGORIES id="gamerules" title="Game Rules:"> | |
<CATEGORY name="Standard" key="Standard"/> | |
<CATEGORY name="Custom" key="Custom"/> | |
<CATEGORY name="No Rush" key="No Rush"/> | |
<CATEGORY name="Sudden Death" key="Sudden Death"/> | |
<CATEGORY name="Deathmatch" key="Deathmatch"/> | |
<CATEGORY name="Nomad" key="Nomad"/> | |
<CATEGORY name="Peaceful Tech Race" key="Peaceful Tech Race"/> | |
<CATEGORY name="Assassin!" key="Assassin"/> | |
<CATEGORY name="Barbarians at the Gates!" key="Barbarians at the Gates"/> | |
<CATEGORY name="Fast Game" key="Fast Game"/> | |
<CATEGORY name="Scenario" key="Scenario"/> | |
<CATEGORY name="Info Deathmatch" key="Info Deathmatch"/> | |
</CATEGORIES> | |
<CATEGORIES id="mapstyles" title="Map Style:"> | |
<CATEGORY name="#ICON84Random" key="Random"/> | |
<CATEGORY name="#ICON85Random Land Map" key="Random Land Map"/> | |
<CATEGORY name="#ICON86Random Sea Map" key="Random Sea Map"/> | |
<CATEGORY name="#ICON87Secret Random" key="Secret Random"/> | |
<CATEGORY name="#ICON88Secret Random Land" key="Secret Random Land"/> | |
<CATEGORY name="#ICON89Secret Random Sea" key="Secret Random Sea"/> | |
<CATEGORY name="#ICON90Old World" key="Old World"/> | |
<CATEGORY name="#ICON91Great Sahara" key="Great Sahara"/> | |
<CATEGORY name="#ICON92Amazon Rainforest" key="Amazon Rainforest"/> | |
<CATEGORY name="#ICON93Himalayas" key="Himalayas"/> | |
<CATEGORY name="#ICON94Southwest Mesa" key="Southwest Mesa"/> | |
<CATEGORY name="#ICON95African Watering Hole" key="African Watering Hole"/> | |
<CATEGORY name="#ICON96Mediterranean" key="Mediterranean"/> | |
<CATEGORY name="#ICON97Australian Outback" key="Australian Outback"/> | |
<CATEGORY name="#ICON98Great Lakes" key="Great Lakes"/> | |
<CATEGORY name="#ICON99Warring States" key="Warring States"/> | |
<CATEGORY name="#ICON100New World" key="New World"/> | |
<CATEGORY name="#ICON101Colonial Powers" key="Colonial Powers"/> | |
<CATEGORY name="#ICON102East Indies" key="East Indies"/> | |
<CATEGORY name="#ICON103East Meets West" key="East Meets West"/> | |
<CATEGORY name="#ICON104Atlantic Sea Power" key="Atlantic Sea Power"/> | |
<CATEGORY name="#ICON105Nile Delta" key="Nile Delta"/> | |
<CATEGORY name="#ICON106British Isles" key="British Isles"/> | |
</CATEGORIES> | |
<CATEGORIES id="difficulties" title="Difficulty:"> | |
<CATEGORY name="Easiest" key="Easiest"/> | |
<CATEGORY name="Easy" key="Easy"/> | |
<CATEGORY name="Moderate" key="Moderate"/> | |
<CATEGORY name="Tough" key="Tough"/> | |
<CATEGORY name="Tougher" key="Tougher"/> | |
<CATEGORY name="Toughest" key="Toughest"/> | |
</CATEGORIES> | |
<CATEGORIES id="mods" title="Game Mods:"> | |
<CATEGORY name="-None Selected-" key="None"/> | |
</CATEGORIES> | |
<CATEGORIES id="mapsizes" title="Map Size:"> | |
<CATEGORY name="Tiny" key="Tiny" desc="Tiny"> | |
<DATA>40</DATA> | |
</CATEGORY> | |
<CATEGORY name="Arena" key="Arena" desc="Arena"> | |
<DATA>50</DATA> | |
</CATEGORY> | |
<CATEGORY name="Small (2/3-player)" key="Medium" desc="Medium"> | |
<DATA>60</DATA> | |
</CATEGORY> | |
<CATEGORY name="Standard (4-player)" key="Standard" desc="Standard"> | |
<DATA>70</DATA> | |
</CATEGORY> | |
<CATEGORY name="Large (5/6-player)" key="Large" desc="Large"> | |
<DATA>80</DATA> | |
</CATEGORY> | |
<CATEGORY name="Huge (7/8-player)" key="Huge" desc="Huge"> | |
<DATA>90</DATA> | |
</CATEGORY> | |
<CATEGORY name="Big Huge" key="Big Huge" desc="Big Huge"> | |
<DATA>100</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="victories" title="Victory:"> | |
<CATEGORY name="Standard" key="Standard"/> | |
<CATEGORY name="Sudden Death" key="Sudden Death"/> | |
<CATEGORY name="Conquest" key="Conquest"/> | |
<CATEGORY name="Score" key="Score"/> | |
<CATEGORY name="Time Limit" key="Time Limit"/> | |
<CATEGORY name="Musical Chairs" key="Musical Chairs"/> | |
<CATEGORY name="Wonder" key="Wonder"/> | |
<CATEGORY name="Territory" key="Territory"/> | |
<CATEGORY name="Economic" key="Economic"/> | |
<CATEGORY name="Tech Race" key="Tech Race"/> | |
<CATEGORY name="Scenario Victory" key="Scenario Victory"/> | |
</CATEGORIES> | |
<CATEGORIES id="eliminations" title="Elimination:"> | |
<CATEGORY name="Conquest" key="Conquest"/> | |
<CATEGORY name="Capital" key="Capital"/> | |
<CATEGORY name="Sudden Death Capital" key="Sudden Death Capital"/> | |
<CATEGORY name="Sudden Death" key="Sudden Death"/> | |
</CATEGORIES> | |
<CATEGORIES id="startingtowns" title="Start With:"> | |
<CATEGORY name="Nomad"/> | |
<CATEGORY name="City Center Only"/> | |
<CATEGORY name="Small Town"/> | |
<CATEGORY name="Large Town"/> | |
</CATEGORIES> | |
<CATEGORIES id="startingresources" title="Resources:"> | |
<CATEGORY name="Low " key="Low "> | |
<DATA> 0</DATA> | |
<DATA> 0</DATA> | |
</CATEGORY> | |
<CATEGORY name="Standard " key="Standard "> | |
<DATA> 1</DATA> | |
<DATA> 1</DATA> | |
</CATEGORY> | |
<CATEGORY name="x2 " key="x2 "> | |
<DATA> 2</DATA> | |
<DATA> 2</DATA> | |
</CATEGORY> | |
<CATEGORY name="x3 " key="x3 "> | |
<DATA> 3</DATA> | |
<DATA> 3</DATA> | |
</CATEGORY> | |
<CATEGORY name="x5 " key="x5 "> | |
<DATA> 5</DATA> | |
<DATA> 5</DATA> | |
</CATEGORY> | |
<CATEGORY name="x10 " key="x10 "> | |
<DATA>10 </DATA> | |
<DATA>10</DATA> | |
</CATEGORY> | |
<CATEGORY name="x20 " key="x20 "> | |
<DATA>20 </DATA> | |
<DATA>20</DATA> | |
</CATEGORY> | |
<CATEGORY name="Deathmatch " key="Deathmatch "> | |
<DATA>100</DATA> | |
<DATA>100</DATA> | |
</CATEGORY> | |
<CATEGORY name="Infinite " key="Infinite "> | |
<DATA>100</DATA> | |
<DATA>100</DATA> | |
</CATEGORY> | |
<CATEGORY name="Variable Low " key="Variable Low "> | |
<DATA> 1 </DATA> | |
<DATA> 2</DATA> | |
</CATEGORY> | |
<CATEGORY name="Variable Medium" key="Variable Medium"> | |
<DATA> 3 </DATA> | |
<DATA> 5</DATA> | |
</CATEGORY> | |
<CATEGORY name="Variable High " key="Variable High "> | |
<DATA> 5 </DATA> | |
<DATA> 20</DATA> | |
</CATEGORY> | |
<CATEGORY name="Random " key="Random "> | |
<DATA> 1 </DATA> | |
<DATA> 20</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="defenderresources" title="Defender Bonus:"> | |
<CATEGORY name="Same Resources"/> | |
<CATEGORY name="Double Resources"/> | |
<CATEGORY name="Triple Resources"/> | |
<CATEGORY name="Quadruple Resources"/> | |
<CATEGORY name="Quintuple Resources"/> | |
</CATEGORIES> | |
<CATEGORIES id="techcosts" title="Technology:"> | |
<CATEGORY name="Cheap and Fast"/> | |
<CATEGORY name="Cheap"/> | |
<CATEGORY name="Normal and Fast"/> | |
<CATEGORY name="Normal"/> | |
<CATEGORY name="Normal and Slow"/> | |
<CATEGORY name="Expensive"/> | |
<CATEGORY name="Expensive and Slow"/> | |
<CATEGORY name="Very Expensive"/> | |
<CATEGORY name="Very Expensive and Slow"/> | |
</CATEGORIES> | |
<CATEGORIES id="startingtechs" title="Start Age:"> | |
<CATEGORY name="Ancient Age"/> | |
<CATEGORY name="Classical Age"/> | |
<CATEGORY name="Medieval Age"/> | |
<CATEGORY name="Gunpowder Age"/> | |
<CATEGORY name="Enlightenment Age"/> | |
<CATEGORY name="Industrial Age"/> | |
<CATEGORY name="Modern Age"/> | |
<CATEGORY name="Information Age"/> | |
<CATEGORY name="All Technologies"/> | |
<CATEGORY name="Random Age!"/> | |
</CATEGORIES> | |
<CATEGORIES id="defendertechs" title="Defender Age:"> | |
<CATEGORY name="Same Age"/> | |
<CATEGORY name="+1 Age"/> | |
<CATEGORY name="+2 Age"/> | |
<CATEGORY name="+3 Age"/> | |
<CATEGORY name="+4 Age"/> | |
</CATEGORIES> | |
<CATEGORIES id="endingtechs" title="End Age:"> | |
<CATEGORY name="Classical Age"/> | |
<CATEGORY name="Medieval Age"/> | |
<CATEGORY name="Gunpowder Age"/> | |
<CATEGORY name="Enlightenment Age"/> | |
<CATEGORY name="Industrial Age"/> | |
<CATEGORY name="Modern Age"/> | |
<CATEGORY name="Information Age"/> | |
<CATEGORY name="Early Info Age"/> | |
</CATEGORIES> | |
<CATEGORIES id="revealmaps" title="Reveal Map:"> | |
<CATEGORY name="No Ally LOS" key="No Ally LOS"/> | |
<CATEGORY name="Normal" key="Normal"/> | |
<CATEGORY name="Explored" key="Explored"/> | |
<CATEGORY name="All Visible" key="All Visible"/> | |
</CATEGORIES> | |
<CATEGORIES id="poplimits" title="Population:"> | |
<CATEGORY name="50 "> | |
<DATA>50 </DATA> | |
</CATEGORY> | |
<CATEGORY name="75 "> | |
<DATA>75 </DATA> | |
</CATEGORY> | |
<CATEGORY name="100"> | |
<DATA>100</DATA> | |
</CATEGORY> | |
<CATEGORY name="125"> | |
<DATA>125</DATA> | |
</CATEGORY> | |
<CATEGORY name="150"> | |
<DATA>150</DATA> | |
</CATEGORY> | |
<CATEGORY name="1000"> | |
<DATA>1000</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="rushrules" title="Rush Rules:"> | |
<CATEGORY name="Standard" key="Standard"/> | |
<CATEGORY name="Peace until Classical Age" key="Peace until Classical Age"/> | |
<CATEGORY name="Peace until Medieval Age" key="Peace until Medieval Age"/> | |
<CATEGORY name="Peace until Gunpowder Age" key="Peace until Gunpowder Age"/> | |
<CATEGORY name="Peace until Enlightenment Age" key="Peace until Enlightenment Age"/> | |
<CATEGORY name="Peace until Industrial Age" key="Peace until Industrial Age"/> | |
<CATEGORY name="Peace until Modern Age" key="Peace until Modern Age"/> | |
<CATEGORY name="Peace until Information Age" key="Peace until Information Age"/> | |
<CATEGORY name="Non Violent" key="Non Violent"/> | |
<CATEGORY name="Peace for first 2 minutes " key="Peace for first 2 minutes "> | |
<DATA>2</DATA> | |
</CATEGORY> | |
<CATEGORY name="Peace for first 5 minutes " key="Peace for first 5 minutes "> | |
<DATA>5</DATA> | |
</CATEGORY> | |
<CATEGORY name="Peace for first 10 minutes " key="Peace for first 10 minutes "> | |
<DATA>10</DATA> | |
</CATEGORY> | |
<CATEGORY name="Peace for first 15 minutes " key="Peace for first 15 minutes "> | |
<DATA>15</DATA> | |
</CATEGORY> | |
<CATEGORY name="Peace for first 20 minutes " key="Peace for first 20 minutes "> | |
<DATA>20</DATA> | |
</CATEGORY> | |
<CATEGORY name="Peace for first 30 minutes " key="Peace for first 30 minutes "> | |
<DATA>30</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="cannontimes" title="Cannon Time:"> | |
<CATEGORY name="None "> | |
<DATA>0</DATA> | |
</CATEGORY> | |
<CATEGORY name="1 Cannon Time "> | |
<DATA>1</DATA> | |
</CATEGORY> | |
<CATEGORY name="2 Cannon Times"> | |
<DATA>2</DATA> | |
</CATEGORY> | |
<CATEGORY name="4 Cannon Times"> | |
<DATA>4</DATA> | |
</CATEGORY> | |
<CATEGORY name="8 Cannon Times"> | |
<DATA>8</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="handicaps"> | |
<CATEGORY name="Standard"> | |
<DATA> 0</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +1"> | |
<DATA> 5</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +2"> | |
<DATA> 10</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +3"> | |
<DATA> 15</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +4"> | |
<DATA> 20</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +5"> | |
<DATA> 25</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +6"> | |
<DATA> 30</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +7"> | |
<DATA> 35</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +8"> | |
<DATA> 40</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +9"> | |
<DATA> 45</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +10"> | |
<DATA> 50</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +11"> | |
<DATA> 55</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +12"> | |
<DATA> 60</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +13"> | |
<DATA> 65</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +14"> | |
<DATA> 70</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +15"> | |
<DATA> 75</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +16"> | |
<DATA> 80</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +17"> | |
<DATA> 85</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +18"> | |
<DATA> 90</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +19"> | |
<DATA> 95</DATA> | |
</CATEGORY> | |
<CATEGORY name="Skill +20"> | |
<DATA> 100</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="playerslots"> | |
<CATEGORY name="Open"/> | |
<CATEGORY name="Closed"/> | |
<CATEGORY name="None"/> | |
<CATEGORY name="Computer"/> | |
<CATEGORY name="Computer (Rush and Raid)"/> | |
<CATEGORY name="Computer (Boom and Build)"/> | |
<CATEGORY name="Human"/> | |
<CATEGORY name="Boot Player"/> | |
<CATEGORY name="Human Control All"/> | |
<CATEGORY name="Computer Control All"/> | |
<CATEGORY name="Block Player"/> | |
<CATEGORY name="Unblock Player"/> | |
</CATEGORIES> | |
<CATEGORIES id="numberofplayers" title="Other Nations:"> | |
<CATEGORY name="0"/> | |
<CATEGORY name="1"/> | |
<CATEGORY name="2"/> | |
<CATEGORY name="3"/> | |
<CATEGORY name="4"/> | |
<CATEGORY name="5"/> | |
<CATEGORY name="6"/> | |
<CATEGORY name="7"/> | |
</CATEGORIES> | |
<CATEGORIES id="maxobservers" title="Max Observers:"> | |
<CATEGORY name="0"/> | |
<CATEGORY name="1"/> | |
<CATEGORY name="2"/> | |
<CATEGORY name="3"/> | |
<CATEGORY name="4"/> | |
<CATEGORY name="5"/> | |
<CATEGORY name="6"/> | |
</CATEGORIES> | |
<CATEGORIES id="gamespeeds" title="Game Speed:"> | |
<CATEGORY name="Very Slow"/> | |
<CATEGORY name="Slow"/> | |
<CATEGORY name="Normal"/> | |
<CATEGORY name="Fast"/> | |
<CATEGORY name="Hyper Fast"/> | |
</CATEGORIES> | |
<CATEGORIES id="scores" title="Score:"> | |
<CATEGORY name="1000 "> | |
<DATA>1000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="2000 "> | |
<DATA>2000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="3000 "> | |
<DATA>3000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="4000 "> | |
<DATA>4000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="5000 "> | |
<DATA>5000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="6000 "> | |
<DATA>6000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="7000 "> | |
<DATA>7000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="8000 "> | |
<DATA>8000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="9000 "> | |
<DATA>9000 </DATA> | |
</CATEGORY> | |
<CATEGORY name="10000"> | |
<DATA>10000</DATA> | |
</CATEGORY> | |
<CATEGORY name="15000"> | |
<DATA>15000</DATA> | |
</CATEGORY> | |
<CATEGORY name="20000"> | |
<DATA>20000</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="timelimits" title="Time Limit:"> | |
<CATEGORY name="15 Minutes"> | |
<DATA> 15</DATA> | |
</CATEGORY> | |
<CATEGORY name="30 Minutes"> | |
<DATA> 30</DATA> | |
</CATEGORY> | |
<CATEGORY name="45 Minutes"> | |
<DATA> 45</DATA> | |
</CATEGORY> | |
<CATEGORY name="60 Minutes"> | |
<DATA> 60</DATA> | |
</CATEGORY> | |
<CATEGORY name="90 Minutes"> | |
<DATA> 90</DATA> | |
</CATEGORY> | |
<CATEGORY name="2 Hours "> | |
<DATA>120</DATA> | |
</CATEGORY> | |
<CATEGORY name="3 Hours "> | |
<DATA>180</DATA> | |
</CATEGORY> | |
<CATEGORY name="4 Hours "> | |
<DATA>240</DATA> | |
</CATEGORY> | |
<CATEGORY name="Custom Scenario"> | |
<DATA>240</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="chairs" title="Musical Chairs:"> | |
<CATEGORY name="2 Minutes"> | |
<DATA>2</DATA> | |
</CATEGORY> | |
<CATEGORY name="5 Minutes"> | |
<DATA>5</DATA> | |
</CATEGORY> | |
<CATEGORY name="8 Minutes"> | |
<DATA>8</DATA> | |
</CATEGORY> | |
<CATEGORY name="10 Minutes"> | |
<DATA>10</DATA> | |
</CATEGORY> | |
<CATEGORY name="15 Minutes"> | |
<DATA>15</DATA> | |
</CATEGORY> | |
<CATEGORY name="20 Minutes"> | |
<DATA>20</DATA> | |
</CATEGORY> | |
<CATEGORY name="25 Minutes"> | |
<DATA>25</DATA> | |
</CATEGORY> | |
<CATEGORY name="30 Minutes"> | |
<DATA>30</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="wonderwins" title="Wonder Victory:"> | |
<CATEGORY name="1 Wonder Point "> | |
<DATA>1</DATA> | |
</CATEGORY> | |
<CATEGORY name="2 Wonder Points "> | |
<DATA>2</DATA> | |
</CATEGORY> | |
<CATEGORY name="3 Wonder Points "> | |
<DATA>3</DATA> | |
</CATEGORY> | |
<CATEGORY name="4 Wonder Points "> | |
<DATA>4</DATA> | |
</CATEGORY> | |
<CATEGORY name="6 Wonder Points "> | |
<DATA>6</DATA> | |
</CATEGORY> | |
<CATEGORY name="8 Wonder Points "> | |
<DATA>8</DATA> | |
</CATEGORY> | |
<CATEGORY name="10 Wonder Points"> | |
<DATA> 10</DATA> | |
</CATEGORY> | |
<CATEGORY name="12 Wonder Points"> | |
<DATA> 12</DATA> | |
</CATEGORY> | |
<CATEGORY name="14 Wonder Points"> | |
<DATA> 14</DATA> | |
</CATEGORY> | |
<CATEGORY name="16 Wonder Points"> | |
<DATA> 16</DATA> | |
</CATEGORY> | |
<CATEGORY name="20 Wonder Points"> | |
<DATA> 20</DATA> | |
</CATEGORY> | |
<CATEGORY name="24 Wonder Points"> | |
<DATA> 24</DATA> | |
</CATEGORY> | |
<CATEGORY name="No Wonder Victory"> | |
<DATA> 9999</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="popwins" title="Territory Goal:"> | |
<CATEGORY name="30% of World Territory"> | |
<DATA> 30</DATA> | |
</CATEGORY> | |
<CATEGORY name="35% of World Territory"> | |
<DATA> 35</DATA> | |
</CATEGORY> | |
<CATEGORY name="40% of World Territory"> | |
<DATA> 40</DATA> | |
</CATEGORY> | |
<CATEGORY name="45% of World Territory"> | |
<DATA> 45</DATA> | |
</CATEGORY> | |
<CATEGORY name="50% of World Territory"> | |
<DATA> 50</DATA> | |
</CATEGORY> | |
<CATEGORY name="55% of World Territory"> | |
<DATA> 55</DATA> | |
</CATEGORY> | |
<CATEGORY name="60% of World Territory"> | |
<DATA> 60</DATA> | |
</CATEGORY> | |
<CATEGORY name="65% of World Territory"> | |
<DATA> 65</DATA> | |
</CATEGORY> | |
<CATEGORY name="70% of World Territory"> | |
<DATA> 70</DATA> | |
</CATEGORY> | |
<CATEGORY name="75% of World Territory"> | |
<DATA> 75</DATA> | |
</CATEGORY> | |
<CATEGORY name="80% of World Territory"> | |
<DATA> 80</DATA> | |
</CATEGORY> | |
<CATEGORY name="90% of World Territory"> | |
<DATA> 90</DATA> | |
</CATEGORY> | |
<CATEGORY name="No Territory Victory "> | |
<DATA>100</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="econwins" title="Income Goal:"> | |
<CATEGORY name="+100 Average Income"> | |
<DATA>100</DATA> | |
</CATEGORY> | |
<CATEGORY name="+200 Average Income"> | |
<DATA>200</DATA> | |
</CATEGORY> | |
<CATEGORY name="+300 Average Income"> | |
<DATA>300</DATA> | |
</CATEGORY> | |
<CATEGORY name="+400 Average Income"> | |
<DATA>400</DATA> | |
</CATEGORY> | |
<CATEGORY name="+500 Average Income"> | |
<DATA>500</DATA> | |
</CATEGORY> | |
<CATEGORY name="+600 Average Income"> | |
<DATA>600</DATA> | |
</CATEGORY> | |
<CATEGORY name="+700 Average Income"> | |
<DATA>700</DATA> | |
</CATEGORY> | |
<CATEGORY name="+800 Average Income"> | |
<DATA>800</DATA> | |
</CATEGORY> | |
<CATEGORY name="+900 Average Income"> | |
<DATA>900</DATA> | |
</CATEGORY> | |
</CATEGORIES> | |
<CATEGORIES id="victorytypes"> | |
<CATEGORY name="Generic"/> | |
<CATEGORY name="Wonder"/> | |
<CATEGORY name="Territory"/> | |
<CATEGORY name="Tech Race"/> | |
<CATEGORY name="Score"/> | |
<CATEGORY name="Economy"/> | |
<CATEGORY name="Time Limit"/> | |
</CATEGORIES> | |
<CATEGORIES id="gameinfo_flags"> | |
<CATEGORY name="Save to Profile"/> | |
<!--<CATEGORY name="Record Game"/>--> | |
<CATEGORY name="Turbo Resources"/> | |
<CATEGORY name="No Nation Powers"/> | |
<CATEGORY name="No Unique Units"/> | |
<CATEGORY name="Cooperative AI"/> | |
<CATEGORY name="Allow Observer Chat"/> | |
<CATEGORY name="Free Pause"/> | |
<CATEGORY name="Tournament Play"/> | |
<CATEGORY name="Lock Game Speed"/> | |
<CATEGORY name="Require Random Teams"/> | |
<CATEGORY name="Require Random Nations"/> | |
<CATEGORY name="Disable Saving"/> | |
</CATEGORIES> | |
</ROOT> |
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