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<?xml version="1.0"?> <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Bart Muzzin (Firaxis Games) --> <!-- Sid Meier's Civilization 4 --> <!-- Copyright Firaxis Games 2005 --> <!-- --> <!-- Global Defines --> <Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml"> <Define> <DefineName>CIV4_VERSION</DefineName> <iDefineIntVal>04</iDefineIntVal> </Define> <Define> <DefineName>SAVE_VERSION</DefineName> <iDefineIntVal>01</iDefineIntVal> </Define> <Define> <DefineName>LAND_TERRAIN</DefineName> <DefineTextVal>TERRAIN_GRASS</DefineTextVal> </Define> <Define> <DefineName>DEEP_WATER_TERRAIN</DefineName> <DefineTextVal>TERRAIN_OCEAN</DefineTextVal> </Define> <Define> <DefineName>SHALLOW_WATER_TERRAIN</DefineName> <DefineTextVal>TERRAIN_COAST</DefineTextVal> </Define> <Define> <DefineName>LAND_IMPROVEMENT</DefineName> <DefineTextVal>IMPROVEMENT_LAND_WORKED</DefineTextVal> </Define> <Define> <DefineName>WATER_IMPROVEMENT</DefineName> 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<iDefineIntVal>10</iDefineIntVal> </Define> <Define> <DefineName>BUILDING_PRODUCTION_DECAY_TIME</DefineName> <iDefineIntVal>50</iDefineIntVal> </Define> <Define> <DefineName>BUILDING_PRODUCTION_DECAY_PERCENT</DefineName> <iDefineIntVal>99</iDefineIntVal> </Define> <Define> <DefineName>UNIT_PRODUCTION_DECAY_TIME</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define> <Define> <DefineName>UNIT_PRODUCTION_DECAY_PERCENT</DefineName> <iDefineIntVal>98</iDefineIntVal> </Define> <Define> <DefineName>BASE_UNIT_UPGRADE_COST</DefineName> <iDefineIntVal>25</iDefineIntVal> </Define> <Define> <DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName> <iDefineIntVal>3</iDefineIntVal> </Define> <Define> <DefineName>WAR_SUCCESS_DEFENDING</DefineName> <iDefineIntVal>3</iDefineIntVal> </Define> <Define> <DefineName>WAR_SUCCESS_ATTACKING</DefineName> <iDefineIntVal>4</iDefineIntVal> </Define> <Define> <DefineName>WAR_SUCCESS_UNIT_CAPTURING</DefineName> <iDefineIntVal>1</iDefineIntVal> </Define> <Define> <DefineName>WAR_SUCCESS_CITY_CAPTURING</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define> <Define> <DefineName>WAR_SUCCESS_NUKE</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define> <!-- How is visual city size computed from the real city size? Two approaches are possible: METHOD_EXPONENTIAL METHOD_LINMAP Set the following GAME_CITY_SIZE_METHOD to one of the above tags to control how big your cities look in the game world. --> <Define> <DefineName>GAME_CITY_SIZE_METHOD</DefineName> <DefineTextVal>METHOD_EXPONENTIAL</DefineTextVal> </Define> <Define> <!-- the maximum percentage of a city that can be wonders, regular buildings, etc --> <DefineName>GAME_CITY_SIZE_MAX_PERCENT_UNIQUE</DefineName> <fDefineFloatVal>0.7</fDefineFloatVal> </Define> <!-- this is the way to tweak city size when METHOD_EXPONENTIAL is chosen in the above define --> <Define> <DefineName>GAME_CITY_SIZE_EXP_MODIFIER</DefineName> <fDefineFloatVal>1.05</fDefineFloatVal> </Define> <!-- this is the way to tweak city size when METHOD_LINMAP is chosen in the above define --> <Define> <DefineName>GAME_CITY_SIZE_LINMAP_AT_0</DefineName> <fDefineFloatVal>8</fDefineFloatVal> </Define> <Define> <DefineName>GAME_CITY_SIZE_LINMAP_AT_50</DefineName> <fDefineFloatVal>240</fDefineFloatVal> </Define> <!-- Unit health bar positioning, formerly controlled by UNIT_INFO_Z_OFFSET, is now controlled by the UNIT_HEALTH_BILLBOARD_* faders in CIV4DetailManager.xml --> <Define> <DefineName>DIPLO_VOTE_TURN_FREQUENCY</DefineName> <iDefineIntVal>4</iDefineIntVal> </Define> <Define> <DefineName>DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL</DefineName> <iDefineIntVal>4</iDefineIntVal> </Define> <Define> <DefineName>TEAM_VOTE_MIN_CANDIDATES</DefineName> <iDefineIntVal>2</iDefineIntVal> </Define> <Define> <DefineName>DIPLOMACY_VALUE_REMAINDER</DefineName> <iDefineIntVal>10</iDefineIntVal> </Define> <Define> <DefineName>INITIAL_STATE_RELIGION_HAPPINESS</DefineName> <iDefineIntVal>1</iDefineIntVal> </Define> <Define> <DefineName>INITIAL_NON_STATE_RELIGION_HAPPINESS</DefineName> <iDefineIntVal>0</iDefineIntVal> </Define> <Define> <DefineName>RELIGION_SPREAD_DISTANCE_DIVISOR</DefineName> <iDefineIntVal>100</iDefineIntVal> </Define> <Define> <DefineName>RELIGION_SPREAD_RAND</DefineName> <iDefineIntVal>1000</iDefineIntVal> </Define> <Define> <DefineName>HOLY_CITY_INFLUENCE</DefineName> <iDefineIntVal>1</iDefineIntVal> </Define> <Define> <DefineName>WE_LOVE_THE_KING_RAND</DefineName> <iDefineIntVal>1000</iDefineIntVal> </Define> <Define> <DefineName>WE_LOVE_THE_KING_POPULATION_MIN_POPULATION</DefineName> <iDefineIntVal>8</iDefineIntVal> </Define> <Define> <DefineName>PLOT_SIZE</DefineName> <fDefineFloatVal>180.0</fDefineFloatVal> </Define> <Define> <DefineName>CAMERA_START_DISTANCE</DefineName> <fDefineFloatVal>2200</fDefineFloatVal> </Define> <Define> <DefineName>CAMERA_MAX_TRAVEL_DISTANCE</DefineName> <fDefineFloatVal>3000</fDefineFloatVal> </Define> <Define> <DefineName>CAMERA_MIN_DISTANCE</DefineName> <fDefineFloatVal>700</fDefineFloatVal> </Define> <!-- Controlling the camera's maximum distance is a bit tricky since differently-sized maps need the camera to move back different amounts There is a lower-bound on the maximum distance, specified below. Thus, the camera will never get any closer than 7000 units. To actually tweak the apparent-size of the globe when fully-back, you need to go into CIV4DetailManager.XML and adjust the CAMERA_MAX_DISTANCE_FADER value. Because this variable is in the DetailManager XML, your changes will go into effect without restarting the game. --> <Define> <DefineName>CAMERA_SMALLEST_MAX_DISTANCE</DefineName> <fDefineFloatVal>7000</fDefineFloatVal> </Define> <Define> <DefineName>ALLOW_UNIT_SCALE_ADJUST_ON_ZOOM</DefineName> <iDefineIntVal>1</iDefineIntVal> </Define> <Define> <DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName> <fDefineFloatVal>3500</fDefineFloatVal> </Define> <Define> <DefineName>CAMERA_BATTLE_ZOOM_IN_DISTANCE</DefineName> <fDefineFloatVal>900</fDefineFloatVal> </Define> <Define> <DefineName>CAMERA_SHRINE_ZOOM_IN_DISTANCE</DefineName> <fDefineFloatVal>900</fDefineFloatVal> </Define> <Define> <DefineName>EFFECT_DEFAULT_SIZE</DefineName> <fDefineFloatVal>50.0</fDefineFloatVal> </Define> <Define> <DefineName>COMBAT_SYNCH_DIE_FADE</DefineName> <iDefineIntVal>0</iDefineIntVal> </Define> <Define> <DefineName>UNIT_MULTISELECT_MAX</DefineName> <iDefineIntVal>5</iDefineIntVal> </Define> <Define> <DefineName>UNIT_MULTISELECT_SCALE</DefineName> <fDefineFloatVal>1.0</fDefineFloatVal> </Define> <Define> <DefineName>UNIT_MULTISELECT_DISTANCE</DefineName> <fDefineFloatVal>0.175</fDefineFloatVal> </Define> <Define> <DefineName>FIELD_OF_VIEW</DefineName> <fDefineFloatVal>42.0</fDefineFloatVal> </Define> <Define> <DefineName>IMPROVEMENT_SCALE</DefineName> <fDefineFloatVal>0.9</fDefineFloatVal> </Define> <Define> <DefineName>BONUS_SCALE</DefineName> <fDefineFloatVal>0.9</fDefineFloatVal> </Define> <Define> <DefineName>SHADOW_SCALE</DefineName> <fDefineFloatVal>1.0</fDefineFloatVal> </Define> <Define> <DefineName>HEALTH_BAR_WIDTH</DefineName> <fDefineFloatVal>100.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_IDLE_HEIGHT</DefineName> <!--Height of an idling air unit--> <fDefineFloatVal>100.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_PATROL_RADIUS</DefineName> <!--Relative radius of an air unit while patrolling--> <fDefineFloatVal>1.5</fDefineFloatVal> </Define> <Define> <DefineName>AIR_PATROL_SPEED</DefineName> <!--Speed of air unit while patrolling--> <fDefineFloatVal>30.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_PATROL_HEIGHT</DefineName> <!--Height of a patrolling air unit--> <fDefineFloatVal>200.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_BOMB_HEIGHT</DefineName> <!--Height of a bombing air unit--> <fDefineFloatVal>200.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_EXECUTE_DISTANCE</DefineName> <!--Distance an attacker/recon travels during an air mission (start to target)--> <fDefineFloatVal>650.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_EXECUTE_FINISH</DefineName> <!--Distance an attacker/recon travels during an air mission (after target)--> <fDefineFloatVal>400.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_DEFEND_DISTANCE</DefineName> <!--Distance a defender travels during an air mission (start to target)--> <fDefineFloatVal>450.0</fDefineFloatVal> </Define> <Define> <DefineName>AIR_DEFEND_FINISH</DefineName> <!--Distance a defender travels during an air mission (after target)--> <fDefineFloatVal>300.0</fDefineFloatVal> </Define> <Define> <DefineName>UNIT_ANIM_PAGE_MAX</DefineName> <!--Maximum number of animations loaded in memory for any unit--> <iDefineIntVal>5</iDefineIntVal> </Define> <Define> <DefineName>DEFAULT_ANIM_PAGE_MAX</DefineName> <!--Default number of animations loaded for an entity--> <iDefineIntVal>2</iDefineIntVal> </Define> <Define> <DefineName>FLAG_OFFSET_X</DefineName> <!--The relative offset X offset of a flag within a square (-1..1)--> <fDefineFloatVal>-0.667</fDefineFloatVal> </Define> <Define> <DefineName>FLAG_OFFSET_Y</DefineName> <!--The relative offset Y offset of a flag within a square (-1..1)--> <fDefineFloatVal>0.0</fDefineFloatVal> </Define> <Define> <DefineName>FLAG_OFFSET2_X</DefineName> <!--The relative offset X offset of the second flag within a square (-1..1)--> <fDefineFloatVal>-0.8</fDefineFloatVal> </Define> <Define> <DefineName>FLAG_OFFSET2_Y</DefineName> <!--The relative offset Y offset of the second flag within a square (-1..1)--> <fDefineFloatVal>-0.03</fDefineFloatVal> </Define> <Define> <DefineName>UNIT_TRAIL_RESOLUTION</DefineName> <!--The resolution of the wake/trail left by units--> <fDefineFloatVal>10.0</fDefineFloatVal> </Define> <Define> <DefineName>SCORE_POPULATION_FACTOR</DefineName> <!--Score you get if you have the 'maximum' population possible on the current map--> <iDefineIntVal>5000</iDefineIntVal> </Define> <Define> <DefineName>SCORE_LAND_FACTOR</DefineName> <!--Score you get if you have all the land on the current map--> <iDefineIntVal>2000</iDefineIntVal> </Define> <Define> <DefineName>SCORE_WONDER_FACTOR</DefineName> <!--Score you get if you have all the wonders--> <iDefineIntVal>1000</iDefineIntVal> </Define> <Define> <DefineName>SCORE_TECH_FACTOR</DefineName> <!--Score you get if you have all the techs--> <iDefineIntVal>2000</iDefineIntVal> </Define> <Define> <DefineName>SCORE_FREE_PERCENT</DefineName> <!--Percentage of the maximum score you get for free--> <iDefineIntVal>0</iDefineIntVal> </Define> <Define> <DefineName>SCORE_VICTORY_PERCENT</DefineName> <!--Percentage of your score that gets added if you win the game--> <iDefineIntVal>0</iDefineIntVal> </Define> <Define> <DefineName>MINIMAP_RENDER_SIZE</DefineName> <!--Minimap size in pixels--> <iDefineIntVal>512</iDefineIntVal> </Define> <Define> <DefineName>TURN_LOG_MAX_WIDTH</DefineName> <iDefineIntVal>400</iDefineIntVal> </Define> <Define> <DefineName>TURN_LOG_MAX_HEIGHT</DefineName> <iDefineIntVal>300</iDefineIntVal> </Define> <Define> <DefineName>TURN_LOG_MIN_HEIGHT</DefineName> <iDefineIntVal>80</iDefineIntVal> </Define> <Define> <DefineName>LEADERHEAD_RANDOM</DefineName> <DefineTextVal>Art/LeaderHeads/RandomLeader.dds</DefineTextVal> </Define> <Define> <DefineName>SINGLE_UNIT_GFX_EXTRA_SCALE</DefineName> <fDefineFloatVal>1.25</fDefineFloatVal> </Define> </Civ4Defines>