OW XML Tags Reference

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Usage: just search in page with your browser for some keyword likely to appear in tags and then look in the files column to get in which files they are used. For instance searching "color" will point you directly to the files managing the colors in OW.

Modders: Feel Free to add some Tips to the tags you mostly use in your mods. Many of us mod different aspects of the game so we can help each other.

Data parsed from Old World 2021/08/13[edit]

XML Tags Names Original Mohawk Comments Files Community Tips
Achievement Player gets this Achievement
  • improvement-event.xml
  • bonus-event.xml
  • theology.xml
  • improvement.xml
  • cognomen.xml
  • religion.xml
  • bonus.xml
  • tech.xml
  • unit.xml
Those refer to Epic Games achievements for the moment, so they are not very useful for the modders.
ActiveQuest Has this Active Quest.
  • subject.xml
AddCourtier List of courtiers with assigned gender to be added to the Subjects's court
  • bonus-event.xml
  • bonus.xml
You can mod your custom courtiers in courtier-add.xml and then grant them through bonus to events, projects, etc.
AddCourtierForce List of courtiers with assigned gender to be added to the Subjects's court, ignoring the Courtier Capacity
  • bonus-event.xml
  • bonus.xml
AddCourtierOther List of courtiers with assigned gender to be added to the Humans's court but with the Subject's nationality
  • bonus-event.xml
  • bonus.xml
AddImprovement Adds Improvement to a random valid Tile for the City Subject
  • bonus-event.xml
  • bonus.xml
AddLeaderRelationship Add a Relationship towards the Leader
  • bonus-event.xml
  • bonus.xml
AddRelationshipReverse Give the previous Character at this index a Relationship with this Character
  • bonus-event.xml
  • bonus.xml
AddRelationshipSubjects Give this Character a Relationship with the previous Character at this index
  • bonus-event.xml
  • bonus.xml
AddResource Adds Improvement to a random valid Tile for the City Subject
  • bonus-event.xml
  • bonus.xml
AddToYield
  • yield.xml
AdjacentEffectUnit
  • trait.xml
AdjacentImprovementClassPrereq
  • improvement-event.xml
  • improvement.xml
AdjacentImprovementPrereq
  • improvement-event.xml
  • improvement.xml
Advantage
  • difficultyMode.xml
Advice
  • tech.xml
AdviceFound
  • familyClass.xml
Ambition Adds this Ambition to the Player
  • bonus-event.xml
  • bonus.xml
Artist Information about this track displayed in some parts of the the UI to the user (used for music track names / artist names / etc)
  • audio.xml
Asset
  • riverPiece.xml
  • riverPieceV2.xml
AssetColor
  • playerColor.xml
AssetConstruction
  • improvement-event.xml
  • improvement.xml
AssetVariation
  • improvement-event.xml
  • vegetation.xml
  • improvement.xml
  • terrain.xml
  • resource.xml
  • terrainStamp.xml
AssignMission
  • council.xml
Bonus
  • improvement-event.xml
  • project-event.xml
  • eventCity.xml
  • eventPlayer.xml
  • improvement.xml
  • project.xml
Bonus is the magic tag for modders and bonus-add.xml the place where you can attribute almost whatever you want through events, projects, improvements, etc.
BonusCities
  • improvement-event.xml
  • improvement.xml
BonusDiscover
  • tech.xml
BonusImprovement
  • improvement-event.xml
  • improvement.xml
BorderColor
  • playerColor.xml
BuildReligion
  • unit.xml
CapitalAsset
  • nation.xml
CapitalEffectCity
  • effectPlayer.xml
CapitalEffectPlayerPrereq
  • project-event.xml
  • project.xml
Character Is this Character (automatically created for Events).
  • subject.xml
CharacterName Rename a Character
  • bonus-event.xml
  • bonus.xml
CharacterSelectPortrait
  • character.xml
Choices
  • mapOptionsMulti.xml
CityAsset
  • nation.xml
CityName Is this City Name
  • subject.xml
  • bonus-event.xml
  • bonus.xml
CityProject
  • project-event.xml
  • project.xml
Class Event class, which can be used to separate Trigger events.
  • subject.xml
  • improvement-event.xml
  • improvement.xml
  • specialist.xml
  • eventStory.xml
CoastEffectCity
  • effectPlayer.xml
Cognomen
  • character.xml
CognomenPrereq Has this Cognomen.
  • subject.xml
Color
  • yield.xml
  • opinionTribe.xml
  • height.xml
  • opinionReligion.xml
  • opinionCharacter.xml
  • opinionPlayer.xml
  • opinionFamily.xml
ColorClass
  • color.xml
Council Makes the Character this Council member
  • bonus-event.xml
  • bonus.xml
CouncilInvalid The Event will only happen if the Player does not have this position filled.
  • eventStory.xml
CouncilPrereq Council Member that this Character Subject must be.
  • subject.xml
CourtierPrereq Courtier that this Character Subject must be.
  • subject.xml
Creators Information about the creator.
  • audio.xml
Crest
  • tribe.xml
  • nation.xml
  • familyClass.xml
CrestColor
  • playerColor.xml
CultureBonus
  • effectCity.xml
CulturePrereq
  • improvement-event.xml
  • improvement.xml
  • unit.xml
CustomName
  • improvementClass.xml
Data The Event requires this Data type
  • eventTrigger.xml
Default
  • mapOptionsMulti.xml
DefaultHeight
  • terrain.xml
DefaultProject
  • culture.xml
Desc
  • playerOption.xml
Description Information about this track displayed in some parts of the the UI to the user (used for music track names / artist names / etc)
  • mapOptionsSingle.xml
  • audio.xml
  • missionResult.xml
  • mapOption.xml
DesiredAmbition Adds this Desired Ambition to the Character. (Cannot be the Leader)
  • bonus-event.xml
  • bonus.xml
DevelopImprovement
  • improvement-event.xml
  • improvement.xml
Development
  • difficultyMode.xml
DevelopmentLevel
  • scenario.xml
Difficulty
  • scenario.xml
  • achievement.xml
  • difficultyMode.xml
Diplomacy
  • tribe.xml
DiplomacyAll
  • goal.xml
DiplomacyPlayerFrom Diplomacy state (from diplomacy.xml) to which the Player Subject is set, initiated by Us
  • bonus-event.xml
  • bonus.xml
DiplomacyPlayerTo Diplomacy state (from diplomacy.xml) to which the Player Subject is set, initiated by the Other Player
  • bonus-event.xml
  • bonus.xml
DiplomacySubjects Subject will enter this Diplomacy state with the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
DiplomacyTribe Diplomacy state (from diplomacy.xml) to which the Barbarian Subject is set
  • bonus-event.xml
  • bonus.xml
EffectCity
  • improvement-event.xml
  • project-event.xml
  • effectPlayer.xml
  • theology.xml
  • improvement.xml
  • specialist.xml
  • religion.xml
  • culture.xml
  • project.xml
  • familyClass.xml
  • opinionFamily.xml
  • improvementClass.xml
EffectCityExtra
  • project-event.xml
  • effectPlayer.xml
  • specialist.xml
  • project.xml
EffectCityPrereq
  • improvement-event.xml
  • project-event.xml
  • improvement.xml
  • project.xml
  • unit.xml
EffectCityUnlock
  • effectCity.xml
EffectPlayer
  • improvement-event.xml
  • project-event.xml
  • effectPlayer.xml
  • improvement.xml
  • council.xml
  • difficulty.xml
  • project.xml
  • nation.xml
  • tech.xml
  • advantage.xml
  • law.xml
EffectPlayerPrereq
  • project-event.xml
  • project.xml
EffectPlayerState
  • religion.xml
EffectPlayerUpkeep
  • religion.xml
  • law.xml
EffectUnit
  • effectPlayer.xml
  • promotion.xml
  • unitTrait.xml
  • familyClass.xml
  • opinionFamily.xml
Encyclopedia
  • yield.xml
EndLaw Law cancelled
  • bonus-event.xml
  • bonus.xml
English
  • text-miscOptions.xml
  • text-mission.xml
  • text-mapElementNames.xml
  • text-effectUnit.xml
  • text-specialistClass.xml
  • text-eventCity.xml
  • text-achievement.xml
  • text-game.xml
  • text-stat.xml
  • text-cityName.xml
  • text-bonus.xml
  • text-memory.xml
  • text-eventEditor.xml
  • text-nation.xml
  • text-improvement.xml
  • text-missionResult.xml
  • text-character.xml
  • text-subject.xml
  • text-infos.xml
  • text-audio.xml
  • text-hint.xml
  • text-name.xml
  • text-misc.xml
  • text-unitTrait.xml
  • text-playerOption.xml
  • text-map.xml
  • text-helptext.xml
  • text-family.xml
  • text-trait.xml
  • text-tribe.xml
  • text-project-event.xml
  • text-effectCity.xml
  • text-eventStory.xml
  • text-unit.xml
  • text-eventStoryTitle.xml
  • text-relationship.xml
  • text-law.xml
  • text-eventOption.xml
  • text-improvementClass.xml
  • text-yield.xml
  • text-promotion.xml
  • text-religion.xml
  • text-project.xml
  • text-effectPlayer.xml
  • text-ui.xml
All the text in the game should go into text-files. Which means this is the file list for translations. Translators may choose to aim first for the text-ui. helptext, units, nation etc.. so their users will have an immediate use of the translation, as the huge text-eventStory or text-eventOption can take you quite a long time to translate. If not modding for translations, there is a small trick : Game looks all text-*.xml files so your texts can be in just one text-infos-add.xml (If you don't CHANGE an existing one and just ADD, if you change you will need to copy the correct file into text*-change.xml)
EstablishTheology
  • goal.xml
EventLevel
  • achievement.xml
EventLinkAdd Creates a link that other events can use to become a followup Event on a future turn.
  • eventOption.xml
EventLinkPrereq If this Event is to be a followup to a prior Event,via an EventLink object, specify that object here.EventLink objects will fire off only once per link. If nomatching Event is found to be eligible, the link will expire unused.
  • eventStory.xml
EventLinkStart Creates a link that other events can use to become a followup Event immediately after this Event ends.
  • eventOption.xml
EventTrigger
  • missionResult.xml
EventTriggerTarget
  • missionResult.xml
ExtraClass The Event can test for this Subject via TriggerExtra
  • eventTrigger.xml
FailGoal Failes this Quest or Ambition
  • bonus-event.xml
  • bonus.xml
Family
  • character.xml
FamilyClass
  • family.xml
  • achievement.xml
FamilyClassPrereq Family FamilyClass required for this Subject or this Subject’s Family.
  • subject.xml
Father
  • character.xml
FinishBonus
  • goal.xml
FinishGoal Finishes this Quest or Ambition
  • bonus-event.xml
  • bonus.xml
First
  • vegetation.xml
FirstBuild
  • nation.xml
FirstName
  • character.xml
FirstRuler
  • nation.xml
ForgetCharacter Memory forgotten by the character Subject
  • bonus-event.xml
  • bonus.xml
ForgetFamily Memory forgotten by the Family Subject
  • bonus-event.xml
  • bonus.xml
ForgetPlayer Memory forgotten by the Player Subject
  • bonus-event.xml
  • bonus.xml
ForgetReligion Memory forgotten by the Religion Subject
  • bonus-event.xml
  • bonus.xml
ForgetTribe Memory forgotten by the Tribe Subject
  • bonus-event.xml
  • bonus.xml
FoundBonus
  • effectPlayer.xml
  • familyClass.xml
FoundReligion Religion founded
  • bonus-event.xml
  • bonus.xml
Founder
  • nation.xml
FreeLaw Law enacted for free (i.e. no Civics cost)
  • bonus-event.xml
  • bonus.xml
FreeTheology Theology added to your state Religion (if any)
  • bonus-event.xml
  • bonus.xml
GainTexts
  • rating.xml
  • trait.xml
Gender
  • successionGender.xml
  • characterPortrait.xml
  • character.xml
GenderPrereq Required gender for this Character Subject.
  • subject.xml
GeneralEffectUnit
  • trait.xml
GovernorEffectCity
  • trait.xml
HasFamilyClass Player has one of these Family Classes.
  • subject.xml
Height Tile has this Height.
  • subject.xml
  • terrainStamp.xml
Help
  • tribe.xml
  • yield.xml
  • mapClass.xml
  • mortality.xml
  • rating.xml
  • victory.xml
  • turnStyle.xml
  • eventLevel.xml
  • successionOrder.xml
  • attack.xml
  • teamNation.xml
  • development.xml
HelpText Reference to the text-eventOption entrythat appears as a tooltip when hoveringover this option. Usually blank.
  • eventOption.xml
  • goal.xml
Hint
  • improvement-event.xml
  • improvement.xml
HotkeyClass
  • hotkeys.xml
IgnoreHotkeys
  • hotkeys.xml
Improvement Tile has this Improvement.
  • subject.xml
ImprovementCity City has this Improvement.
  • subject.xml
ImprovementClassCity City has this ImprovementClass.
  • subject.xml
ImprovementClassTile Tile has this ImprovementClass.
  • subject.xml
ImprovementObsolete
  • unit.xml
ImprovementPrereq
  • improvement-event.xml
  • improvement.xml
  • unit.xml
ImprovementTile Tile has this Improvement.
  • subject.xml
Keys
  • hotkeys.xml
Law Is this Law.
  • subject.xml
LawClass
  • law.xml
LawPrereq Has this Active Law.
  • subject.xml
  • eventStory.xml
LeaderEffectPlayer
  • trait.xml
LeaderEffectUnit
  • trait.xml
LeaderSubject Requires the Leader to be valid for this Subject
  • eventOption.xml
LeaderSubjectAny Requires the Leader to be valid for one of these Subjects
  • eventOption.xml
LeaderTitle
  • gender.xml
LogText
  • ping.xml
LoseTexts
  • rating.xml
  • trait.xml
MakeCourtier Makes the character Subject into this type of courtier which is added to the Player's court
  • bonus-event.xml
  • bonus.xml
MapElementNames
  • nation.xml
MaxDifficulty The Even will only happen if the Player is at this Difficulty or lower.
  • eventStory.xml
MaxDiplomacyPlayer
  • subjectRelation.xml
MaxDiplomacyTribe
  • subjectRelation.xml
MaxKnowledgePlayer
  • subjectRelation.xml
MaxOpinionCharacter
  • subjectRelation.xml
MaxOpinionFamily
  • subjectRelation.xml
MaxOpinionPlayer
  • subjectRelation.xml
MaxOpinionReligion
  • subjectRelation.xml
MaxOpinionTribe
  • subjectRelation.xml
MaxOpponentLevel The Event will only happen at this OpponentLevel or lower.
  • eventStory.xml
MaxPowerPlayer
  • subjectRelation.xml
MaxPowerTribe
  • subjectRelation.xml
MaxProximityPlayer
  • subjectRelation.xml
MaxProximityTribe
  • subjectRelation.xml
MaxWarStatePlayer
  • subjectRelation.xml
MaxWarStateTribe
  • subjectRelation.xml
MemoryAllFamilies Memory received by all your noble Families
  • bonus-event.xml
  • bonus.xml
MemoryAllPlayers Memory received by all rival Players
  • bonus-event.xml
  • bonus.xml
MemoryAllTribes Memory received by all Tribes
  • bonus-event.xml
  • bonus.xml
MemoryCharacter Memory received by the character Subject
  • bonus-event.xml
  • trait.xml
  • bonus.xml
MemoryCharacterInvalid Character does not have this Memory.
  • subject.xml
MemoryCharacterPrereq Character has this Memory.
  • subject.xml
MemoryFamily Memory received by the Family Subject
  • bonus-event.xml
  • bonus.xml
MemoryFamilyInvalid Family does not have this Memory.
  • subject.xml
MemoryFamilyPrereq Family has this Memory.
  • subject.xml
MemoryLevel
  • memoryTribe.xml
  • memoryPlayer.xml
  • memoryFamily.xml
  • memoryCharacter.xml
  • memoryReligion.xml
MemoryPlayer Memory received by the Player Subject
  • bonus-event.xml
  • bonus.xml
MemoryPlayerInvalid Player does not have this Memory.
  • subject.xml
MemoryPlayerOther Memory received by the Player Subject (only works if the Subject is another Player)
  • bonus-event.xml
  • bonus.xml
MemoryPlayerPrereq Player has this Memory.
  • subject.xml
MemoryReligion Memory received by the Religion Subject
  • bonus-event.xml
  • bonus.xml
MemoryReligionInvalid Religion does not have this Memory.
  • subject.xml
MemoryReligionPrereq Religion has this Memory.
  • subject.xml
MemoryTribe Memory received by the Tribe Subject
  • bonus-event.xml
  • bonus.xml
MemoryTribeInvalid Tribe does not have this Memory.
  • subject.xml
MemoryTribePrereq Tribe has this Memory.
  • subject.xml
MinDifficulty The Even will only happen if the Player is at this Difficulty or higher.
  • eventStory.xml
MinDiplomacyPlayer
  • subjectRelation.xml
MinDiplomacyTribe
  • subjectRelation.xml
MinKnowledgePlayer
  • subjectRelation.xml
MinOpinionCharacter
  • subjectRelation.xml
MinOpinionFamily
  • subjectRelation.xml
MinOpinionPlayer
  • subjectRelation.xml
MinOpinionReligion
  • subjectRelation.xml
MinOpinionTribe
  • subjectRelation.xml
MinOpponentLevel The Event will only happen at this OpponentLevel or higher.
  • eventStory.xml
MinPowerPlayer
  • subjectRelation.xml
MinPowerTribe
  • subjectRelation.xml
MinProximityPlayer
  • subjectRelation.xml
MinProximityTribe
  • subjectRelation.xml
MinWarStatePlayer
  • subjectRelation.xml
MinWarStateTribe
  • subjectRelation.xml
MinimumCulture
  • project-event.xml
  • project.xml
Mission Starts a Mission
  • bonus-event.xml
  • bonus.xml
If adding your own missions, beware, as the mission mechanic is a bit strict about the subject and the target. If you need more elements, have the mission trigger an event that you can customize with extra subjects.
MissionRoot
  • mission.xml
Mortality
  • achievement.xml
Mother
  • character.xml
Name Bonus title string. This is ONLY necessary if this bonus changes Legitimacy
  • subject.xml
  • diplomacy.xml
  • bonusUnitClass.xml
  • improvement-event.xml
  • family.xml
  • tribe.xml
  • mapOptionsSingle.xml
  • hotkeyClass.xml
  • bonus-event.xml
  • subjectClass.xml
  • yield.xml
  • mapClass.xml
  • project-event.xml
  • opinionTribe.xml
  • effectPlayer.xml
  • eventCity.xml
  • concept.xml
  • mortality.xml
  • mapSize.xml
  • promotion.xml
  • power.xml
  • rating.xml
  • trait.xml
  • subjectRelation.xml
  • tutorial.xml
  • theology.xml
  • scenario.xml
  • victory.xml
  • vegetation.xml
  • unitTrait.xml
  • name.xml
  • knowledge.xml
  • improvement.xml
  • stat.xml
  • council.xml
  • turnStyle.xml
  • terrain.xml
  • height.xml
  • specialist.xml
  • courtier.xml
  • build.xml
  • opinionReligion.xml
  • hotkeys.xml
  • opinionCharacter.xml
  • eventLevel.xml
  • effectUnit.xml
  • cooldown.xml
  • difficulty.xml
  • gender.xml
  • missionResult.xml
  • achievement.xml
  • cognomen.xml
  • resource.xml
  • warState.xml
  • successionOrder.xml
  • religion.xml
  • mapOptionsMulti.xml
  • ping.xml
  • culture.xml
  • specialistClass.xml
  • project.xml
  • attack.xml
  • mission.xml
  • terrainStamp.xml
  • nation.xml
  • familyClass.xml
  • effectCity.xml
  • bonus.xml
  • cityName.xml
  • unitCycle.xml
  • mapOption.xml
  • opponentLevel.xml
  • tech.xml
  • unit.xml
  • goal.xml
  • playerOption.xml
  • opinionPlayer.xml
  • language.xml
  • tribeLevel.xml
  • advantage.xml
  • opinionFamily.xml
  • relationship.xml
  • teamNation.xml
  • improvementClass.xml
  • proximity.xml
  • turnTimer.xml
  • difficultyMode.xml
  • eventStory.xml
  • law.xml
  • development.xml
  • direction.xml
NameCharacter
  • mission.xml
NameFemale
  • family.xml
NameRemove
  • vegetation.xml
NameTarget
  • mission.xml
NameVerb
  • relationship.xml
Nation
  • family.xml
  • scenario.xml
  • achievement.xml
  • character.xml
NationPrereq Is this Nation.
  • subject.xml
  • improvement-event.xml
  • promotion.xml
  • improvement.xml
  • unit.xml
  • goal.xml
Nickname
  • trait.xml
NoRelationLeader Doesn't have this SubjectRelationship with the Leader.
  • subject.xml
OpponentLevel
  • scenario.xml
  • difficultyMode.xml
PaganNation
  • religion.xml
PingAsset
  • ping.xml
PlayerNation
  • character.xml
PlayerSubject Requires the Player to be valid for this Subject
  • eventOption.xml
PreferredPortrait
  • character.xml
Prereq
  • scenario.xml
ProductionType
  • unit.xml
ProjectAsset
  • project-event.xml
  • project.xml
ProjectPrereq Project that must be present in this City.
  • subject.xml
  • project-event.xml
  • project.xml
PromotionPrereq
  • promotion.xml
Quest A Quest given to the Player (similar to Ambitions)
  • bonus-event.xml
  • bonus.xml
QuestForce A Quest given to the Player (similar to Ambitions), but does not check if the Quest is close to complete
  • bonus-event.xml
  • bonus.xml
Range
  • opinionTribe.xml
  • opinionReligion.xml
  • opinionCharacter.xml
  • opinionPlayer.xml
  • opinionFamily.xml
RelationLeader Has this SubjectRelationship with the Leader.
  • subject.xml
RelationUs Has this SubjectRelationship with the Player.
  • subject.xml
RelationshipInvalid
  • subjectRelation.xml
RelationshipPrereq
  • subjectRelation.xml
Relative
  • subjectRelation.xml
Religion Is this Religion.
  • subject.xml
ReligionPrereq
  • improvement-event.xml
  • improvement.xml
ReligionSpread
  • improvement-event.xml
  • improvement.xml
RemoveLeaderRelationship Remove a Relationship towards the Leader
  • bonus-event.xml
  • bonus.xml
RemoveRelationshipReverse Remove the Relationship of the previous Character at this index with this Character
  • bonus-event.xml
  • bonus.xml
RemoveRelationshipSubjects Remove the Relationship of this Character with the previous Character at this index
  • bonus-event.xml
  • bonus.xml
RequiresCulture
  • project-event.xml
  • project.xml
RequiresReligion
  • religion.xml
  • unit.xml
RequiresTech
  • religion.xml
Resource Is or Tile has this Resource.
  • subject.xml
ScalePlural
  • turnScale.xml
ScaleShort
  • turnScale.xml
ScaleSingular
  • turnScale.xml
SeatCrest
  • familyClass.xml
SeatEffectCity
  • familyClass.xml
SeatFoundBonus
  • familyClass.xml
Second
  • vegetation.xml
Section
  • credits.xml
SetArchetype Gives the Character this Archetype Trait (and will remove the old one)
  • bonus-event.xml
  • bonus.xml
SetImprovement Sets the Tile's Improvement
  • bonus-event.xml
  • bonus.xml
SetName Changes the Character's name to this name type (will remove custom name if present)
  • bonus-event.xml
  • bonus.xml
SetResource Sets the Tile's Resource
  • bonus-event.xml
  • bonus.xml
SetSpecialist Sets the Tile's Specialist
  • bonus-event.xml
  • bonus.xml
SetVegetation Sets the Tile's Vegetation
  • bonus-event.xml
  • bonus.xml
ShortfallProject
  • culture.xml
SingleAsset
  • assetVariation.xml
Source
  • effectPlayer.xml
  • effectCity.xml
  • portrait.xml
SourceCouncil
  • effectPlayer.xml
SourceCulture
  • effectCity.xml
SourceDifficulty
  • effectPlayer.xml
  • effectCity.xml
SourceEffectPlayer
  • effectCity.xml
SourceFamilyClass
  • effectCity.xml
SourceImprovement
  • effectPlayer.xml
  • effectCity.xml
SourceImprovementClass
  • effectCity.xml
SourceLaw
  • effectPlayer.xml
  • effectCity.xml
SourceNation
  • effectPlayer.xml
  • effectCity.xml
SourceOpinionFamily
  • effectCity.xml
SourceOpinionReligion
  • effectCity.xml
SourceProject
  • effectCity.xml
SourceReligion
  • effectCity.xml
SourceReligionState
  • effectPlayer.xml
SourceResource
  • effectCity.xml
SourceSpecialist
  • effectCity.xml
SourceTech
  • effectPlayer.xml
SourceTheology
  • effectCity.xml
SourceTrait
  • effectPlayer.xml
  • effectCity.xml
SourceUnit
  • effectCity.xml
SourceUnitTrait
  • effectUnit.xml
SourceUnlock
  • effectCity.xml
SpecialistClass
  • improvementClass.xml
SpecialistPrereq
  • specialist.xml
Spouse
  • character.xml
SpreadReligion
  • unit.xml
SpreadUnit
  • religion.xml
StartBonus
  • effectPlayer.xml
StartLaw Law enacted. You must pay the normal Civics cost
  • bonus-event.xml
  • bonus.xml
  • goal.xml
StartingLaw
  • lawClass.xml
StateReligionEffectCity
  • effectPlayer.xml
Story
  • nation.xml
SubTitle
  • scenario.xml
SubjectAny Tests for the Subjects whereat least one must be true per index.First is the index of the Subject (starting at 0),and Second is the SUBJECT test itself.
  • eventStory.xml
SubjectCharacter
  • mission.xml
SubjectCharacterDisabled
  • mission.xml
SubjectCharacterEnabled
  • mission.xml
SubjectClass The Event can test for this Subject via TriggerSubject
  • eventTrigger.xml
SubjectExtras Extra test for the Subjects (which must be true).There can be an unlimited number of tests for each Subject.First is the index of the Subject (starting at 0),and Second is the SUBJECT test itself.
  • eventStory.xml
SubjectNotExtras Extra test for the Subjects (which must be false).There can be an unlimited number of tests for each Subject.First is the index of the Subject (starting at 0),and Second is the SUBJECT test itself.
  • eventStory.xml
SubjectNotRelations An unlimited number of tests between subjects.First and Third are the indices of the Subjects.Second is the SUBJECTRELATION test itself.Place the compared subjects in order: First has relation with Third.These tests all need to be FALSE.
  • eventStory.xml
SubjectPlayerEnabled
  • mission.xml
SubjectRelationDisabled
  • mission.xml
SubjectRelationEnabled
  • mission.xml
SubjectRelationStart
  • mission.xml
SubjectRelations An unlimited number of tests between subjects.First and Third are the indices of the Subjects.Second is the SUBJECTRELATION test itself.Place the compared subjects in order: First has relation with Third.
  • eventStory.xml
SubjectRepeatTurns Minimum turns between events for each Subject.-1 means that it can only happen once per game for that Subject.First is the index of the Subject (starting at 0),and Second is the turns.
  • eventStory.xml
SubjectTarget
  • mission.xml
SubjectTargetDisabled
  • mission.xml
SubjectTargetEnabled
  • mission.xml
SubjectTargetStart
  • mission.xml
SuccessionGender
  • law.xml
SuccessionOrder
  • law.xml
TargetBonus
  • missionResult.xml
TeamColor
  • tribe.xml
  • nation.xml
TeamPlayerColor
  • teamColor.xml
Tech Is this Tech.
  • subject.xml
TechInvalid Does not have this Technology.
  • subject.xml
TechObsolete Goal can no longer activate after this tech type is learned.
  • goal.xml
TechPrereq Has this Technology.
  • subject.xml
  • project-event.xml
  • lawClass.xml
  • council.xml
  • project.xml
  • mission.xml
  • unit.xml
  • goal.xml
  • improvementClass.xml
Terrain Tile has this Terrain.
  • subject.xml
Text Player-facing string describing the memory.
  • memoryTribe.xml
  • eventCity.xml
  • memoryPlayer.xml
  • memoryFamily.xml
  • memoryCharacter.xml
  • relative.xml
  • memoryReligion.xml
  • eventOption.xml
  • eventStory.xml
TextColor
  • playerColor.xml
TextureAsset
  • borderPattern.xml
Theology Is this Theology.
  • subject.xml
TraitInvalid Trait that this Character Subject must not have.
  • subject.xml
TraitNone Player Subject has no Characters with this Trait.
  • subject.xml
TraitPrereq Trait required for this Character Subject.
  • subject.xml
Tribe
  • character.xml
TribeLevel
  • scenario.xml
  • difficultyMode.xml
TribePrereq Is this Tribe.
  • subject.xml
Trigger Event trigger from the list in eventTrigger.May or may not require TriggerData.Each new trigger type must be individually implemented in code.
  • eventStory.xml
TriggerData For eventTriggers that require a specific entry.For instance, if you wanted an Event to trigger when you discovered a specific tech,you would put EVENTSTORYTRIGGER_TECHNOLOGY in Trigger, and the tech’s zType in TriggerData.
  • eventStory.xml
TurnScale
  • scenario.xml
UnitAsset
  • formation.xml
UnitCycle
  • unit.xml
UnitDefend
  • improvement-event.xml
  • improvement.xml
UnitName Rename a Unit
  • bonus-event.xml
  • bonus.xml
UnitPortraitAsset
  • formation.xml
UnitProjectileAsset
  • formation.xml
UnitProjectileImpactAudio
  • formation.xml
UnitProjectileImpactAudioEarly
  • formation.xml
UnitTrait Unit has this Trait.
  • subject.xml
UnitType Unit is of this Type.
  • subject.xml
UpgradeImprovement
  • improvement-event.xml
  • improvement.xml
UrbanAsset
  • nation.xml
Vegetation Tile has this Vegetation.
  • subject.xml
  • terrainStamp.xml
VegetationGrow
  • vegetation.xml
VegetationRemove
  • vegetation.xml
VegetationSpread
  • vegetation.xml
Victory Player achieves this Victory type
  • bonus-event.xml
  • achievement.xml
  • bonus.xml
WorkerAnimation
  • improvement-event.xml
  • improvement.xml
aaiAdjacentHeightYieldModifier
  • improvement-event.xml
  • improvement.xml
aaiAdjacentImprovementClassYield
  • improvement-event.xml
  • improvement.xml
aaiCultureYield List of Yields added to the City Subject, based on the City’s Culture value in zIndex
  • bonus-event.xml
  • bonus.xml
aaiEffectCityYieldRate
  • effectCity.xml
aaiHeightYieldModifier
  • improvement-event.xml
  • improvement.xml
aaiImprovementClassYield
  • effectCity.xml
aaiImprovementYieldRate
  • unit.xml
aaiRatingYieldCity
  • council.xml
aaiRatingYieldGlobal
  • council.xml
aaiResourceYieldOutput
  • improvementClass.xml
aaiTerrainYieldModifier
  • improvement-event.xml
  • improvement.xml
aaiTheologyYieldOutput
  • improvementClass.xml
aaiTribeUnitDie
  • improvement-event.xml
  • improvement.xml
abHeightAdjacentValid
  • improvement-event.xml
  • improvement.xml
abHeightInvalid
  • improvement-event.xml
  • improvement.xml
abHeightValid
  • improvement-event.xml
  • improvement.xml
  • resource.xml
abHideVegetation
  • effectUnit.xml
abInvalidBy
  • project-event.xml
  • project.xml
abNationValid
  • tech.xml
abNoBaseOutput
  • improvement-event.xml
  • improvement.xml
abNoImprovementClassMax
  • effectCity.xml
abOpponents
  • scenario.xml
abPrereqTheology
  • theology.xml
abResourceValid
  • improvementClass.xml
abSkipDecade
  • trait.xml
abTechPrereq
  • tech.xml
abTerrainInvalid
  • improvement-event.xml
  • improvement.xml
abTerrainValid
  • improvement-event.xml
  • improvement.xml
  • resource.xml
abTraitPrereq
  • council.xml
abTribes
  • scenario.xml
abUnitTraitInvalid
  • effectUnit.xml
abUnitTraitValid
  • effectUnit.xml
abUrbanTerrainValid
  • effectCity.xml
abVegetationValid
  • improvement-event.xml
  • improvement.xml
  • resource.xml
aeAddProjects List of projects added to the City Subject
  • bonus-event.xml
  • bonus.xml
aeAddSpecialistClasses List of specialists to be added to the City Subject
  • bonus-event.xml
  • bonus.xml
aeAddTraits List of traits gained by the character Subject
  • bonus-event.xml
  • bonus.xml
aeAllCityBonuses Bonuses are applied to all the Player's Cities
  • bonus-event.xml
  • bonus.xml
aeBonuses List of Bonuses (from either bonus-event.xml or bonus.xml) awarded to each Event Subject in order.
  • bonus-event.xml
  • eventOption.xml
  • bonus.xml
  • eventStory.xml
aeBorderPatterns
  • teamColor.xml
aeCharacterPortraits
  • tribe.xml
  • nation.xml
aeCityNames
  • nation.xml
aeCultureProject List of projects added to the City Subject, based on the City’s Culture value in zIndex
  • bonus-event.xml
  • bonus.xml
aeEffectUnit
  • effectPlayer.xml
  • unit.xml
aeEventStoryRepeatTurns List of events that iRepeatTurns checks against.For example, if you have several events in here and an iRepeatTurns of 40, then this Event will not trigger within 40 turns after any of the listed events.You do not need to list the Event itself here, but it won’t break anything if you do.The purpose of this is to ensure variety.Let’s say you have a bunch of events to hire different mercenaries.If any one of them triggers, then none of them will trigger for a while, thus preventing the Player from seeing a bunch of very similar events one after the other.
  • eventStory.xml
aeFamilyBonuses Bonuses are applied to all Cities of this Family
  • bonus-event.xml
  • bonus.xml
aeFirstNamesFemale
  • tribe.xml
  • nation.xml
aeFirstNamesMale
  • tribe.xml
  • nation.xml
aeFootprint
  • terrainStamp.xml
aeFormations
  • unit.xml
aeFreePromotion
  • effectCity.xml
aeFreeUnitEffectCity
  • effectCity.xml
aeGameOptions
  • achievement.xml
aeHurryCivics
  • effectCity.xml
aeHurryMoney
  • effectCity.xml
aeHurryOrders
  • effectCity.xml
aeHurryPopulation
  • effectCity.xml
aeHurryTraining
  • effectCity.xml
aeImprovementNotValid
  • nation.xml
aeInvalidateRelationship
  • relationship.xml
aeInvisibleUnit
  • effectPlayer.xml
aeLawInvalid List of laws that prevent this Event from triggering if the Player has any of them active.
  • eventStory.xml
aeLuxuryEffectCity
  • familyClass.xml
aeNegativeRating
  • trait.xml
aeObsoleteTech
  • unit.xml
aeOptions List of eventOptions this Event uses.Options will be displayed to the user in the order they are entered here.
  • eventStory.xml
aePlayerColors
  • teamColor.xml
aePositiveRating
  • trait.xml
aeProjectNotValid
  • nation.xml
aePromotions List of promotions gained by the Unit led by the character Subject
  • bonus-event.xml
  • bonus.xml
aeRandomLeaderRelationship One of these relationships will be randomly created with the Leader
  • bonus-event.xml
  • bonus.xml
aeRandomTrait One of these will be randomly added to the character Subject
  • bonus-event.xml
  • bonus.xml
aeRelationships
  • character.xml
aeReligionEffectCity
  • opinionReligion.xml
aeRemoveProjects List of projects removed from the City Subject
  • bonus-event.xml
  • bonus.xml
aeRemoveTraits List of traits removed from the character Subject
  • bonus-event.xml
  • bonus.xml
aeRemoveVegetation
  • unit.xml
aeResourceAssetVariation
  • improvement-event.xml
  • improvement.xml
aeResourceCityEffect
  • specialistClass.xml
  • improvementClass.xml
aeSourceImprovements
  • effectCity.xml
aeSourceProjects
  • effectCity.xml
aeSourceResources
  • effectCity.xml
aeSpriteSheets
  • spriteGroup.xml
If you don't find any spriteGroup that seem to contain the type of element you are modding, have a look at the HUD files...
aeStartingLaw
  • nation.xml
aeStartingTech
  • nation.xml
aeSubjectClasses
  • eventLink.xml
aeSubjects List of subjects that participate in this Event.A valid, unique possibility for each listed eventSubjectmust be found in order for this Event to trigger.
  • eventStory.xml
aeTechNotValid
  • nation.xml
aeTechs List of techs gained by the Player
  • bonus-event.xml
  • bonus.xml
aeTechsAcquired Requires all techs listed to be acquired, before this objective completes.
  • goal.xml
aeTerrainAssetVariation
  • vegetation.xml
aeTheologyCityEffect
  • improvementClass.xml
aeThresholdImprovementClasses Pairs with iImprovementClassThreshold.
  • goal.xml
aeThresholdUnits Pairs with iUnitThreshold.
  • goal.xml
aeTradeYield
  • effectPlayer.xml
aeTraitAny The Character has at least one of these Traits.
  • subject.xml
aeTraitInvalid
  • trait.xml
aeTraitNone The Character has none of these Traits.
  • subject.xml
aeTraitPromotion
  • effectCity.xml
aeTraits
  • character.xml
aeTribeUnitDefend
  • improvement-event.xml
  • improvement.xml
aeTribeUpgradeUnit
  • unit.xml
aeTriggers List of EventTriggers for each Event Subject in order.
  • eventOption.xml
aeUnitNotValid
  • nation.xml
aeUnitTrait
  • unit.xml
aeUnitTraitZOC
  • effectUnit.xml
aeUpgradeUnit
  • unit.xml
aeWaterUnit
  • effectPlayer.xml
aeYieldNegative The Player has a negative rate of this Yield.
  • subject.xml
aiAdjacentImprovementClassModifier
  • improvementClass.xml
aiAdjacentImprovementModifier
  • improvement-event.xml
  • improvement.xml
aiAdjacentResourceYieldOutput
  • improvement-event.xml
  • improvement.xml
  • improvementClass.xml
aiAdjectiveDie
  • courtier.xml
aiArchetypeDie
  • courtier.xml
aiAttackPercent
  • effectUnit.xml
  • unit.xml
aiAttackValue
  • effectUnit.xml
  • unit.xml
aiBonusDie
  • improvement-event.xml
  • improvement.xml
aiBonusUnit
  • bonusUnitClass.xml
aiBonusUnits List of bonus Units (from bonusUnitClass.xml) that will appear near the Subject City. bonusUnitClass awards you the highest-indexed Unit you have researched in the indicated category
  • bonus-event.xml
  • bonus.xml
aiCityEffectCityCount
  • goal.xml
aiCityImprovementClassCount
  • goal.xml
aiCityImprovementCount
  • goal.xml
aiCityProjectCount
  • goal.xml
aiCitySpecialistCount
  • goal.xml
aiCityUnit
  • nation.xml
aiCityYields List of Yields (Money, Science, etc.) gained in the City Subject
  • bonus-event.xml
  • bonus.xml
aiCultureCount
  • achievement.xml
  • goal.xml
aiCultureWonders
  • goal.xml
aiDecadeProb
  • trait.xml
aiDefendEffectUnit
  • vegetation.xml
aiDefendMeleeEffectUnit
  • terrain.xml
  • height.xml
aiDesiredWeight
  • goal.xml
aiDiplomacyCount
  • goal.xml
aiDowryYieldBase
  • familyClass.xml
aiDowryYieldPer
  • familyClass.xml
aiEffectCityCount Specify the EffectCity type(s) and the amount for each.
  • goal.xml
aiEffectCityRebelProb
  • difficulty.xml
aiEventOptionProb A paired list of Event options with probability rolls.(Highest roll is the option that is chosen.)If this Event option is possible, it will randomly chooseone of the listed Event options.
  • eventOption.xml
aiFamilyClassWeight
  • goal.xml
aiFamilyLuxuryCount Specify the Luxury type(s) to be given to another Player.
  • goal.xml
aiFamilyOpinion
  • council.xml
aiGlobalYields List of Yields (Money, Science, etc.) gained by the Player. Unlike the other Global Yield values, this is unmodified by inflation.
  • bonus-event.xml
  • bonus.xml
aiGlobalYieldsBase List of Yields (Money, Science, etc.) gained by the Player. This is distinct from aicityYields in that it is added directly to the national stockpile, not to any particular City
  • bonus-event.xml
  • bonus.xml
aiGlobalYieldsPer List of Yields per City gained by the Player. For example, if this is 20 Money, and the Player has 3 cities, the Player will gain 60 Money
  • bonus-event.xml
  • bonus.xml
aiHeightFromModifier
  • effectUnit.xml
aiImprovementClassCount Use this field when you want all member types from an ImprovementClass to be counted.
  • goal.xml
aiImprovementClassModifier
  • specialist.xml
  • effectCity.xml
aiImprovementClassUpgradeTurnChange
  • effectCity.xml
aiImprovementCount Use this field for specific Improvements, which either do not have multiple versions or you want a specific version.
  • goal.xml
aiImprovementModifier
  • effectCity.xml
aiImprovementRiverModifier
  • effectCity.xml
aiLawOpinion List of permanent opinion changes to laws added to the Family Subject. For example, if you could put Centralization and -5 here, the Family would gain a -5 opinion of the Centralization law
  • bonus-event.xml
  • trait.xml
  • theology.xml
  • familyClass.xml
  • bonus.xml
aiLuxuryCount Specify the Luxury type(s) to have hooked up via Improvements and the amount for each.
  • goal.xml
aiLuxuryMissingOpinion
  • familyClass.xml
aiMaxPrice Requires the whole price of the Yield to be at or below
  • eventOption.xml
aiMaxRating List of maximum ratings (Leadership, etc.) required for this Subject.
  • subject.xml
aiMilitaryKillYield
  • effectPlayer.xml
aiMinPrice Requires the whole price of the Yield to be at or above
  • eventOption.xml
aiMinRating List of minimum ratings (Leadership, etc.) required for this Subject.
  • subject.xml
aiMortalityDieProb
  • trait.xml
aiMortalitySkipProb Chances that the Event will be skipped based on the Game's Mortality level
  • eventStory.xml
aiNationOpinion
  • nation.xml
aiOpinionCharacterRate
  • yield.xml
aiOtherYieldsBase List of Yields (Money, Science, etc.) gained by the Player
  • bonus-event.xml
  • bonus.xml
aiOtherYieldsPer List of Yields per City gained by the Other Player. For example, if this is 20 Money, and the Other Player has 3 cities, the Player will gain 60 Money
  • bonus-event.xml
  • bonus.xml
aiPlayerLuxuryCount Specify the Luxury type(s) to be given to another Player.
  • goal.xml
aiPlayerOpinion
  • council.xml
aiProjectCount Specify the Project type(s) and the amount for each.
  • goal.xml
aiRandomAssets
  • assetVariation.xml
aiRating
  • trait.xml
aiRatingBase
  • courtier.xml
aiRatingModifier
  • missionResult.xml
aiRatingRand
  • courtier.xml
aiRatingWeight Multiply by the Leader's Rating to change the Weight.(iWeight must still be at least 1.)
  • eventStory.xml
aiRatings List of changes to ratings (Charisma, Courage, etc.) applied to the character Subject
  • bonus-event.xml
  • bonus.xml
aiRebelUnits List of bonus units from bonusUnitClass.xml to spawn as rebels near the Subject City. The highest-indexed unit that the city's owner has researched appears
  • bonus-event.xml
  • bonus.xml
aiReligionOpinion
  • council.xml
aiRequiresImprovement
  • religion.xml
aiRequiresImprovementClass
  • religion.xml
aiRequiresReligion
  • religion.xml
aiRequiresSpecialist
  • religion.xml
aiRequiresSpecialistClass
  • religion.xml
aiResourceRevealed Specify the number of each Resource which has been discovered.
  • goal.xml
aiResultDie
  • mission.xml
aiRoadCost
  • height.xml
aiSpecialistCount Specify the Specialist type(s) and the amount for each.
  • goal.xml
aiStartDifficulty
  • unit.xml
aiStartUnit
  • nation.xml
aiStatCount Counts all stats, ever, during the game.
  • achievement.xml
  • goal.xml
aiStatCountData Counts only new stats accumulated after the Goal is activated.
  • goal.xml
aiStatValue
  • cognomen.xml
aiTerrainFromModifier
  • effectUnit.xml
aiTradeNetworkYieldOutput
  • improvement-event.xml
  • improvement.xml
aiTraitDie
  • familyClass.xml
aiTraitOpinion
  • trait.xml
aiTraitProb
  • trait.xml
aiTribeLuxuryCount Specify the Luxury type(s) to be given to another Player.
  • goal.xml
aiTribeOpinion
  • council.xml
aiTribeUnits List of Tribe Units that will appear near the Tile Subject
  • bonus-event.xml
  • bonus.xml
aiTribesKilledData Specify the Tribe type(s) to kill and the amount for each. Does not require a Barbarian Subject. Does require hardcoding the Tribe types into the goal object.
  • goal.xml
aiUnitCostModifier
  • effectCity.xml
aiUnitCount Specify the ? type(s) and the amount for each.
  • goal.xml
aiUnitDie
  • improvement-event.xml
  • improvement.xml
aiUnitTrainModifier
  • effectCity.xml
aiUnitTraitCostModifier
  • effectCity.xml
aiUnitTraitCount Specify the ? type(s) and the amount for each.
  • goal.xml
aiUnitTraitHeal
  • improvement-event.xml
  • improvement.xml
aiUnitTraitLevel
  • effectCity.xml
aiUnitTraitMaxLevelCount
  • goal.xml
aiUnitTraitModifier
  • effectUnit.xml
  • unit.xml
aiUnitTraitModifierAttack
  • effectUnit.xml
  • unit.xml
aiUnitTraitModifierDefense
  • effectUnit.xml
  • unit.xml
aiUnitTraitModifierMelee
  • effectUnit.xml
  • unit.xml
aiUnitTraitTrainModifier
  • effectCity.xml
aiUnitTraitXP
  • improvement-event.xml
  • improvement.xml
  • effectCity.xml
aiUnits List of Units that will appear near the City Subject
  • bonus-event.xml
  • bonus.xml
aiUrbanCost
  • height.xml
aiValidRotations
  • assetVariation.xml
aiVegetationFromModifier
  • effectUnit.xml
aiWarYield
  • effectPlayer.xml
aiWonderYieldOutput
  • improvement-event.xml
  • improvement.xml
aiYieldAgentPercent
  • rating.xml
aiYieldBuild
  • vegetation.xml
aiYieldConsumption
  • unit.xml
aiYieldCost
  • improvement-event.xml
  • project-event.xml
  • improvement.xml
  • specialist.xml
  • project.xml
  • mission.xml
  • unit.xml
aiYieldCostOpinion
  • mission.xml
aiYieldCount Specify the Yield type(s) and the amount (to possess in the stockpile / treasury) for each.
  • goal.xml
aiYieldCourtRate
  • rating.xml
aiYieldFreshWaterModifier
  • improvement-event.xml
  • improvement.xml
aiYieldGovernorModifier
  • rating.xml
aiYieldHarvest
  • resource.xml
aiYieldModifier
  • project-event.xml
  • project.xml
  • effectCity.xml
aiYieldOutput
  • improvement-event.xml
  • improvement.xml
aiYieldPillage
  • improvement-event.xml
  • improvement.xml
aiYieldProducedData
  • goal.xml
aiYieldRate
  • effectPlayer.xml
  • effectCity.xml
  • goal.xml
aiYieldRateCulture
  • effectCity.xml
aiYieldRateDefending
  • effectCity.xml
aiYieldRateHolyCityWorld
  • effectCity.xml
aiYieldRateLaws
  • effectPlayer.xml
aiYieldRateMilitary
  • effectCity.xml
aiYieldRateOpinion
  • effectCity.xml
aiYieldRatePopulation
  • effectCity.xml
aiYieldRateReligion
  • effectCity.xml
aiYieldRateReligionNonState
  • effectCity.xml
aiYieldRateSpecialist
  • effectCity.xml
aiYieldRemove
  • vegetation.xml
aiYieldReveal
  • resource.xml
aiYieldRiverModifier
  • improvement-event.xml
  • improvement.xml
aiYieldStockpile
  • difficulty.xml
aiYieldThresholdBase
  • difficulty.xml
aiYieldThresholdPer
  • difficulty.xml
aiYieldUpkeep
  • effectPlayer.xml
aiYieldsSendBase Send this Yield (lump sum) to the other Player (and deduct it from this Player's stockpile)
  • bonus-event.xml
  • bonus.xml
aiYieldsSendPerThem Send this Yield (per other Player's Cities) to the other Player (and deduct it from this Player's stockpile)
  • bonus-event.xml
  • bonus.xml
aiYieldsSendPerUs Send this Yield (per this Player's Cities) to the other Player (and deduct it from this Player's stockpile)
  • bonus-event.xml
  • bonus.xml
aiYieldsTradeBase List of Yields (lump sum) gained in trade. If this value is positive, this Player receives the Yields; if it’s negative, the other Player receives the Yields
  • bonus-event.xml
  • bonus.xml
aiYieldsTradePerThem List of Yields (per other Player's Cities) gained in trade. If this value is positive, this Player receives the Yields; if it’s negative, the other Player receives the Yields
  • bonus-event.xml
  • bonus.xml
aiYieldsTradePerUs List of Yields (per this Player's Cities) gained in trade. If this value is positive, this Player receives the Yields; if it’s negative, the other Player receives the Yields
  • bonus-event.xml
  • bonus.xml
aiYieldsTributeBase List of Yields (lump sum) to be given to this Subject as tribute. If this value is positive, the Player will receive tribute; if it’s negative, the Player will give tribute
  • bonus-event.xml
  • bonus.xml
aiYieldsTributePerThem List of Yields (per other Player's Cities) to be given to this Subject as tribute. If this value is positive, the Player will receive tribute; if it’s negative, the Player will give tribute
  • bonus-event.xml
  • bonus.xml
aiYieldsTributePerUs List of Yields (per this Player's Cities) to be given to this Subject as tribute. If this value is positive, the Player will receive tribute; if it’s negative, the Player will give tribute
  • bonus-event.xml
  • bonus.xml
azAgeGroupSpriteNames
  • characterPortrait.xml
azBarbarianPortraitName
  • unit.xml
azBayNames
  • mapElementNames.xml
azDesertNames
  • mapElementNames.xml
azForestNames
  • mapElementNames.xml
azGenderIconName
  • unit.xml
azGenderPortraitName
  • unit.xml
azHeathNames
  • mapElementNames.xml
azIslandNames
  • mapElementNames.xml
azLakeNames
  • mapElementNames.xml
azMountainRangeNames
  • mapElementNames.xml
azNicknames
  • tribe.xml
  • courtier.xml
azOceanNames
  • mapElementNames.xml
azParametersInvalid
  • scenario.xml
azPeakNames
  • mapElementNames.xml
azPlainNames
  • mapElementNames.xml
azPlateauNames
  • mapElementNames.xml
azRiverNames
  • mapElementNames.xml
azSeaNames
  • mapElementNames.xml
azTurnNames
  • turnScale.xml
azValleyNames
  • mapElementNames.xml
azVolcanoNames
  • mapElementNames.xml
bAbdicate If set to 1 (true), the character Subject abdicates the throne
  • bonus-event.xml
  • bonus.xml
bAddRoad
  • effectPlayer.xml
bAddUrban
  • effectPlayer.xml
bAdoptReligion Adopt this Religion the Player's State Religion (with paying the cost)
  • bonus-event.xml
  • bonus.xml
bAgent This Subject must be an agent.
  • subject.xml
  • effectPlayer.xml
  • unit.xml
bAgentNetwork This Subject City must have an Agent Network.
  • subject.xml
bAgentPrereq
  • trait.xml
bAllOptions Event will ONLY occur if all options are enabled.
  • eventStory.xml
bAllowMap
  • scenario.xml
bAlwaysConnected
  • effectCity.xml
bAlwaysTriggers Ignores the probability test for EventTriggers
  • eventStory.xml
bAmbitions
  • victory.xml
bAmphibious
  • unit.xml
bAnchor
  • unit.xml
bAnyDescendant
  • subjectRelation.xml
bArchetype The Character has an Archetype Trait.
  • subject.xml
  • trait.xml
bArchetypeDiff
  • subjectRelation.xml
bArchetypeDislikes
  • subjectRelation.xml
bArchetypeSame
  • subjectRelation.xml
bAttractedMutual
  • subjectRelation.xml
bAttractedTo
  • subjectRelation.xml
bAutoBuild
  • effectCity.xml
bAutomateScouts
  • effectPlayer.xml
bAutomateWorkers
  • effectPlayer.xml
bBarbCity
  • unit.xml
bBarbRaid
  • unit.xml
bBehindSuccession
  • subjectRelation.xml
bBlockComplete Use of this flag renders the goal never-completable, EXCEPT via an event with Bonus effect of 'FinishGoal'.
  • goal.xml
bBlockDiplomacy
  • mission.xml
bBlocks
  • unit.xml
bBonus
  • improvement-event.xml
  • improvement.xml
bBuild
  • improvement-event.xml
  • improvement.xml
  • unit.xml
bBuildAllReligions
  • effectPlayer.xml
bBuiltin if false, assume it's for a mod. modifies things like path search settings
  • audioSoundBank.xml
bBuyTile
  • effectPlayer.xml
  • effectCity.xml
bCanAdopt
  • subjectRelation.xml
bCanBuy
  • yield.xml
bCanEndWar
  • subjectRelation.xml
bCanGift
  • yield.xml
bCanHaveChildren This Character must be of a fertile age.They must be an adult (at least 18) and no older than35 (for female Characters) or 60 (for male Characters).
  • subject.xml
bCanMarry This Character can marry.
  • subject.xml
bCanSell
  • yield.xml
bCanTeamAlliance
  • subjectRelation.xml
bCanTribeAlliance
  • subjectRelation.xml
bCancelTrade Will cancel trade with this Player
  • bonus-event.xml
  • bonus.xml
bCapital This Subject must be the capital, or the governor of the capital.
  • subject.xml
bCaptureDestroy
  • project-event.xml
  • project.xml
bCaravan
  • unit.xml
bChangeSuccession If set to 1 (true), the game will automatically attempt to set the Player’s inheritance laws so that the character Subject will become your direct heir. Any law changes made cost no Civics
  • bonus-event.xml
  • bonus.xml
bCharacterNoEvents
  • mission.xml
bCharacterReligion Character has a Religion.
  • subject.xml
bCharacterUs
  • mission.xml
bChosenHeir Make this Character the Chosen Heir
  • bonus-event.xml
  • bonus.xml
bCityClosest
  • subjectRelation.xml
bCityDiff
  • subjectRelation.xml
bCityOriginal
  • subjectRelation.xml
bCitySame
  • subjectRelation.xml
bCitySite
  • improvement-event.xml
  • improvement.xml
  • terrain.xml
  • height.xml
bCityTerritory This Tile has an owner.
  • subject.xml
bCityTerritorySame
  • subjectRelation.xml
bCityValid
  • improvement-event.xml
  • improvement.xml
bClearImprovement Removes Improvement from the Tile
  • bonus-event.xml
  • bonus.xml
bClearVegetation
  • resource.xml
bClose
  • relative.xml
bCoast This Tile is on the coast.
  • subject.xml
bCoastLandValid
  • improvement-event.xml
  • improvement.xml
bCoastWaterValid
  • improvement-event.xml
  • improvement.xml
bConquest
  • victory.xml
bContactBoth This player Subject has contacted us and vice-versa.
  • subject.xml
bContinue
  • scenario.xml
bConvertStateReligion Set this Character's Religion to the Player's State Religion
  • bonus-event.xml
  • bonus.xml
bCouncil This Subject must be on the council.
  • subject.xml
bCourtier This Character Subject must be a Courtier.
  • subject.xml
bCriticalImmune
  • effectUnit.xml
bDead The Character Subject must be dead. Note: Normally being dead disqualifies the Character from being a Subject; setting this entry to true overrides this disqualification.(This value is only tested if either bIsUs, bIsNotUs, or bIsUsOrThem is true.)
  • subject.xml
bDebug
  • gameOption.xml
  • playerOption.xml
  • language.xml
bDeclareWar
  • power.xml
  • opinionPlayer.xml
  • proximity.xml
bDefault
  • mapOptionsSingle.xml
bDefaultMultiPlayer
  • gameOption.xml
bDefaultSinglePlayer
  • gameOption.xml
bDefeat Results in player defeat
  • bonus-event.xml
  • bonus.xml
bDiplomacy
  • tribe.xml
bDisable
  • council.xml
bDisabled
  • religion.xml
  • mission.xml
  • nation.xml
bDistantRaid The City will be the target of a Raid from a Distant Land
  • bonus-event.xml
  • bonus.xml
bDoomed
  • trait.xml
bDynamic
  • turnTimer.xml
bEnabled
  • turnScale.xml
bEnablesGovernor
  • effectCity.xml
bEncyclopedia
  • mission.xml
bFadeWithUnits
  • resource.xml
bFamilyDiff
  • subjectRelation.xml
bFamilyHead This Character Subject must be a Family Head.
  • subject.xml
bFamilyMissing
  • subjectRelation.xml
bFamilyReligion Family has a Religion.
  • subject.xml
bFamilySame
  • subjectRelation.xml
bFamilySeat This City Subject must be a Family seat.
  • subject.xml
bFamilySeatNo This City Subject is not a Family seat.
  • subject.xml
bFertileAge Character is of child-bearing age.
  • subject.xml
bFirstPlayer
  • subjectRelation.xml
bFloor
  • yield.xml
bFortify
  • unit.xml
bFound
  • ping.xml
  • unit.xml
bFoundReligion The Player will found a random Religion
  • bonus-event.xml
  • bonus.xml
bFoundReligionCity The Player will found a random Religion in this City
  • bonus-event.xml
  • bonus.xml
bFreeLaw Starts the Law without paying the cost
  • bonus-event.xml
  • bonus.xml
bFreeTheology Establishes the Theology without paying the cost
  • bonus-event.xml
  • bonus.xml
bFreshWater This Tile has access to Fresh Water.
  • subject.xml
bFreshWaterSource
  • improvement-event.xml
  • improvement.xml
bFreshWaterValid
  • improvement-event.xml
  • improvement.xml
bFutureEvents If set to 1 (true), this Event will display a generic message hinting that it could lead to future events.
  • eventOption.xml
bGOTW
  • achievement.xml
bGameplay
  • playerOption.xml
bGenderDiff
  • subjectRelation.xml
bGenderHeirValid This Subject can be the Leader based on gender rules for succession.
  • subject.xml
bGenderSame
  • subjectRelation.xml
bGeneral This Character Subject must be a general.
  • subject.xml
  • unit.xml
bGeneralAll
  • trait.xml
bGeneralPrereq
  • trait.xml
bGiveBirth
  • trait.xml
bGlobal
  • yield.xml
bGovernor This Subject must be a governor.
  • subject.xml
bGovernorAll
  • trait.xml
bGovernorPrereq
  • trait.xml
bHarvest
  • unit.xml
bHasFamily This Subject must have a Family associated with it.
  • subject.xml
bHasHeirs This player Subject must have at least 1 valid heir.
  • subject.xml
bHasJob This Character Subject is a general, governor, agent, or on the council.
  • subject.xml
bHasNoFamily This Subject does not have a Family associated with it.
  • subject.xml
bHasNoHeirs This player Subject must have no heirs at all.
  • subject.xml
bHasNoSpouse Character does not have a Spouse.
  • subject.xml
bHasPlayer This Subject must belong to a Player.
  • subject.xml
bHasSpouse Character has a Spouse.
  • subject.xml
bHaveBastard Character will have a bastard child
  • bonus-event.xml
  • bonus.xml
bHeadControl
  • formation.xml
bHeal
  • improvement-event.xml
  • improvement.xml
bHealNeutral
  • effectUnit.xml
bHeir This Subject must be the direct heir, or the Family of the direct heir.
  • subject.xml
bHelpAll
  • improvementClass.xml
bHidden Event will be deleted immediately after triggering.
  • mapClass.xml
  • project-event.xml
  • project.xml
  • eventStory.xml
bHide
  • tech.xml
bHideInvalid If set to 1 (true), the option will be hidden if invalid.
  • eventOption.xml
bHidePrereqs If set to 1 (true), the option text will not display certain prereqs that made this option selectable.
  • eventOption.xml
  • eventStory.xml
bHighestVP This player Subject has the most VPs.
  • subject.xml
bHireMercenaries
  • effectPlayer.xml
bHold
  • hotkeys.xml
bHolyCity
  • improvement-event.xml
  • improvement.xml
bHolyCityAgents Adds an Agent in all Holy Cities
  • bonus-event.xml
  • bonus.xml
bHolyCityValid
  • improvement-event.xml
  • improvement.xml
bHostile
  • diplomacy.xml
bHuman This player Subject must be human. If false, must not be an AI.(This value is only tested if either bIsUs, bIsNotUs, or bIsUsOrThem is true.)
  • subject.xml
bHumanOrAI Ignores the bHuman value.
  • subject.xml
bHurryCivics
  • build.xml
  • effectCity.xml
bHurryMoney
  • build.xml
  • effectCity.xml
bHurryOrders
  • build.xml
  • effectCity.xml
bHurryPopulation
  • build.xml
  • effectCity.xml
bHurryTraining
  • build.xml
  • effectCity.xml
bIgnoreMouse
  • hotkeys.xml
bIgnoreOptions Ignores the unit test that ensures that one option must always be valid.
  • eventStory.xml
bIgnoreRandom Always chooses the first valid Subject.
  • subject.xml
bIgnoreZOC
  • unit.xml
bIgnoresDistance
  • effectUnit.xml
bImpassable
  • height.xml
bIncludeRandom
  • mapClass.xml
bInfertile Character is Infertile.
  • subject.xml
  • character.xml
bIsDiffTeam The player Subject must be on a different team.
  • subject.xml
bIsNotUs The player Subject must be different from the player getting the event.
  • subject.xml
bIsSameTeam The player Subject must be different from the player getting the event but on the same team.
  • subject.xml
bIsUs The player Subject must be the same as the player getting the event.
  • subject.xml
bIsUsOrThem The player Subject must be different from the player getting the event.
  • subject.xml
bKeyboardMap
  • hotkeys.xml
bKillCharacter If set to 1 (true), the character Subject dies immediately
  • bonus-event.xml
  • bonus.xml
bKillCharacterSafe If set to 1 (true), the character Subject dies immediately, even if the character is marked safe. For use in scenarios
  • bonus-event.xml
  • bonus.xml
bKillUnit If set to 1 (true), the Unit Subject dies immediately
  • bonus-event.xml
  • bonus.xml
bLakeEnd
  • riverPieceV2.xml
bLand
  • formation.xml
bLandStart
  • riverPiece.xml
bLastStand
  • effectUnit.xml
bLaunchOffensive
  • effectUnit.xml
bLawActive
  • subjectRelation.xml
bLawClassSame
  • subjectRelation.xml
bLawInactive
  • subjectRelation.xml
bLawMaxNeutral
  • subjectRelation.xml
bLawMinNeutral
  • subjectRelation.xml
bLawNegative
  • subjectRelation.xml
bLawPositive
  • subjectRelation.xml
bLawScreen If set to 1 (true), selecting this option will open the Laws screen.
  • eventOption.xml
bLeader This Subject must be the Leader.
  • subject.xml
bLeaderOrDescendant Is the Leader or descendant of the Leader.
  • subject.xml
bLeaveCouncil Character will no longer be on the Council
  • bonus-event.xml
  • bonus.xml
bLegitimacyOrders
  • effectPlayer.xml
bLevel The probability of an Event is modifier by EventLevel
  • eventTrigger.xml
bLuxury
  • effectCity.xml
bMainMenu If set to 1 (true), selecting this option will exit the current game and return to the main menu.
  • eventOption.xml
bMapEditor
  • hotkeyClass.xml
bMasculine
  • gender.xml
bMelee
  • unit.xml
bMeleeCounter
  • unitTrait.xml
bMercenary
  • tribe.xml
bMercenaryUnit The Units created will not be processed through a City (so, no Family, for example)
  • bonus-event.xml
  • bonus.xml
bMinTreatyTurns
  • subjectRelation.xml
bMissionFree The Mission will not have Yield costs
  • bonus-event.xml
  • bonus.xml
bModal The event will popup immediately
  • eventTrigger.xml
bMultiPlayer
  • gameOption.xml
bMultiPlayerValid
  • mapOptionsSingle.xml
  • mapOptionsMulti.xml
bMultipleWorkers
  • effectPlayer.xml
bMultiples Event will not block other events from triggering.
  • eventStory.xml
bName Show the name for event options.
  • memoryTribe.xml
  • memoryPlayer.xml
  • memoryFamily.xml
  • memoryCharacter.xml
  • memoryReligion.xml
bNation
  • teamColor.xml
bNationDiff
  • subjectRelation.xml
bNationEthnicity
  • subjectRelation.xml
bNationSame
  • subjectRelation.xml
bNeedsGeneral This Unit can have and does not have a General.
  • subject.xml
bNegative
  • yield.xml
bNewestCity This Subject is the City that this player founded most recently.
  • subject.xml
bNickname
  • trait.xml
bNoAdjacent
  • improvementClass.xml
bNoAdjacentReligion
  • improvement-event.xml
  • improvement.xml
bNoAnalytics
  • improvement-event.xml
  • improvement.xml
bNoArchetype The Character does not have an Archetype Trait.
  • subject.xml
bNoAssimilate
  • yield.xml
bNoBabies The Character has no babies.
  • subject.xml
bNoBirth
  • trait.xml
bNoBuild
  • turnStyle.xml
bNoCharacterReligion Character does not have a Religion.
  • subject.xml
bNoCharacters Event will not happen if the NO_CHARACTER flag is set (for example, in the Multiplayer Mod)
  • eventStory.xml
bNoChildren The Character has no children (any age).
  • subject.xml
bNoCityTerritory This Tile does not have an owner.
  • subject.xml
bNoContact This player Subject must not have been contacted.
  • subject.xml
bNoCooldown
  • turnStyle.xml
bNoCourtier Character will no longer be a Courtier
  • bonus-event.xml
  • trait.xml
  • bonus.xml
bNoDamage
  • yield.xml
bNoDebugHelp
  • subjectRelation.xml
bNoDeclareWar
  • difficulty.xml
bNoEvents
  • trait.xml
bNoFamilyReligion Family does not have a Religion.
  • subject.xml
bNoFree
  • tech.xml
bNoFreshWater This Tile does not have access to Fresh Water.
  • subject.xml
bNoHeir
  • trait.xml
bNoHurry
  • project-event.xml
  • project.xml
  • effectCity.xml
  • unit.xml
bNoImprovement This Tile doesn't have an improvement.
  • subject.xml
bNoJob This Character Subject is not a general, governor, agent, or on the council.
  • subject.xml
  • trait.xml
bNoMarry
  • trait.xml
bNoMilitary
  • turnStyle.xml
bNoMissions
  • trait.xml
bNoNickname
  • character.xml
bNoPlayer This Subject must be Tribe and NOT belong to a Player.
  • subject.xml
bNoPopup
  • mission.xml
bNoRelationLeader This Subject does not have a Relationship with the Leader.
  • subject.xml
bNoReligion
  • trait.xml
bNoReligionSpread
  • effectCity.xml
bNoResource This Tile doesn't have a resource.
  • subject.xml
bNoRoadCooldown
  • effectUnit.xml
bNoSellPenalty
  • effectPlayer.xml
bNoSpouse
  • trait.xml
bNoStateReligion Does not have a State Religion.
  • subject.xml
bNoTribe
  • tribeLevel.xml
bNoTribeOfferHuman
  • power.xml
  • proximity.xml
bNoTribePeace
  • power.xml
bNoTribeReligion Tribe does not have a Religion.
  • subject.xml
bNoTribeWar
  • proximity.xml
bNoUnitConsumption
  • effectPlayer.xml
bNoVegetation
  • improvement-event.xml
  • improvement.xml
  • terrain.xml
  • height.xml
  • resource.xml
bNoWorldReligion Has no Religion.
  • subject.xml
bNonCourtier This Character Subject must not be a Courtier.
  • subject.xml
bNonFamilyHead This Character Subject must not be a Family Head.
  • subject.xml
bNonGeneral This Character Subject must not be a general.
  • subject.xml
bNonHeir This Subject cannot be the direct heir, nor the Family of the direct heir.
  • subject.xml
bNonLeader This Subject must not be the Leader.
  • subject.xml
bNonReligionHead This Character Subject must not be a Religion Head.
  • subject.xml
bNonRoyal This Character Subject must not be royal.
  • subject.xml
bNonSuccession This Subject cannot be anywhere in the line of succession.
  • subject.xml
bNotDescendant
  • subjectRelation.xml
bNotMe This Subject is not our Leader.
  • subject.xml
bNotTeamAlliance
  • subjectRelation.xml
bNotTribeAlliance
  • subjectRelation.xml
bOfStateReligion This Character Subject must be of the State Religion.
  • subject.xml
bOff
  • turnTimer.xml
bOlder
  • subjectRelation.xml
bOnDown
  • hotkeys.xml
bOnlyAllowOnePerFrame
  • audio.xml
bOutsideOpinion
  • unit.xml
bPaganReligion This Subject is a Pagan Religion.
  • subject.xml
bPaganStateReligion
  • effectPlayer.xml
bPause
  • improvement-event.xml
  • improvement.xml
bPeace
  • diplomacy.xml
bPermanent
  • improvement-event.xml
  • improvement.xml
bPersistent
  • tribe.xml
bPillage
  • unit.xml
bPillageImprovement Pillages the Improvement on the Tile
  • bonus-event.xml
  • bonus.xml
bPlayToWinVs This player Subject is the human and is close to winning.
  • subject.xml
bPlayable
  • nation.xml
bPlayerDead
  • goal.xml
bPlayerDiff
  • subjectRelation.xml
bPlayerLuxury
  • subjectRelation.xml
bPlayerSame
  • subjectRelation.xml
bPopupValid
  • hotkeyClass.xml
bPrefersDistant
  • familyClass.xml
bPriority
  • promotion.xml
bPromote
  • unit.xml
bPublic
  • scenario.xml
bPublicBuild
  • language.xml
bPurgeReligions
  • effectPlayer.xml
bPush
  • effectUnit.xml
bPushWater
  • effectUnit.xml
bRandom
  • mapClass.xml
bRandomTech The Player will receive a random free Tech
  • bonus-event.xml
  • bonus.xml
bRangeFlat
  • unit.xml
bRangedAttackBlock
  • height.xml
bRazeCity Razes the City Subject
  • bonus-event.xml
  • bonus.xml
bRazeCityNoCitySite Razes the City Subject, and disables its city site
  • bonus-event.xml
  • bonus.xml
bRecruitMercenaries
  • effectPlayer.xml
bRedrawTechs
  • effectPlayer.xml
bReleaseAgent If set to 1 (true), the character Subject will be released from being an agent
  • bonus-event.xml
  • bonus.xml
bReleaseGeneral If set to 1 (true), the character Subject will be released from being a general
  • bonus-event.xml
  • bonus.xml
bReleaseGovernor If set to 1 (true), the character Subject will be released from being a governor
  • bonus-event.xml
  • bonus.xml
bReligionCity
  • subjectRelation.xml
bReligionCityNo
  • subjectRelation.xml
bReligionDiff
  • subjectRelation.xml
bReligionHead This Character Subject must be a Religion Head.
  • subject.xml
  • subjectRelation.xml
bReligionHolyCity
  • subjectRelation.xml
bReligionPagan
  • subjectRelation.xml
bReligionPlayer
  • subjectRelation.xml
bReligionPlayerNo
  • subjectRelation.xml
bReligionSame
  • subjectRelation.xml
bReligionState
  • subjectRelation.xml
bReligionStateNo
  • subjectRelation.xml
bReligious
  • unit.xml
bRemoveBonus
  • improvement-event.xml
  • improvement.xml
bRemoveBorder
  • improvement-event.xml
  • improvement.xml
bRemoveDeath
  • trait.xml
bRemoveLeader
  • trait.xml
bRemoveVegetation Removes Vegetation from the Tile
  • bonus-event.xml
  • bonus.xml
bRepeat
  • project-event.xml
  • project.xml
bRequiresCoast
  • project-event.xml
  • project.xml
bRequiresDamage
  • project-event.xml
  • project.xml
bRequiresRiver
  • project-event.xml
  • project.xml
bRequiresUrban
  • improvement-event.xml
  • improvement.xml
bReturn
  • tech.xml
bRevealTerritory Will reveal all the territory of this Player
  • bonus-event.xml
  • bonus.xml
bRiver This Tile is on a river.
  • subject.xml
bRiverMovement
  • effectPlayer.xml
bRiverValid
  • improvement-event.xml
  • improvement.xml
bRoadValid
  • terrain.xml
bRotateToRiverEdge
  • improvement-event.xml
  • improvement.xml
bRotateTowardsLand
  • improvement-event.xml
  • improvement.xml
bRout
  • effectUnit.xml
bRoyal This Character Subject must be royal, meaning descended from the original ruler.
  • subject.xml
bRoyalSpouse This Character Subject’s spouse must be royal.
  • subject.xml
bScenario
  • goal.xml
bSellDebt
  • yield.xml
bShortfall
  • yield.xml
bShowBuildings
  • assetVariation.xml
bShowSurname
  • nation.xml
bSimilarAge
  • subjectRelation.xml
bSimultaneous
  • turnStyle.xml
bSinglePlayer
  • gameOption.xml
bSinglePlayerValid
  • mapOptionsSingle.xml
  • mapOptionsMulti.xml
bSpreadsBorders
  • improvement-event.xml
  • improvement.xml
bStart
  • terrain.xml
bStartLaw Starts the Law and pays the Civics cost
  • bonus-event.xml
  • bonus.xml
bStartMusic
  • effectPlayer.xml
bStateReligion Has a State Religion.
  • subject.xml
  • bonus-event.xml
  • bonus.xml
  • goal.xml
bStateReligionEnd Clears the Player's State Religion
  • bonus-event.xml
  • bonus.xml
bStateReligionImprovements
  • effectCity.xml
bStayLoadedPermanently set true for core built-in banks that will always remain loaded. set false for mods
  • audioSoundBank.xml
bStockpile
  • yield.xml
bStrength
  • trait.xml
bStun
  • effectUnit.xml
bStunWater
  • effectUnit.xml
bSuccession This Subject must be somewhere in the line of succession.
  • subject.xml
  • lawClass.xml
bSuitorTemp
  • character.xml
bTargetNoEvents
  • mission.xml
bTeamAlliance Will make an Alliance with this Player
  • bonus-event.xml
  • subjectRelation.xml
  • bonus.xml
bTeamAllianceEnd Will end an Alliance with this Player
  • bonus-event.xml
  • bonus.xml
bTeamSplit
  • turnStyle.xml
bTechAcquired
  • subjectRelation.xml
bTechNotAcquired
  • subjectRelation.xml
bTechSameCost
  • subjectRelation.xml
bTerritoryOnly
  • improvement-event.xml
  • improvement.xml
bTerritoryWater
  • unit.xml
bTestMission
  • mission.xml
bTestudo
  • unit.xml
bText
  • improvement-event.xml
  • improvement.xml
bTextInput
  • ping.xml
bTheology
  • unit.xml
bTheologyActive
  • subjectRelation.xml
bTileAdjacent
  • subjectRelation.xml
bTileResource
  • subjectRelation.xml
bTileSame
  • subjectRelation.xml
bTimelineScreen If set to 1 (true), selecting this option will open the Timeline screen.
  • eventOption.xml
bToggle
  • victory.xml
bTrading Is trading with the Player.
  • subject.xml
bTrash
  • tech.xml
bTribe This Subject must have a Tribe type
  • subject.xml
  • improvement-event.xml
  • improvement.xml
bTribeAlliance Will make an Alliance with this Barbarian
  • bonus-event.xml
  • subjectRelation.xml
  • bonus.xml
bTribeAllianceEnd Will end an Alliance with this Barbarian
  • bonus-event.xml
  • bonus.xml
bTribeDead
  • goal.xml
bTribeDiff
  • subjectRelation.xml
bTribeEthnicity
  • subjectRelation.xml
bTribeImprovement This Tile has a Tribe improvement.
  • subject.xml
bTribeInvade Tribe will send a number of Units to raid the Player
  • bonus-event.xml
  • bonus.xml
bTribeLeader This Subject is a Tribe leader
  • subject.xml
bTribeRaid Starts a raid from the Barbarian settlement on the Tile
  • bonus-event.xml
  • bonus.xml
bTribeReligion Tribe has a Religion.
  • subject.xml
bTribeSame
  • subjectRelation.xml
bTribeTerritory This Tile has a Tribal settlement.
  • subject.xml
bTrueFaith
  • achievement.xml
bTutor This Character Subject must be a Tutor.
  • subject.xml
bTutorStudent This Character Subject must be an eligible Tutor Student.
  • subject.xml
bTutorial If set to 1 (true), this Event will ONLY occur when the userhas selected Enabled for Tutorial / Teaching events.
  • eventStory.xml
bUnitSame
  • subjectRelation.xml
bUnlimber
  • unit.xml
bUnlockedReligion This Subject can be made a State Religion.
  • subject.xml
bUpgrade
  • promotion.xml
  • trait.xml
  • specialist.xml
bUpgradeImprovement
  • effectPlayer.xml
bUrban
  • improvement-event.xml
  • improvement.xml
  • terrain.xml
  • specialistClass.xml
bUseAnimLOD
  • resource.xml
bValidAll
  • tech.xml
bVictoryEligible
  • goal.xml
bVictoryScreen If set to 1 (true), selecting this option will open the Victory screen.
  • eventOption.xml
bVisible Always visible in the player popup help
  • memoryPlayer.xml
bVisibleAlways
  • mission.xml
bVisibleCharacter
  • mission.xml
bVisibleTarget
  • mission.xml
bWarning
  • yield.xml
bWasFamilyHead This Character Subject was a Family Head.
  • subject.xml
bWasLeader This Subject must be or have been the Leader.
  • subject.xml
bWasReligionHead This Character Subject was a Religion Head.
  • subject.xml
bWater
  • terrain.xml
  • unit.xml
  • formation.xml
bWaterMove
  • tribe.xml
bWaterStart
  • riverPiece.xml
bWeakness
  • trait.xml
bWonder
  • improvement-event.xml
  • improvement.xml
bWorldReligion This Subject is a World Religion.
  • subject.xml
bYounger
  • subjectRelation.xml
bZOC
  • unit.xml
eDesc
  • miscOption.xml
eGender
  • formation.xml
ePattern
  • attack.xml
eUnitCycle
  • unitCycle.xml
f3Position
  • borderPattern.xml
f3Rotation
  • borderPattern.xml
f3Scale
  • borderPattern.xml
fAnimFastMoveDuration
  • unit.xml
fAnimFastMoveSpeed
  • unit.xml
fAnimIntermediateMoveDuration
  • unit.xml
fAnimIntermediateMoveSpeed
  • unit.xml
fAnimNormalMoveDuration
  • unit.xml
fAnimNormalMoveSpeed
  • unit.xml
fAttackDuration
  • unit.xml
fRepeatDelay
  • hotkeys.xml
fSpacing
  • borderPattern.xml
fValue
  • globalsFloat.xml
iAIModifier
  • tribeLevel.xml
iAcquireTechSubject The previous Subject at this index acquires the Tech
  • bonus-event.xml
  • bonus.xml
iActiveHeal
  • tribeLevel.xml
iAdjacentClassCostModifier
  • effectCity.xml
iAdjacentSameDefenseModifier
  • effectUnit.xml
iAdjacentSameModifier
  • effectUnit.xml
iAdjectiveDie
  • trait.xml
iAdoptedBySubject Character will be adopted by the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iAdultProb
  • trait.xml
iAge
  • character.xml
iAgentCitySubject Character will become the Agent in the previous Subject City at this index
  • bonus-event.xml
  • bonus.xml
iAgentCount
  • goal.xml
iAllianceModifier
  • trait.xml
iAllianceSubject Player allies with the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iAmbitionClass
  • goal.xml
iAmbitionFamilySubject Subject index of the Family associated with the Ambition
  • bonus-event.xml
  • bonus.xml
iAttackModifier
  • rating.xml
  • effectUnit.xml
iAvgCities
  • development.xml
iBarbDie
  • trait.xml
iBarbSites
  • tribeLevel.xml
iBase
  • turnTimer.xml
iBirth
  • character.xml
iBirthModifier
  • trait.xml
  • opinionCharacter.xml
iBirthWithSubject Character will give birth with the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iBlock
  • diplomacy.xml
iBorderGrowth Adds this many Tiles to the City's territory
  • bonus-event.xml
  • bonus.xml
iBorderValue
  • vegetation.xml
  • terrain.xml
  • height.xml
  • resource.xml
iBuildChange
  • height.xml
iBuildCost
  • improvement-event.xml
  • vegetation.xml
  • improvement.xml
iBuildTurnChange
  • effectPlayer.xml
  • effectCity.xml
iBuildTurns
  • improvement-event.xml
  • improvement.xml
iCapitalPopulation
  • development.xml
iCharacterProb Every turn and for each Character, there is this percent chance of an Event of this Class happening.
  • eventClass.xml
iCities
  • goal.xml
iCitizens Number of citizens added to the City Subject
  • bonus-event.xml
  • bonus.xml
  • goal.xml
iCityDamagedOpinion
  • familyClass.xml
iCityDefendedOpinion
  • familyClass.xml
iCityHP
  • effectCity.xml
iCitySiteUnits
  • improvement-event.xml
  • improvement.xml
iCivics
  • project-event.xml
  • specialist.xml
  • project.xml
iCognomenModifier
  • turnScale.xml
iColorIndex
  • family.xml
iColumn
  • tech.xml
iCombatModifier
  • turnStyle.xml
iConnectedCities
  • goal.xml
iConnectedOpinion
  • familyClass.xml
iConsumptionModifier
  • effectPlayer.xml
iContactSubject Make contact with the previous player or tribe subject at this index
  • bonus-event.xml
  • bonus.xml
iConvertReligionSubject The previous Subject Character at this index will convert to this Religion
  • bonus-event.xml
  • bonus.xml
iConvertUnitSubject Converts the Unit to the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iCost
  • theology.xml
  • tech.xml
iCostBase
  • religion.xml
  • law.xml
iCostPerChange
  • religion.xml
  • law.xml
iCostPerCity
  • religion.xml
  • law.xml
iCriticalChance
  • rating.xml
  • effectUnit.xml
iCultureLevels Number of Culture levels (regardless of cost) gained by the City Subject
  • bonus-event.xml
  • bonus.xml
iDamagedThemModifier
  • effectUnit.xml
iDamagedUsModifier
  • effectUnit.xml
iDefendUnits
  • improvement-event.xml
  • improvement.xml
  • tribeLevel.xml
iDefenseModifier
  • improvement-event.xml
  • rating.xml
  • improvement.xml
  • effectUnit.xml
iDemand
  • yield.xml
iDescendantSpouseOpinion
  • familyClass.xml
iDestroyImprovements Number of random Improvements destroyed at the City Subject
  • bonus-event.xml
  • bonus.xml
iDevelopRand
  • improvement-event.xml
  • improvement.xml
iDevelopTurns
  • improvement-event.xml
  • improvement.xml
iDie
  • eventCity.xml
  • eventPlayer.xml
iDieProb
  • trait.xml
iDiscipleTrainTimeModifier
  • effectCity.xml
iDiscontentLevels Number of Discontent levels gained by the City Subject
  • bonus-event.xml
  • bonus.xml
iDiscontentModifier
  • yield.xml
iDistance
  • proximity.xml
iDivorcedBySubject Character will divorce the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iDowryYieldBase
  • yield.xml
iDowryYieldPer
  • yield.xml
iEmptySites
  • tribeLevel.xml
iEndAge
  • characterAgeGroup.xml
iEndAlliancePercent
  • opinionTribe.xml
  • opinionPlayer.xml
iEnlistOnKillChance
  • effectUnit.xml
iEventLinkTurns Number of turns until this Event will be valid to trigger,after the EventLink specified in the previous field was activated by a prior Event.
  • eventStory.xml
iExportColumn
  • language.xml
iExtraAssimilateTurns
  • culture.xml
iExtraCaptureTurns
  • culture.xml
iExtraPopRequired
  • project-event.xml
  • project.xml
iFamilyLuxuries Luxuries given to a Family.
  • goal.xml
iFamilyOpinion
  • effectCity.xml
iFamilyOpinionChange
  • effectPlayer.xml
iFatigue
  • unit.xml
  • tribeLevel.xml
iFatigueExtra
  • effectUnit.xml
iFatigueLimitChange
  • effectPlayer.xml
iFewestCitiesOpinion
  • familyClass.xml
iFirstBuildPercent
  • nation.xml
iFlankingAttackModifier
  • effectUnit.xml
iForeignPopulation
  • yield.xml
iFreeNoCharacters
  • project-event.xml
  • project.xml
iFreshWaterModifier
  • improvement-event.xml
  • improvement.xml
iGeneralCost
  • yield.xml
iGeneralCount
  • goal.xml
iGeneralModifier
  • effectUnit.xml
iGeneralOfSubject Character will be General of the previous Subject Unit at this index
  • bonus-event.xml
  • bonus.xml
iGeneralOpinion
  • familyClass.xml
iGovernorCost
  • yield.xml
iGovernorCount
  • goal.xml
iGovernorOfSubject Character will be Governor of the previous Subject City at this index
  • bonus-event.xml
  • bonus.xml
iGovernorOpinion
  • familyClass.xml
iGrowthRoll
  • vegetation.xml
iHPCity Changes the HP of the City
  • bonus-event.xml
  • bonus.xml
iHPMax
  • unit.xml
iHPUnit Changes the HP of the Unit
  • bonus-event.xml
  • bonus.xml
iHarvestCost
  • resource.xml
iHarvestModifier
  • effectPlayer.xml
iHarvestRoll
  • resource.xml
iHeadFamilySubject The previous Subject Character at this index will become Head of this Family
  • bonus-event.xml
  • bonus.xml
iHeadReligionSubject The previous Subject Character at this index will become Head of this Religion
  • bonus-event.xml
  • bonus.xml
iHealAlways
  • effectUnit.xml
iHealExtra
  • effectUnit.xml
iHeight
  • mapSize.xml
  • development.xml
iHeightMPTwoTeams
  • mapSize.xml
iHeirSpouseOpinion
  • familyClass.xml
iHireMercenaryCost
  • yield.xml
iHolyCityOpinion
  • familyClass.xml
iHomeModifier
  • effectUnit.xml
iHostileUnitOpinion
  • familyClass.xml
iHurryDiscontentModifier
  • effectCity.xml
iHurryModifier
  • yield.xml
iImageExtra A second Character portrait to be drawn.Defaults to -1, which means not to draw a second portrait.
  • eventStory.xml
iImageOther An extra portrait to be drawn of something other than a character.Will only draw if iImageExtra doesn't already draw. Defaults to -1, which means not to draw an extra portrait.
  • eventStory.xml
iImageSubject If you want the Event mini-portrait to be drawnfrom a Subject other than Subject 0, specify here.(Note that the background art image for the Event isa different thing than the character mini-portrait.)
  • eventStory.xml
iImprovementClassThreshold Pairs with aeThresholdImprovementClasses to target a specific number of any improvements drawn from the listed classes.
  • goal.xml
iImprovementCostModifier
  • effectCity.xml
iImprovementDevelopModifier
  • tribeLevel.xml
iInjuryDie
  • trait.xml
iJoinSubject Character will join the Player at the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iLandValueAdjacent
  • height.xml
iLargestMilitaryOpinion
  • familyClass.xml
iLatitude
  • tribe.xml
iLaws Counts total Laws active. Does not count changes within a Law Pair.
  • goal.xml
iLeaderGovernor
  • yield.xml
iLeaderHeirOpinion
  • familyClass.xml
iLeaderNotAdultOpinion
  • familyClass.xml
iLeaderOpinionChange
  • effectPlayer.xml
iLeaderSpouseOpinion
  • familyClass.xml
iLeaderTribeSpouseOpinion
  • familyClass.xml
iLeaderUnmarriedOpinion
  • familyClass.xml
iLegitimacy Amount of Legitimacy gained or lost by the Human
  • improvement-event.xml
  • bonus-event.xml
  • improvement.xml
  • cognomen.xml
  • bonus.xml
  • goal.xml
iLevelProb Every turn, there is this percent chance of an Event of this Class happening (modified by EventLevel).
  • eventClass.xml
iLoneOpponentChange
  • development.xml
iLookAtSubject The camera looks at this Subject when the Event begins.Defaults to -1, which means it looks at the first valid subject.
  • eventStory.xml
iLuxuries Counts Luxuries of any type.
  • goal.xml
iLuxuryOpinion
  • familyClass.xml
iMPTurnDuration
  • ping.xml
iMarriageDelayTurns
  • gender.xml
iMarrySubject Character will marry the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iMarryTempSubject If a Subject has bSuitorTemp, then they are a suitor for this Subject
  • eventStory.xml
iMaxAITargetPercent
  • unitTrait.xml
iMaxActions
  • effectPlayer.xml
iMaxAge Maximum age of this Character Subject.
  • subject.xml
iMaxCamps Tribe has at most this many settlements.
  • subject.xml
iMaxCities
  • development.xml
iMaxCityCount
  • improvement-event.xml
  • improvement.xml
iMaxCount
  • project-event.xml
  • project.xml
iMaxCourtiers Player has at most this many Courtiers.
  • subject.xml
iMaxCultureCount
  • improvementClass.xml
iMaxDiplomacyTurns Current Diplomacy state has at most this many turns.
  • subject.xml
iMaxDistance
  • subjectRelation.xml
iMaxFamilyCount
  • improvement-event.xml
  • improvement.xml
iMaxFertile
  • gender.xml
iMaxHeirs Maximum number of heirs permitted for this player Subject.
  • subject.xml
iMaxLatitude
  • resource.xml
iMaxLevelUnits Counts units who have obtained the maximum-allowed XP and the promotions/levels obtained via XP. (Does not track Promotions via other sources.)
  • goal.xml
iMaxNumber
  • ping.xml
iMaxOpponents
  • mapSize.xml
iMaxPlayerCount
  • improvement-event.xml
  • improvement.xml
iMaxPlayerWars The Player Subject must have at most this many wars with other Players.
  • subject.xml
iMaxPrice
  • yield.xml
iMaxReign Maximum years reigned.
  • subject.xml
iMaxSpouseAgeDifference
  • gender.xml
iMaxTier
  • goal.xml
iMaxTotalWarScore Maximum Total War Score with Player (will not work for Tribes).
  • subject.xml
iMaxTurns Maximum turn number on which this Event may trigger.
  • goal.xml
  • eventStory.xml
iMaxUnitsRange
  • tribeLevel.xml
iMercenaryCostModifier
  • opinionTribe.xml
iMilitaryUnits Counts military units of any type. Does not include civilian units such as Settlers, Workers, Scouts, Disciples.
  • goal.xml
iMinAITargetPercent
  • unitTrait.xml
iMinAge Minimum age of this Character Subject.
  • subject.xml
  • trait.xml
iMinAgeThem
  • relationship.xml
iMinAgeUs
  • relationship.xml
iMinCamps Tribe has at least this many settlements.
  • subject.xml
iMinCourtiers Player has at least this many Courtiers.
  • subject.xml
iMinDamagePercent City has at least this much Damage.
  • subject.xml
iMinDiplomacyTurns Current Diplomacy state has at least this many turns.
  • subject.xml
iMinDiscontentLevel Minimum discontent level this City Subject must have.
  • subject.xml
iMinDist
  • resource.xml
iMinDistance
  • subjectRelation.xml
iMinLatitude
  • resource.xml
iMinLeader Minimum leader number required for this Event to trigger.For example, if this is set to 2, then the Event will not trigger for your first Leader.
  • eventStory.xml
iMinLevel Unit has this minimum Level.
  • subject.xml
iMinPerPlayer
  • resource.xml
iMinPlayerWars The Player Subject must have at least this many wars with other Players.
  • subject.xml
iMinPrice
  • yield.xml
iMinReign Minimum years reigned.
  • subject.xml
iMinRepeat Events of this Class can't happen more frequently than once per this number of turns
  • eventClass.xml
iMinTier
  • goal.xml
iMinTotalWarScore Minimum Total War Score with Player (will not work for Tribes).
  • subject.xml
iMinTurns Events of this Class can't happen until this turn
  • eventClass.xml
  • victory.xml
  • eventTrigger.xml
  • eventStory.xml
iMinValue
  • cognomen.xml
iMinimum
  • yield.xml
iMissionCostModifier
  • opinionCharacter.xml
iMissionReverse The Mission character will be the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iMissionSubject The Mission will target the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iMissionTurns
  • mission.xml
iMissionTurnsScaled
  • mission.xml
iMostCitiesOpinion
  • familyClass.xml
iMovement
  • unit.xml
iMovementCost
  • vegetation.xml
  • terrain.xml
  • height.xml
iMovementExtra
  • effectUnit.xml
iNoCouncilOpinion
  • familyClass.xml
iNoFamilyDie
  • trait.xml
iNoReligionOpinion
  • familyClass.xml
iNumCities
  • achievement.xml
iNumFamilies
  • achievement.xml
iNumOpponents
  • achievement.xml
iOffensiveCost
  • yield.xml
iOpinion
  • diplomacy.xml
  • trait.xml
  • council.xml
  • relationship.xml
iOpinionCognomen
  • trait.xml
iOpinionEnemy
  • diplomacy.xml
iOpinionEthnicity
  • diplomacy.xml
iOpinionFamily
  • trait.xml
iOpinionGenerals
  • trait.xml
iOpinionGovernors
  • trait.xml
iOpinionKnowledge
  • trait.xml
iOpinionLaws
  • trait.xml
iOpinionProximity
  • trait.xml
iOpinionReligion
  • diplomacy.xml
  • improvement-event.xml
  • trait.xml
  • improvement.xml
  • specialist.xml
iOpinionSame
  • trait.xml
iOpinionStrength
  • trait.xml
iOpinionTrades
  • trait.xml
iOpinionWonders
  • trait.xml
iOpponentMaxPointPercent
  • victory.xml
iPeaceModifier
  • trait.xml
iPeacePercent
  • opinionTribe.xml
  • opinionPlayer.xml
iPerCapitalDist
  • yield.xml
iPerCity
  • turnTimer.xml
iPerConnectedForeign
  • yield.xml
iPerEmptyImprovement
  • yield.xml
iPerLegitimacy
  • yield.xml
iPerLivingCourtier
  • yield.xml
iPerLivingRoyal
  • yield.xml
iPerMissingFamily
  • yield.xml
iPerUnit
  • turnTimer.xml
iPerUrbanTile
  • yield.xml
iPercent
  • power.xml
  • knowledge.xml
  • eventLevel.xml
iPercentVP
  • victory.xml
iPillageTurns
  • improvement-event.xml
  • improvement.xml
iPillageYieldModifier
  • effectUnit.xml
iPillagedOpinion
  • familyClass.xml
iPlayerCapturedData Applies to a Player (not us) Subject in the activating event. Attach Bonus effect to that Subject. Tracks cities captured. Allows events to determine the Nation target.
  • goal.xml
iPlayerKilledData Applies to a Player (not us) Subject in the activating event. Attach Bonus effect to that Subject. Tracks units killed. Allows events to determine the Nation target.
  • goal.xml
iPlayerLuxuries Luxuries given to another Player.
  • goal.xml
iPlayerOpinion
  • proximity.xml
iPlayerProb Every turn, there is this percent chance of an Event of this Class happening.
  • eventClass.xml
iPolyMarrySubject Character will marry the previous Subject at this index (allows polygamy)
  • bonus-event.xml
  • bonus.xml
iPopulation
  • goal.xml
iPopulationCost
  • unit.xml
iPopulationOpinion
  • familyClass.xml
iPrice
  • yield.xml
iPriority Priority over other valid events.An Event will always be picked over another Event with a lower priority value.If multiple events are tied, iWeight and iProb are used to randomly break the tie.(1 is the default)
  • eventStory.xml
iProb The probability of an Event if this Trigger occurs
  • eventTrigger.xml
  • eventStory.xml
iProbThousand
  • resource.xml
iProduction
  • unit.xml
iProductionPer
  • unit.xml
iRaidDistModifier
  • opinionTribe.xml
iRaidNumCity
  • difficulty.xml
iRaidProbCity
  • difficulty.xml
iRaidProbTile
  • tribeLevel.xml
iRaidProbUnit
  • tribeLevel.xml
iRaidRange
  • tribeLevel.xml
iRaidStartTurn
  • tribeLevel.xml
iRandomPromotions
  • effectCity.xml
iRangeChange
  • height.xml
  • effectCity.xml
iRangeExtra
  • effectUnit.xml
iRangeMax
  • unit.xml
iRangeMin
  • unit.xml
iRateModifier
  • opinionCharacter.xml
iRating
  • character.xml
iRebelProb
  • effectCity.xml
iRebelUnits Number of rebel Units spawned by the City Subject. Unit types are randomly picked among units buildable by the city
  • bonus-event.xml
  • bonus.xml
iReligionOpinionChange
  • effectPlayer.xml
iRemoveCost
  • vegetation.xml
iRemoveFromSubject Religion will be removed from the previous Subject City at this index
  • bonus-event.xml
  • bonus.xml
iRemoveProb
  • trait.xml
iRemoveStat
  • vegetation.xml
iRepeatTurns The minimum number of turns between when an Eventtriggers and when it is allowed to trigger again.If -1, the Event can only trigger once per game.
  • eventStory.xml
iRequiresCitizens
  • religion.xml
iReveal
  • unit.xml
iRevealChange
  • improvement-event.xml
  • vegetation.xml
  • improvement.xml
  • height.xml
iRevealLand
  • goal.xml
iRevealRange Reveals this range distance from the Tile
  • bonus-event.xml
  • bonus.xml
iRiverAttackModifier
  • effectUnit.xml
iRiverModifier
  • improvement-event.xml
  • improvement.xml
iRow
  • tech.xml
iSPTurnDuration
  • ping.xml
iSeizeThroneSubject Become the new leader of the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iSettleCostModifier
  • opinionTribe.xml
iSettlementAttackModifier
  • effectUnit.xml
iSmallestMilitaryOpinion
  • familyClass.xml
iSortOrder The order in which Events are sorted (higher means earlier)
  • eventTrigger.xml
  • eventStory.xml
iSpecialistCost
  • improvement-event.xml
  • improvement.xml
iSpecialistCostModifier
  • effectCity.xml
iSpecialistRuralTrainTimeModifier
  • effectCity.xml
iSpecialistUrbanCostModifier
  • effectCity.xml
iSpecialistUrbanTrainTimeModifier
  • effectCity.xml
iSpecialists
  • goal.xml
iSpreadChange
  • theology.xml
iSpreadPercent
  • religion.xml
iSpreadRoll
  • vegetation.xml
iSpreadToSubject Religion will spread to the previous Subject City at this index
  • bonus-event.xml
  • bonus.xml
iSpreadUnits List of Religion units that will appear near the City Subject
  • bonus-event.xml
  • bonus.xml
iStartAge
  • characterAgeGroup.xml
iStartAlliancePercent
  • opinionTribe.xml
  • opinionPlayer.xml
iStartFirst
  • unit.xml
iStartLawModifier
  • effectPlayer.xml
iStrength
  • unit.xml
iStrengthModifier
  • opinionCharacter.xml
  • effectUnit.xml
  • effectCity.xml
iSwitchLawModifier
  • effectPlayer.xml
iTechs
  • development.xml
iTechsAvailableChange
  • effectPlayer.xml
iThreshold
  • opinionTribe.xml
  • opinionReligion.xml
  • opinionCharacter.xml
  • warState.xml
  • culture.xml
  • opinionPlayer.xml
  • opinionFamily.xml
iTier
  • theology.xml
iTileID The Tile Subject must have this ID (useful for Scenarios).
  • subject.xml
iTimeModifier
  • turnStyle.xml
iTradeCitySubject Trade the City to the previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iTradeResourceSubject Trades the Resources to previous Subject at this index
  • bonus-event.xml
  • bonus.xml
iTradeTurns Turns of Yields given in Trade (if 0 defaults to TRADE_TURNS)
  • bonus-event.xml
  • bonus.xml
iTrainingOrderModifier
  • effectPlayer.xml
iTribeAllianceModifier
  • trait.xml
iTribeClearedData Applies to a Barbarian Subject in the activating event. Attach Bonus effect to that Subject. Tracks camps cleared. Allows events to determine the Tribal target.
  • goal.xml
iTribeConvertProb
  • tribeLevel.xml
iTribeConvertTurn
  • tribeLevel.xml
iTribeKilledData Applies to a Barbarian Subject in the activating event. Attach Bonus effect to that Subject. Tracks units killed. Allows events to determine the Tribal target.
  • goal.xml
iTribeLuxuries Luxuries given to a Tribe.
  • goal.xml
iTribeModifier
  • effectUnit.xml
iTribeSettledData Applies to a Barbarian Subject in the activating event. Attach Bonus effect to that Subject. Tracks cities settled on their former territory. Allows events to determine the Tribal target.
  • goal.xml
iTributeTurns Turns of Yields given in Tribute (if 0 defaults to TRIBUTE_TURNS)
  • bonus-event.xml
  • bonus.xml
iTriggerExtra Works the same as iTriggerSubject but for a second Subject.(For example, RUINS_EXPLORED passes in the Tile as the iTriggerSubject and the Unit as the iTriggerExtra.)Defaults to -1, which ignores the second Subject.
  • eventStory.xml
iTriggerSubject Some Triggers have specific Subjects associated with them.(For example, ADULTHOOD passes in the Character that became an adult.)Normally, this Subject is at index 0.However, if the Subject needs to be at a different index,that index can be set here. Use only when necessary.
  • eventStory.xml
iTruceModifier
  • power.xml
  • trait.xml
  • warState.xml
  • proximity.xml
iTrucePercent
  • opinionTribe.xml
  • opinionPlayer.xml
iTurnCityProb
  • tribeLevel.xml
iTurnLimit
  • eventLink.xml
iTurnUnitModifier
  • tribeLevel.xml
iTurns Number of turns this memory lasts.
  • memoryTribe.xml
  • memoryPlayer.xml
  • memoryFamily.xml
  • memoryCharacter.xml
  • eventLevel.xml
  • memoryReligion.xml
  • memoryLevel.xml
iUIPosition
  • yield.xml
iUnitHeal
  • improvement-event.xml
  • improvement.xml
  • effectCity.xml
iUnitInsideOpinion
  • familyClass.xml
iUnitLevel
  • effectCity.xml
iUnitThreshold Pairs with aeThresholdUnits to target a specific number of any unit types drawn from the list.
  • goal.xml
iUnitTurns
  • improvement-event.xml
  • improvement.xml
iUnitUpgrade
  • tribeLevel.xml
iUnitXP
  • rating.xml
  • effectCity.xml
iUpgradeCost
  • unit.xml
iUrbanAttackModifier
  • effectUnit.xml
iUrbanBuildTurnChange
  • effectCity.xml
iUrbanDefenseModifier
  • effectUnit.xml
iUrbanImprovements Counts Urban Improvements of any type.
  • goal.xml
iUrbanTiles Counts Urban Tiles.
  • goal.xml
iVP
  • improvement-event.xml
  • effectPlayer.xml
  • mapSize.xml
  • improvement.xml
  • culture.xml
iValue Effect of this memory on family opinion.
  • memoryTribe.xml
  • memoryPlayer.xml
  • memoryFamily.xml
  • memoryCharacter.xml
  • globalsInt.xml
  • memoryReligion.xml
  • memoryLevel.xml
iVision
  • unit.xml
iVisionChange
  • improvement-event.xml
  • effectPlayer.xml
  • improvement.xml
iVisionExtra
  • effectUnit.xml
iVolitility
  • yield.xml
iWarMinTurn
  • opponentLevel.xml
iWarModifier
  • diplomacy.xml
  • power.xml
  • trait.xml
  • opponentLevel.xml
  • tribeLevel.xml
  • proximity.xml
iWarOfferTurn
  • tribeLevel.xml
iWarPercent
  • opinionTribe.xml
  • opinionPlayer.xml
iWaterControl
  • unit.xml
iWaterControlExtra
  • effectUnit.xml
iWaterLandAttackModifier
  • effectUnit.xml
iWeight Weight used when randomly picking events to trigger.An Event with a weight of 2 is twice as likely to get picked as an Event with a weight of 1.Note: This should NOT be set over 20.(0 is the default.)
  • eventStory.xml
iWidth
  • mapSize.xml
  • development.xml
iWidthMPTwoTeams
  • mapSize.xml
iWonderModifier
  • effectPlayer.xml
iWonderOpinion
  • familyClass.xml
iWonders
  • goal.xml
iXP
  • council.xml
  • culture.xml
  • mission.xml
iXPCharacter Changes the XP of the Character
  • bonus-event.xml
  • bonus.xml
iXPIdleTurn
  • effectPlayer.xml
iXPModifier
  • effectPlayer.xml
iXPUnit Changes the XP of the Unit
  • bonus-event.xml
  • bonus.xml
lf3BackRow
  • formation.xml
lf3FrontRow
  • formation.xml
zAsset Wwise event name.
  • audio.xml
  • asset.xml
zAttackPortraitName
  • nation.xml
zAudioAttackType
  • unit.xml
zAudioDamagedByProjectileType
  • unit.xml
zAudioLoopWhenBuilding
  • improvement-event.xml
  • improvement.xml
zAudioMovementType
  • unit.xml
zAudioSelectionType
  • unit.xml
zAudioSwitchName
  • improvement-event.xml
  • improvement.xml
  • resource.xml
zAudioTrigger The Audio event name to be triggered on the opening of the modal decision popup.
  • eventStory.xml
zAuthor The author of this Event
  • eventStory.xml
zBackgroundName
  • unit.xml
  • eventStory.xml
zBankFile name of a file for a soundbank that will be loaded. leave off the .bnk extension
  • audioSoundBank.xml
zCharacterPortraitBackground
  • tribe.xml
  • nation.xml
  • familyClass.xml
zCityWidget
  • familyClass.xml
zClosing
  • markup.xml
zColor
  • diplomacy.xml
  • rating.xml
zCommunityContribution Username(s) or Handle(s) of community contributors
  • eventStory.xml
zCurrencyPostfix
  • language.xml
zCurrencyPrefix
  • language.xml
zDecimalSeparator
  • language.xml
zDescription
  • credits.xml
zDownstreamPattern
  • riverPiece.xml
  • riverPieceV2.xml
zEventURL External link to a webpage with background infomation
  • eventStory.xml
zFieldName
  • language.xml
zFontAsset
  • font.xml
zFontMaterialAsset
  • font.xml
zFrameType A custom frame for the event popup. Currently only FRAME_BARBARIAN is available
  • eventStory.xml
zHelp
  • gameOption.xml
zHelpText
  • concept.xml
  • tutorial.xml
zHexValue
  • color.xml
zISOCode
  • language.xml
zIcon Icon displayed on the right side of the button.
  • bonus-event.xml
  • project-event.xml
  • scenario.xml
  • project.xml
  • mission.xml
  • eventOption.xml
  • bonus.xml
zIconName
  • diplomacy.xml
  • improvement-event.xml
  • yield.xml
  • effectPlayer.xml
  • rating.xml
  • trait.xml
  • theology.xml
  • vegetation.xml
  • unitTrait.xml
  • improvement.xml
  • council.xml
  • terrain.xml
  • height.xml
  • specialist.xml
  • courtier.xml
  • effectUnit.xml
  • cooldown.xml
  • resource.xml
  • religion.xml
  • ping.xml
  • culture.xml
  • tech.xml
  • unit.xml
  • law.xml
zInactiveColor
  • diplomacy.xml
zInstrumentation List of instruments and sounds used in the audio asset.
  • audio.xml
zLink
  • concept.xml
  • tutorial.xml
zMapFile
  • scenario.xml
zMapScript
  • scenario.xml
zMillionPostfix
  • language.xml
zModName
  • scenario.xml
zName
  • gameOption.xml
  • color.xml
  • credits.xml
  • colorClass.xml
zNotes Notes for this Event
  • eventStory.xml
zPluralExpression
  • language.xml
zPortrait
  • credits.xml
zPortraitBackground
  • tribe.xml
zPortraitName
  • unit.xml
zRemovalAudio
  • vegetation.xml
zRemoveIcon
  • vegetation.xml
zScriptType
  • mapClass.xml
zSingularExpression
  • language.xml
zSpriteName
  • crest.xml
zTags Terms used to describe the audio asset.
  • audio.xml
zThousandPostfix
  • language.xml
zUnit
  • tutorial.xml
zUnitWidget
  • familyClass.xml
zValue
  • bonus-event.xml
  • spriteInline.xml
  • globalsString.xml
  • eventOption.xml
  • bonus.xml
  • globalsType.xml
  • eventStory.xml
zVideoAsset Path to video file
  • tutorial.xml
  • eventStory.xml
zThousandsSeparator
  • language.xml
zType Game audio asset name.
  • subject.xml
  • text-miscOptions.xml
  • borderPattern.xml
  • diplomacy.xml
  • bonusUnitClass.xml
  • text-mission.xml
  • text-mapElementNames.xml
  • improvement-event.xml
  • family.xml
  • text-effectUnit.xml
  • tribe.xml
  • mapOptionsSingle.xml
  • text-specialistClass.xml
  • text-eventCity.xml
  • gameOption.xml
  • memoryTribe.xml
  • hotkeyClass.xml
  • text-achievement.xml
  • bonus-event.xml
  • text-game.xml
  • subjectClass.xml
  • yield.xml
  • mapClass.xml
  • project-event.xml
  • text-stat.xml
  • text-cityName.xml
  • eventClass.xml
  • opinionTribe.xml
  • effectPlayer.xml
  • eventCity.xml
  • text-bonus.xml
  • concept.xml
  • color.xml
  • mortality.xml
  • turnScale.xml
  • mapSize.xml
  • eventPlayer.xml
  • promotion.xml
  • power.xml
  • rating.xml
  • trait.xml
  • subjectRelation.xml
  • tutorial.xml
  • memoryPlayer.xml
  • theology.xml
  • text-memory.xml
  • scenario.xml
  • riverPiece.xml
  • text-eventEditor.xml
  • lawClass.xml
  • victory.xml
  • vegetation.xml
  • text-nation.xml
  • unitTrait.xml
  • name.xml
  • text-improvement.xml
  • text-missionResult.xml
  • text-character.xml
  • memoryFamily.xml
  • knowledge.xml
  • improvement.xml
  • stat.xml
  • text-subject.xml
  • council.xml
  • memoryCharacter.xml
  • text-infos.xml
  • turnStyle.xml
  • text-audio.xml
  • terrain.xml
  • text-hint.xml
  • height.xml
  • specialist.xml
  • courtier.xml
  • build.xml
  • text-name.xml
  • opinionReligion.xml
  • hotkeys.xml
  • audio.xml
  • relative.xml
  • opinionCharacter.xml
  • text-misc.xml
  • eventLevel.xml
  • text-unitTrait.xml
  • effectUnit.xml
  • cooldown.xml
  • crest.xml
  • audioSoundBank.xml
  • font.xml
  • text-playerOption.xml
  • text-map.xml
  • difficulty.xml
  • text-helptext.xml
  • gender.xml
  • missionResult.xml
  • achievement.xml
  • cognomen.xml
  • resource.xml
  • text-family.xml
  • text-trait.xml
  • asset.xml
  • warState.xml
  • successionOrder.xml
  • religion.xml
  • characterPortrait.xml
  • credits.xml
  • mapElementNames.xml
  • mapOptionsMulti.xml
  • text-tribe.xml
  • ping.xml
  • text-project-event.xml
  • culture.xml
  • specialistClass.xml
  • globalsInt.xml
  • text-effectCity.xml
  • project.xml
  • attack.xml
  • eventLink.xml
  • mission.xml
  • terrainStamp.xml
  • text-eventStory.xml
  • text-unit.xml
  • text-eventStoryTitle.xml
  • spriteInline.xml
  • nation.xml
  • playerColor.xml
  • familyClass.xml
  • globalsString.xml
  • colorClass.xml
  • effectCity.xml
  • text-relationship.xml
  • memoryReligion.xml
  • eventOption.xml
  • bonus.xml
  • cityName.xml
  • teamColor.xml
  • unitCycle.xml
  • memoryLevel.xml
  • mapOption.xml
  • text-law.xml
  • opponentLevel.xml
  • characterAgeGroup.xml
  • tech.xml
  • text-eventOption.xml
  • unit.xml
  • goal.xml
  • text-improvementClass.xml
  • text-yield.xml
  • playerOption.xml
  • opinionPlayer.xml
  • language.xml
  • riverPieceV2.xml
  • tribeLevel.xml
  • character.xml
  • text-promotion.xml
  • eventTrigger.xml
  • advantage.xml
  • opinionFamily.xml
  • relationship.xml
  • text-religion.xml
  • teamNation.xml
  • text-project.xml
  • improvementClass.xml
  • text-effectPlayer.xml
  • globalsType.xml
  • proximity.xml
  • turnTimer.xml
  • difficultyMode.xml
  • eventStory.xml
  • formation.xml
  • globalsFloat.xml
  • text-ui.xml
  • law.xml
  • development.xml
  • assetVariation.xml
  • direction.xml
Present in most if not all files. Only asset in audio ones, usually like the main reference tag used by other files when they search something.