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