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Dec 21st, 2014
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  1. <?xml version="1.0"?>
  2. <!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Isaac Ellis (Big Huge Games) -->
  3. <!--==================================================-->
  4. <!---->
  5. <!--RULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games Inc.-->
  6. <!---->
  7. <!--==================================================-->
  8. <!---->
  9. <!-- edited with XMLSPY v5 rel. 3 U (http://www.xmlspy.com) by Ilya Kreymer (Big Huge Games) -->
  10. <!--NO LOCALIZATION-->
  11. <ROOT>
  12. <!--LOCALIZATION: Do NOT translate below. These are lookups.-->
  13. <CONSTANTS>
  14. <!---->
  15. <!--Map distances and speeds are specified as multiples or fractions of a "tile" (aka "TCoord") . A farm is 4 TCoords wide, or 1 WCoord wide.-->
  16. <!--so smaller denominators make larger distances/faster speeds. "0" denom specifies-->
  17. <!--no distance/speed. Largest denominator allowed is 192.-->
  18. <!--Times are specified in "frames" or fifteenths of seconds (so 75 = five seconds at "normal" 1:1 speed). -->
  19. <!---->
  20. <UNIT_FORMATION_SPACING value="1/16 tile (calibration for unit spacing in formations)"/>
  21. <UNIT_MOVE_SPEED value="1/192 tile (granularity for unit movement speeds)"/>
  22. <UNIT_TURN_SPEED value="1/1 rate (master control for unit turn speed)"/>
  23. <UNIT_PACK_TURN_BONUS value="2x (units turn faster when packed)"/>
  24. <UNIT_BLOCK_RADIUS value="1 UCoord (master calibration for unit blocking)"/>
  25. <UNIT_GUY_SPACING value="1/16 tile (calibration for spacing within a foot unit)"/>
  26. <UNIT_RESPOND_RANGE value="12 tiles: distance units normally look for enemies to attack, or whatever. (BR 12/20/2002-- turned this up now that defensive has its own) "/>
  27. <UNIT_DEFENSIVE_RESPOND_RANGE value="4 tiles (This seems to keep people from blindly wandering into as many forts, while still letting the melee units respond reasonably)"/>
  28. <SHIP_DEFENSIVE_RESPOND_RANGE value="8 tiles (Ships need a better respond range so fire ships won't just sit there)"/>
  29. <UNIT_GUARD_RESPOND_RANGE value="8 tiles (BR 1/16/2003 -- figured this should be smaller than 12)"/>
  30. <UNIT_BUILD_RESPOND_RANGE value="12 tiles"/>
  31. <UNIT_GATHER_RESPOND_RANGE value="32 tiles"/>
  32. <AIRCRAFT_RESPOND_RANGE value="10 tiles (BR 1/16/2003 -- made this smaller so that planes don't go wandering all over the place into air defenses)"/>
  33. <BOMBER_RESPOND_RANGE value="12 tiles "/>
  34. <TARGET_RADIUS value="1/2 tile (calibration for target sizes)"/>
  35. <MILITARY_TRANSPORT_BONUS value="0 speed bonus for transports per military tech"/>
  36. <RANGE_INACCURACY value="1/100 -percent per # tiles"/>
  37. <HEIGHT_INCREMENT value="200 z (whatever that means, I don't think it's in TCoords)"/>
  38. <HEIGHT_BONUS value="10% per increment"/>
  39. <FLANK_BONUS value="50% per level of flank (max bonus is twice this number)"/>
  40. <CAVALRY_FLANK_BONUS value="40% (of base flank bonus)"/>
  41. <VEHICLE_FLANK_BONUS value="33% (of base flank bonus)"/>
  42. <ROCKY_MODIFIER value="2/3 (light infantry in rocks)"/>
  43. <OVERKILL_FRAMES value="30 (unit hit twice or more w/in this time period receives attenuated damage from second and subsequent hits). Does not apply to damage from buildings."/>
  44. <OVERKILL_DAMAGE value="1/3"/>
  45. <ENTRENCHMENT_MODIFIER value="2/3"/>
  46. <RIVER_MODIFIER value="2/1 (units take more damage in rivers)"/>
  47. <RECAPTURE_CITY_MODIFIER value="2/1"/>
  48. <ONE_AGE_DOWN value="15%"/>
  49. <TWO_AGES_DOWN value="20%"/>
  50. <THREE_AGES_DOWN value="50%"/>
  51. <FOUR_AGES_DOWN value="60%"/>
  52. <FIVE_AGES_DOWN value="70%"/>
  53. <UNIT_TRAIN_DISTANCE value="3/2 tile"/>
  54. <UNIT_TRAIN_MAX_DISTANCE value="5/2 tile"/>
  55. <BOAT_TRAIN_DISTANCE value="3/2 tile"/>
  56. <BOAT_TRAIN_MAX_DISTANCE value="8 tile"/>
  57. <BOAT_GARRISON_MAX_DISTANCE value="3 tile"/>
  58. <UNIT_BOARD_DISTANCE value="3/1 tile"/>
  59. <UNIT_DISEMBARK_DISTANCE value="3/1 tile"/>
  60. <AIR_UNIT_MANA_RECHARGE value="2 craft per frame"/>
  61. <MAX_AIRCRAFT_PER_CARRIER value="7"/>
  62. <MAX_AIRCRAFT_PER_AIRBASE value="10"/>
  63. <DOCK_RADIUS value="12 tiles"/>
  64. <MINE_RADIUS value="6 tiles"/>
  65. <WOODCUTTER_RADIUS value="8 tiles"/>
  66. <FORT_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9"/>
  67. <TEMPLE_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9" entry4="12"/>
  68. <CIVIC_UPGRADE_TERR entry0="0" entry1="1" entry2="2" entry3="4" entry4="6" entry5="8" entry6="11" entry7="14"/>
  69. <CAPITAL_TERRITORY_BONUS value="6"/>
  70. <CITY_UPGRADE_TERR entry0="0" entry1="3" entry2="6"/>
  71. <FORT_TERRITORY_MULTIPLIER value="4"/>
  72. <CITY_TERRITORY_MULTIPLIER value="4"/>
  73. <TERRITORY_BASE value="24 tiles"/>
  74. <TERRITORY_LIMIT_BASE value="44 tiles"/>
  75. <TERRITORY_LIMIT_CIVIC value="4 tiles"/>
  76. <TERRITORY_LIMIT_CITY value="4 tiles"/>
  77. <TERRITORY_DEN value="5"/>
  78. <TERRITORY_NUM value="11 (Numerator + (CityorFortMultiplier * BorderBonuses))/Denominator"/>
  79. <CITY_CENTER_RADIUS value="20 tiles"/>
  80. <CITY_CENTER_POP_RADIUS value="4 tiles"/>
  81. <CITY_CAPTURE_RADIUS value="10 tiles"/>
  82. <CITY_SPACING value="24 Tiles"/>
  83. <RELAX_CITY_SPACING value="6 Tiles"/>
  84. <FIRST_CITY_NEAR_COAST value="16 Tiles"/>
  85. <FORT_SPACING value="12 Tiles"/>
  86. <FORT_TO_ENEMY_CITY_SPACING value="32 Tiles"/>
  87. <CITY_BUILDINGS value="5"/>
  88. <METRO_BUILDINGS value="9"/>
  89. <BUILDING_HP_UPGRADE value="10% per level"/>
  90. <TEMPLE_UPGRADE_HP entry0="25%" entry1="50%" entry2="100%" entry3="150%" entry4="200%"/>
  91. <TEMPLE_UPGRADE_RANGE entry0="1" entry1="2" entry2="3" entry3="4" entry4="5"/>
  92. <FORT_UPGRADE_LOS entry0="0" entry1="2" entry2="4" entry3="6" entry4="8"/>
  93. <FORT_UPGRADE_RANGE entry0="0" entry1="1" entry2="2" entry3="3" entry4="4"/>
  94. <TOWER_FORT_RANGE entry0="0" entry1="1" entry2="2" entry3="3"/>
  95. <TOWER_FORT_LOS entry0="0" entry1="2" entry2="4" entry3="6"/>
  96. <ATTRITION_UPGRADE entry0="25% (decrease from Forage)" entry1="50% (total net decrease from Supply)" entry2="75% (total net decrease from Logistics)" entry3="100% (not used)"/>
  97. <ATTRITION_IMPROVED entry0="1" entry1="2" entry2="4" entry3="8"/>
  98. <SPY_UPGRADE_HP entry0="15" entry1="45" entry2="90" entry3="150"/>
  99. <SIEGE_ATTRITION value="50% reduction"/>
  100. <MILITIA_ATTRITION value="300% increase"/>
  101. <ATTRITION_AGED_UP value="25% increase"/>
  102. <TROOPS_UPGRADE_LOS value="2"/>
  103. <SPY_UPGRADE_LOS value="2"/>
  104. <SPY_BRIBE_UPGRADE_RANGE value="2"/>
  105. <SPY_INFORMER_UPGRADE_RANGE value="3"/>
  106. <GENERAL_UPGRADE_LOS value="2"/>
  107. <SPY_GENERAL_COST value="50% with bonus"/>
  108. <JAM_UNIT_RADAR_PROB value="50%"/>
  109. <UNIT_RATE_BASE value="6/5 base rate (See BR before adjusting)"/>
  110. <UNIT_RATE_PROGRESSION value="3/4 progression (See BR before adjusting)"/>
  111. <ACCEL_TRAIN value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
  112. <ACCEL_CONSTRUCT value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
  113. <ACCEL_RESEARCH value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
  114. <STARTING_GOODS entry0="200food&#xA;" entry1="200timb" entry2="100gd" entry3="100know" entry4="100met" entry5="100oil"/>
  115. <BASIC_GATHER entry0="0food" entry1="0timb&#xA;" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
  116. <CITY_GATHER entry0="10food" entry1="10timb&#xA;" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
  117. <GATHER_RATE value="450 frames"/>
  118. <PEASANT_RATE value="10 resources"/>
  119. <SCHOLAR_RATE entry0="5" entry1="7" entry2="10" entry3="15" entry4="20" entry5="25"/>
  120. <OIL_RATE value="35 oil"/>
  121. <FARMS_PER_CITY_BASE value="5"/>
  122. <FARMS_PER_CITY_LEVEL value="0"/>
  123. <FISHERMEN_BONUS entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="200%"/>
  124. <GRANARY_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/>
  125. <LUMBERMILL_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/>
  126. <SMELTER_BONUS entry0="50%" entry1="100%" entry2="150%" entry3="200%" entry4="250%"/>
  127. <REFINERY_BONUS value="33% per refinery"/>
  128. <BASE_TRIBUTE value="51% of gift gets through"/>
  129. <COMMERCE_TRIBUTE value="7% additional gift gets through"/>
  130. <CITY_PLUNDER_PER_LEVEL value="100"/>
  131. <CAPITAL_PLUNDER value="500"/>
  132. <CAPITAL_PLUNDER_ASSASSIN value="500 (times number of players eliminated so far)"/>
  133. <MERCHANTS_BONUS entry0="100%" entry1="120%" entry2="150%" entry3="200%" entry4="300%"/>
  134. <VILLAGE_TAXES value="0 bonus wealth"/>
  135. <BUILDING_TAXES value="0 bonus wealth (per building in village/city)"/>
  136. <MARKET_TAXES value="10 bonus wealth (+ amount above for just being a building)"/>
  137. <TEMPLE_TAXES value="0 bonus wealth (+ amount above for just being a building)"/>
  138. <TERRITORY_TAXES entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="300%"/>
  139. <VILLAGE_LITERACY value="0 bonus knowledge"/>
  140. <UNIVERSITY_LITERACY value="10 bonus knowledge"/>
  141. <LIBRARY_LITERACY value="0 bonus knowledge"/>
  142. <UNIT_COST_FACTOR value="10 resources"/>
  143. <BUILD_COST_FACTOR value="10 resources"/>
  144. <TECH_COST_FACTOR value="10 resources"/>
  145. <SPELL_COST_FACTOR value="10 resources"/>
  146. <TECH_SCIENCE_DISCOUNT value="10 percent"/>
  147. <TECH_SCIENCE_SPEEDUP value="10 percent"/>
  148. <TECH_AGE_BEHIND_DISCOUNT value="10 percent"/>
  149. <TECH_AGE_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/>
  150. <TECH_COLOR_BEHIND_DISCOUNT value="10 percent"/>
  151. <TECH_COLOR_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/>
  152. <BUILD_SUPPORT_FACTOR value="1 resources"/>
  153. <DISBAND_CITY_RATE value="400% normal raze time for a building"/>
  154. <MILITARY_UPGRADE_DISCOUNT value="10% per level ahead"/>
  155. <MILITARY_UNIT_DISCOUNT value="5% per level ahead"/>
  156. <UNIT_REFIT_MAX_COST value="40 delta per resource type per unit"/>
  157. <UNIT_SCHOLAR_RAMP_MAX value="2000% additional ramping cost max"/>
  158. <UNIT_WORKER_RAMP_MAX value="500% additional ramping cost max"/>
  159. <UNIT_OTHER_CIVILIAN_RAMP_MAX value="200% additional ramping cost max"/>
  160. <UNIT_MILITARY_RAMP_MAX value="125% additional ramping cost max"/>
  161. <RESEARCH_PREMIUM value="1/1 times base cost (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
  162. <RESEARCH_TICK_PREMIUM value="1/1 times base time (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
  163. <RAMP_FINAL value="50% additional knowledge cost per final tech already researched"/>
  164. <PLUNDER value="100% of raze value"/>
  165. <CARAVAN_PLUNDER value="50"/>
  166. <GENERAL_PLUNDER value="100"/>
  167. <CAPITAL_BUILD_TIME value="300% of normal city build time (this is for nomad games only)"/>
  168. <MIN_POP_LIMIT value="0 pop cap"/>
  169. <POP_CAP entry0="2000" entry1="50" entry2="75" entry3="100" entry4="125" entry5="150" entry6="175" entry7="200 pop cap"/>
  170. <MILITARY_POP value="0 pop cap"/>
  171. <VILLAGE_POP value="0 pop cap"/>
  172. <GRANARY_POP value="0 pop cap"/>
  173. <MAX_POP_LIMIT value="300 pop cap"/>
  174. <COMMANDO_MIN_DAMAGE value="200"/>
  175. <SPECIAL_MIN_DAMAGE value="400"/>
  176. <ELITE_MIN_DAMAGE value="800"/>
  177. <COMMERCE_CAP entry0="70" entry1="100" entry2="150" entry3="200" entry4="260" entry5="320" entry6="400" entry7="500 commerce cap"/>
  178. <LUMBER_COMMERCE value="10 commerce cap"/>
  179. <GLOBAL_PROSPERITY value="25%"/>
  180. <PYRAMIDS_COMMERCE value="50 commerce cap"/>
  181. <PYRAMIDS_CITY_LIMIT value="1 city"/>
  182. <PYRAMIDS_FOOD value="20% increase"/>
  183. <COLOSSUS_COMMERCE value="50 commerce cap"/>
  184. <COLOSSUS_WEALTH value="30% increase"/>
  185. <COLOSSUS_POP_CAP value="50"/>
  186. <COLOSSUS_CARAVAN value="0"/>
  187. <TERRA_COTTA_ATTACK value="0"/>
  188. <TERRA_COTTA_COST value="0% reduction"/>
  189. <TERRA_COTTA_FREE value="30 seconds"/>
  190. <TERRA_COTTA_RANGE value="0"/>
  191. <TERRA_COTTA_DELAY value='7 fifteenths of a second (but 7 == "half a second")'/>
  192. <COLOSSEUM_TERRITORY_BONUS value="3"/>
  193. <COLOSSEUM_ATTRITION value="50% increase to attrition caused"/>
  194. <COLOSSEUM_FORT_RANGE value="0"/>
  195. <COLOSSEUM_FORT_BORDERS value="0"/>
  196. <COLOSSEUM_FORT_UPGRADES value="0"/>
  197. <COLOSSEUM_FORT_COST value="20% cheaper"/>
  198. <COLOSSEUM_BARRACKS_COST value="0% cheaper"/>
  199. <TIKAL_TIMBER value="50% income bonus"/>
  200. <TIKAL_TIMBER_COMMERCE value="100 commerce cap bonus"/>
  201. <TIKAL_TEMPLE_BORDERS value="50%"/>
  202. <TIKAL_TEMPLE_RANGE value="50%"/>
  203. <TIKAL_TEMPLE_HP value="50%"/>
  204. <TIKAL_TEMPLE_COST value="0% cost reduction"/>
  205. <TIKAL_TEMPLE_UPGRADES value="0 (1 = enable; 0 = disable)"/>
  206. <PORCELAIN_SHIPS value="50% creation speed"/>
  207. <PORCELAIN_RARE value="200% income"/>
  208. <PORCELAIN_MARKET value="300% bonus wealth"/>
  209. <ANGKOR_RESEARCH value="0% "/>
  210. <ANGKOR_METAL value="50% income bonus"/>
  211. <ANGKOR_METAL_COMMERCE value="100 commerce cap bonus"/>
  212. <ANGKOR_SHIPS value="25% cost reduction"/>
  213. <VERSAILLES_KNOWLEDGE_COSTS value="50% decrease"/>
  214. <VERSAILLES_AFFECTS_UNIVERSITY_UPGRADES value="0 (0 = no; 1 = research discount affects university upgrades)"/>
  215. <VERSAILLES_AFFECTS_MISC_UPGRADES value="0 (0 = no; 1 = research discount affects non-Library tech other than University upgrades)"/>
  216. <VERSAILLES_UNITS_MOVE value="25% faster"/>
  217. <VERSAILLES_BUILDING_SPEED value="0% faster"/>
  218. <VERSAILLES_SUPPLY_HEAL_RATE value="20 frames"/>
  219. <VERSAILLES_GENERALS_NO_KNOWLEDGE value="0 (1 = enable, 0 = disable)"/>
  220. <TAJ_BUILDING_HP value="100% bonus"/>
  221. <TAJ_WEALTH value="100% income bonus"/>
  222. <TAJ_WEALTH_COMMERCE value="300 commerce cap bonus"/>
  223. <TAJ_CARAVAN_LIMIT value="0 Caravans"/>
  224. <TAJ_FARMS value="0 extra"/>
  225. <KREMLIN_COMMERCE value="200 commerce cap bonus"/>
  226. <KREMLIN_ATTRITION value="100% increase to attrition caused"/>
  227. <KREMLIN_SPY value="30 (0 = disable; non-zero = how many seconds to respawn)"/>
  228. <KREMLIN_FARMS value="0 extra"/>
  229. <LIBERTY_UNITS value="0% faster creation"/>
  230. <LIBERTY_FREE_UPGRADES value="1 (1 = enable; 0 = disable)"/>
  231. <LIBERTY_ATTRITION value="100% reduction of attrition received"/>
  232. <LIBERTY_SIEGE_RANGE value="0"/>
  233. <LIBERTY_BOMBERS value="33% cheaper"/>
  234. <LIBERTY_AIR_DEFENSE value="33% cheaper"/>
  235. <LIBERTY_MISSILES value="0% cheaper"/>
  236. <EIFFEL_OIL value="100% income bonus"/>
  237. <EIFFEL_OIL_COMMERCE value="200 commerce cap bonus"/>
  238. <EIFFEL_SIEGE_RANGE value="0"/>
  239. <EIFFEL_TOWER_TERRITORY_BONUS value="6"/>
  240. <SUPER_BUY value="125 is maximum buy price"/>
  241. <SUPER_SELL value="50 is minimum sell price"/>
  242. <SUPER_MISSILES value="0% cost increase to enemy missiles"/>
  243. <SUPER_IMMUNE value="0 (1 = enable; 0 = disable)"/>
  244. <SPACE_AIR_RANGE value="0% bonus"/>
  245. <SPACE_AIR_ATTACK value="0% bonus"/>
  246. <SPACE_AIR_SPEED value="100% bonus"/>
  247. <SPACE_AIR_COST value="50% cheaper"/>
  248. <AZTEC_SLAY_BONUS value="15 resources"/>
  249. <AZTEC_SLAY_CAP value="60 resources"/>
  250. <AZTEC_BARRACKS_LIGHT value="1"/>
  251. <AZTEC_MAX_LIGHT value="3"/>
  252. <AZTEC_PLUNDER value="100%"/>
  253. <MAYA_GARRISON_ARROWS value="2"/>
  254. <MAYA_BUILDING_TIMBER value="33% reduction"/>
  255. <MAYA_BUILDING_HP value="50% bonus"/>
  256. <MAYA_BUILDING_SPEED value="50% bonus"/>
  257. <INCA_WEALTH_CAP value="33% bonus"/>
  258. <INCA_WEALTH_PER_MINER value="10"/>
  259. <INCA_REFUND value="25%"/>
  260. <BANTU_CITY_LIMIT value="1"/>
  261. <BANTU_POP_CAP value="100%"/>
  262. <BANTU_FINAL_POP_CAP value="25%"/>
  263. <BANTU_UNIT_UPGRADES value="1 (1 = enabled, 0 = disabled)"/>
  264. <BANTU_UNITS_MOVE value="25% faster"/>
  265. <BANTU_CITY_COST value="75% cheaper"/>
  266. <NUBIAN_RARE value="50% resource bonus"/>
  267. <NUBIAN_CARAVAN_LIMIT value="1"/>
  268. <NUBIAN_FREE_CARAVAN value="0 (1 = enabled, 0 = disabled)"/>
  269. <NUBIAN_MERCHANTS value="50% cheaper"/>
  270. <NUBIAN_HIT_POINTS value="50% more"/>
  271. <NUBIAN_MARKET_PRICES value="20"/>
  272. <GREEK_RESEARCH_SPEED value="100% bonus"/>
  273. <GREEK_RESEARCH_COST value="10% cost reduction"/>
  274. <GREEK_KNOWLEDGE_EARLY value="1 (1 = enabled, 0 = disabled)"/>
  275. <GREEK_UNIVERSITY_EARLY value="2 (2 = start with one, 1 = enabled, 0 = disabled)"/>
  276. <GREEK_START_SCHOLARS value="0"/>
  277. <GREEK_AGE_KNOWLEDGE value="0% of food cost of all converted"/>
  278. <GREEK_CLASSICAL value="0% of food cost converted"/>
  279. <GREEK_LIBRARY_COST value="50% discount"/>
  280. <GREEK_SCHOLARS_FAST value="0% faster"/>
  281. <GREEK_DELAY_KNOWLEDGE value="1 (0 = get normal starting knowledge; 1 = only get starting knowledge in Classical Age)"/>
  282. <ROMAN_FORT_HP value="0% bonus"/>
  283. <ROMAN_FORT_RANGE value="0"/>
  284. <ROMAN_FORT_BORDERS value="3"/>
  285. <ROMAN_FORT_COST value="25% cost reduction"/>
  286. <ROMAN_FORT_EARLY value="1 (1 = enabled, 0 = disabled)"/>
  287. <ROMAN_BARRACKS_LEGION value="1"/>
  288. <ROMAN_AGE_FOR_1_LEGION value="0"/>
  289. <ROMAN_AGE_FOR_2_LEGIONS value="3"/>
  290. <ROMAN_AGE_FOR_3_LEGIONS value="5"/>
  291. <ROMAN_MAX_LEGION value="3"/>
  292. <ROMAN_CITY_GATHER value="15"/>
  293. <ROMAN_LEGION_CHEAP value="10% cost reduction"/>
  294. <ROMAN_LEGION_FAST value="10% faster creation speed"/>
  295. <EGYPTIAN_WONDERS value="25% cost reduction"/>
  296. <EGYPTIAN_GRANARY_EARLY value="2 (2 = enabled and start with one, 1 = enabled, 0 = disabled)"/>
  297. <EGYPTIAN_GRANARY_UPGRADES value="1 (1 = enabled, 0 = disabled)"/>
  298. <EGYPTIAN_SCHOLARS_FOOD value="0 (1 = enabled, 0 = disabled)"/>
  299. <EGYPTIAN_WONDERS_EARLY value="1 (1 = enabled, 0 = disabled)"/>
  300. <EGYPTIAN_FARMS_PER_CITY_BASE value="7"/>
  301. <EGYPTIAN_FOOD_COMMERCE value="10%"/>
  302. <EGYPTIAN_FARM_WEALTH value="2"/>
  303. <TURK_SIEGE_RANGE value="3"/>
  304. <TURK_SIEGE_LOS value="3"/>
  305. <TURK_ASSIMILATE value="200% faster"/>
  306. <TURK_CITIZEN value="33% cheaper"/>
  307. <TURK_FREE_SIEGE value="2"/>
  308. <TURK_FREE_SIEGE_UPGRADES value="1"/>
  309. <TURK_PACK value="100% of normal time"/>
  310. <TURK_MILITARY_CHEAP value="33% reduction"/>
  311. <SPANISH_LOS value="3"/>
  312. <SPANISH_EXTRA_SCOUT value="1"/>
  313. <SPANISH_FREE_TRIREME value="1"/>
  314. <SPANISH_RUINS_BASE value="30"/>
  315. <SPANISH_RUINS value="35"/>
  316. <SPANISH_COMMANDOS value="1"/>
  317. <SPANISH_SCOUT_UPGRADES value="1"/>
  318. <FRENCH_SUPPLY_HEAL_RATE value="20 frames"/>
  319. <FRENCH_SPECIAL_CRAFT value="0% bonus"/>
  320. <FRENCH_SPECIAL_COST value="0% reduction"/>
  321. <FRENCH_SPECIAL_SPEED value="0% faster creation"/>
  322. <FRENCH_SIEGE_COST value="25% cost reduction"/>
  323. <FRENCH_SIEGE_SPEED value="50% faster"/>
  324. <FRENCH_SIEGE_MOVE value="25% faster"/>
  325. <FRENCH_FREE_GENERAL value="1 (1 = enabled, 0 = disabled)"/>
  326. <FRENCH_FREE_SUPPLY value="1 (1 = enabled, 0 = disabled)"/>
  327. <FRENCH_ENTRENCH value="100% of usual time."/>
  328. <FRENCH_LUMBERMILL_EARLY value="2"/>
  329. <FRENCH_LUMBERMILL_UPGRADES value="1"/>
  330. <FRENCH_WOODIES value="2"/>
  331. <FRENCH_TIMBER_COMMERCE value="10% bonus"/>
  332. <BRITISH_COMMERCE value="25% bonus"/>
  333. <BRITISH_SHIP_SPEED value="33% faster creation"/>
  334. <BRITISH_ARCHER_SPEED value="0% faster creation"/>
  335. <BRITISH_ARCHER_UPGRADES value="1 (1 = enabled, 0 = disabled)"/>
  336. <BRITISH_AA_COST value="25% cost reduction"/>
  337. <BRITISH_AA_SPEED value="33% faster creation"/>
  338. <BRITISH_FREE_SHIP value="0"/>
  339. <BRITISH_TAXATION value="100% increase"/>
  340. <BRITISH_TOWER_RANGE value="2 range increase"/>
  341. <GERMAN_SUBMARINE_COST value="25% cost reduction"/>
  342. <GERMAN_SUBMARINE_SPEED value="33% faster creation"/>
  343. <GERMAN_AIR_SPEED value="33% faster creation"/>
  344. <GERMAN_FREE_FIGHTER value="2 "/>
  345. <GERMAN_FREE_BOMBER value="0"/>
  346. <GERMAN_METAL_EARLY value="0 (1 = enabled, 0 = disabled)"/>
  347. <GERMAN_METAL_UPGRADES value="0 (1 = enabled, 0 = disabled)"/>
  348. <GERMAN_MINE_COST value="0% cheaper"/>
  349. <GERMAN_MINERS value="0"/>
  350. <GERMAN_HEAVY_INFANTRY value="0 (1 = enabled; 0 = disabled)"/>
  351. <GERMAN_INDUSTRY_UPGRADES value="0 (1 = enabled; 0 = disabled) (this is the completely free version)"/>
  352. <GERMAN_INDUSTRY_DISCOUNT value="50% discount"/>
  353. <GERMAN_COMPLETION_BONUS value="50% extra resources for building completion bonuses"/>
  354. <GERMAN_BUILDINGS_EARLY value="1 (1 = enabled; 0 = disabled)"/>
  355. <GERMAN_INDUSTRY_EARLY value="1 (1 = enabled; 0 = disabled)"/>
  356. <GERMAN_CITY_GATHER value="5"/>
  357. <RUSSIAN_ATTRITION value="100% bonus"/>
  358. <RUSSIAN_ATTRITION_UPGRADES value="1"/>
  359. <RUSSIAN_OIL value="20% bonus"/>
  360. <RUSSIAN_BORDERS value="0"/>
  361. <RUSSIAN_BORDERS_PER_AGE value="1"/>
  362. <RUSSIAN_COMMUNISM value="0"/>
  363. <RUSSIAN_SPY_COST value="50% cheaper"/>
  364. <RUSSIAN_COSSACK_DAMAGE value="25% bonus"/>
  365. <CHINESE_KNOWLEDGE_UPGRADES value="0 (1 = enabled, 0 = disabled)"/>
  366. <CHINESE_HERBAL_LORE value="1"/>
  367. <CHINESE_SCIENCE_DISCOUNT value="20%"/>
  368. <CHINESE_CITIZEN_INSTANT value="1"/>
  369. <CHINESE_CITIZEN_CREATION value="100% faster"/>
  370. <CHINESE_LARGE_CITY value="1 (1 = enabled, 0 = disabled)"/>
  371. <CHINESE_LARGE_CITIES value="1 (1 = enabled, 0 = disabled)"/>
  372. <JAPANESE_DAMAGE value="-5% bonus vs. buildings (negative is per age)"/>
  373. <JAPANESE_BARRACKS_COST value="-7% cost reduction (negative is per age)"/>
  374. <JAPANESE_BARRACKS_SPEED value="-10% faster creation (negative is per age)"/>
  375. <JAPANESE_SHIP_COST value="10% discount"/>
  376. <JAPANESE_AIRCRAFT_CARRIERS_SPEED value="33% faster"/>
  377. <JAPANESE_FISHING_BOATS value="25% increase"/>
  378. <JAPANESE_CARRIER_SPEED value="33% faster creation"/>
  379. <JAPANESE_FARMS_CHEAPER value="50% cheaper"/>
  380. <KOREAN_START_CITIZEN value="3"/>
  381. <KOREAN_FREE_CITIZEN value="5"/>
  382. <KOREAN_CITIZENS entry0="1" entry1="3" entry2="5" entry3="5" entry4="5" entry5="5" entry6="5" entry7="5" entry8="5"/>
  383. <KOREAN_TEMPLE_UPGRADES value="2 (1 = enable, 0 = disable, 2 = enable and start with one)"/>
  384. <KOREAN_TEMPLE_TAX_UPGRADES value="0 (1 = enable, 0 = disable)"/>
  385. <KOREAN_MILITIA_UPGRADES value="1"/>
  386. <KOREAN_BUILD_UNDER_FIRE value="1"/>
  387. <KOREAN_REPAIR value="50% less total time"/>
  388. <KOREAN_TOWER_COST value="33% cheaper"/>
  389. <MONGOL_STABLE_COST value="10% cost reduction"/>
  390. <MONGOL_STABLE_SPEED value="20% faster creation"/>
  391. <MONGOL_ATTRITION value="50% reduction"/>
  392. <MONGOL_THREE_MIL_CAVALRY value="3"/>
  393. <MONGOL_FREE_CAVALRY value="2"/>
  394. <MONGOL_START_CAVALRY value="1"/>
  395. <MONGOL_FREE_FORAGE value="1"/>
  396. <MONGOL_NOMADIC_FOOD value="1"/>
  397. <RELICS_RESEARCH_SPEED value="33%"/>
  398. <WINE_UNIT_UPGRADES value="20%"/>
  399. <PAPYRUS_SCIENCE_MILITARY value="25%"/>
  400. <DYE_CIVIC_COMMERCE value="25%"/>
  401. <FURS_MILITARY value="25%"/>
  402. <SILK_COMMERCE value="25%"/>
  403. <SILK_CARAVAN value="0"/>
  404. <SPICE_CARAVAN_INCOME value="20%"/>
  405. <SALT_BARRACKS_COST value="15%"/>
  406. <HORSES_STABLE_COST value="15%"/>
  407. <RUBBER_AUTOPLANT_COST value="15%"/>
  408. <SULPHUR_SIEGE_COST value="20%"/>
  409. <AMBER_MARKET value="10"/>
  410. <SILVER_AGE_COST value="15%"/>
  411. <TOBACCO_BUILDING_SPEED value="10%"/>
  412. <MARBLE_WONDER_COST value="10%"/>
  413. <FURS_LOS value="0"/>
  414. <COTTON_CREATION_SPEED value="25%"/>
  415. <BISON_GRANARY_COST value="33%"/>
  416. <COPPER_FACTORY_HP value="20%"/>
  417. <PEACOCKS_POP value="10%"/>
  418. <SUGAR_FOOD_COST value="10%"/>
  419. <DIAMONDS_COMMERCE value="10"/>
  420. <GEMS_TERRITORY_BONUS value="2"/>
  421. <ALUMINUM_AIR_COST value="15%"/>
  422. <ALUMINUM_AIR_SPEED value="25%"/>
  423. <WHALES_SHIPS_MOVE value="20%"/>
  424. <OBSIDIAN_ARCHERS_RANGE value="0"/>
  425. <OBSIDIAN_ARCHERS_ATTACK value="1"/>
  426. <WOOL_CITIZENS_COST value="15%"/>
  427. <WOOL_CITIZENS_SPEED value="33%"/>
  428. <COAL_TIMBER_COST value="25%"/>
  429. <URANIUM_NUKE_COST value="5%"/>
  430. <URANIUM_NUKE_SPEED value="10%"/>
  431. <TITANIUM_ATTRITION value="50%"/>
  432. <MTN_TINY_SIZE value="100 tiles"/>
  433. <MTN_SMALL_SIZE value="210 tiles"/>
  434. <MTN_MEDIUM_SIZE value="275 tiles"/>
  435. <MTN_LARGE_SIZE value="400 tiles"/>
  436. <MTN_HUGE_SIZE value="1000 tiles"/>
  437. <MTN_TINY_GATHER value="3 citizens"/>
  438. <MTN_SMALL_GATHER value="5 citizens"/>
  439. <MTN_MEDIUM_GATHER value="6 citizens"/>
  440. <MTN_LARGE_GATHER value="8 citizens"/>
  441. <MTN_HUGE_GATHER value="10 citizens"/>
  442. <MIN_CONTINENT_SPACING value="3 wcoords including coasts"/>
  443. <CTW_STARTING_TRIBUTE value="25"/>
  444. <CTW_NO_ATTACK_BONUS value="25"/>
  445. <CTW_NO_ATTACK_BONUS_CAP value="100"/>
  446. <CTW_TRIB_NO_ATTACK value="3"/>
  447. <CTW_CONTINENT_BONUS value="10"/>
  448. <CTW_ATTRITION value="50% bonus"/>
  449. <CTW_STARTING_TRIBUTE value="25"/>
  450. <CTW_NO_ATTACK_BONUS value="25"/>
  451. <CTW_TRIB_NO_ATTACK value="3"/>
  452. <CTW_CONTINENT_BONUS value="10"/>
  453. <CTW_ATTRITION value="50% bonus"/>
  454. <CTW_BASE_WAR_COST value="20 tribute"/>
  455. <CTW_WAR_COST_STANCE_TIME_X value="1 tribute"/>
  456. <CTW_BASE_PEACE_COST value="20 tribute"/>
  457. <CTW_PEACE_COST_ATT_X value="1 tribute"/>
  458. <CTW_BASE_BUILD_COST value="20 tribute"/>
  459. <CTW_BUILD_COST_TIME_HELD_X value="10 x"/>
  460. <CTW_BASE_CARD_COST value="30 tribute"/>
  461. <CTW_CARD_COST_NUM_PURCHASED_X value="40 x"/>
  462. <CTW_CARD_COST_RAMP_CAP value="110"/>
  463. <CTW_BASE_TERRITORY_COST value="75 tribute"/>
  464. <CTW_TERRITORY_COST_ATT_X value="2"/>
  465. <CTW_TERRITORY_COST_STR_X value="25"/>
  466. <CTW_TERRITORY_MIN_EMP_SIZE value="4"/>
  467. <CTW_TERRITORY_MAX_ATT value="17"/>
  468. <CTW_MAX_ATTITUDE value="20"/>
  469. <CTW_START_ATTITUDE value="10"/>
  470. <CTW_NUM_OPP_FOR_LARGER_MAP value="2"/>
  471. <CTW_MIN_KEEP_ALLIANCE value="4"/>
  472. <CTW_BREAK_ALLIANCE_PROB_X_ATT value="1"/>
  473. <CTW_CAPITAL_STARTING_INFRA value="2"/>
  474. <CTW_NOMAD_STARTING_RES_X value="3"/>
  475. <CTW_MAX_INFRA_SPECIAL_SCEN value="3"/>
  476. <CTW_MAX_TREACHERY_INFRA value="3"/>
  477. <CTW_AGE_COST value="50"/>
  478. <CTW_EUREKA_TECHS value="2"/>
  479. <CTW_EUREKA_ALL_TECHS value="1"/>
  480. <CTW_MAX_BRIBE_ATT value="15"/>
  481. <CTW_CIT_PER_EXTRA_CITY value="10"/>
  482. <CTW_AI_BARB_CHANCE value="95"/>
  483. <CTW_AI_STRONGER_CHANCE value="80"/>
  484. <CTW_ADDITIONAL_ALLY_INC value="100"/>
  485. <CTW_BREAK_BRIBE_X value="3"/>
  486. <CTW_ALLY_WAR_COST_X value="2"/>
  487. <CTW_AI_ALL_CARDS_NUM value="4"/>
  488. <CTW_AI_ALL_CARDS_PROB value="25"/>
  489. <CTW_AI_TAC_CARD_PROB value="25"/>
  490. <CTW_AI_TAC_CARD_ALLY_PROB value="50"/>
  491. <CTW_BRIBE_TRIB_MIN value="10"/>
  492. <CTW_BRIBE_TOUGH_HATE_ACC_PROB value="35"/>
  493. <CTW_BRIBE_TOUGH_ACC_PROB value="50"/>
  494. <CTW_BRIBE_ACC_PROB value="100"/>
  495. <CTW_DEMAND_TRIB_TOUGH_PROB value="50"/>
  496. <CTW_DEMAND_TRIB_PROB value="35"/>
  497. <CTW_OVERRUN_PEACE_PROB value="50"/>
  498. <CTW_OVERRUN_EASIEST_PROB value="0"/>
  499. <CTW_OVERRUN_EASY_PROB value="10"/>
  500. <CTW_OVERRUN_MODERATE_PROB value="20"/>
  501. <CTW_OVERRUN_TOUGH_PROB value="100"/>
  502. <CTW_DEF_VICTORY_BONUS value="50"/>
  503. <CTW_WONDER_MIN_CIVICS value="4"/>
  504. <CTW_CONQUEST_TIME_LIMIT value="90"/>
  505. <CTW_GREAT_THINKER_DISCOUNT value="25"/>
  506. <CTW_GREAT_THINKER_TIME value="25"/>
  507. <CTW_MARKET_BONUS_BUY value="25"/>
  508. <CTW_MARKET_BONUS_SELL value="20"/>
  509. <CTW_HEAL_BONUS value="100"/>
  510. <CTW_PROD_RATE_BONUS value="5"/>
  511. <CTW_MAX_WONDER_CARDS value="1"/>
  512. <TOWER_GARRISON_UPGRADE value="2"/>
  513. <FORT_GARRISON_UPGRADE value="5"/>
  514. <UNIT_HEAL_RATE entry0="20 frames" entry1="15 frames" entry2="10 frames" entry3="5 frames"/>
  515. <SUPPLY_HEAL_RATE value="0 frames (0 means don't heal at all)"/>
  516. <CIVILIAN_HEAL_RATE value="45 frames (0 means don't heal at all)"/>
  517. <AIRCRAFT_HEAL_RATE entry0="20 frames" entry1="16 frames" entry2="12 frames" entry3="8 frames"/>
  518. <CITY_HEAL_RATE value="4 frames"/>
  519. <BOMBING_MANA_COST value="0 mana"/>
  520. <SAM_SITE_RELOAD_CHANCE value="10 percent"/>
  521. <SAM_SITE_RELOAD_TIME value="50"/>
  522. <ARTILLERY_UNDER_ATTACK_FIRES_SLOWLY value="1 (0 = fires normal speed, 1 = fires as if out of supply)"/>
  523. <GOODY_BOX value="25 resources"/>
  524. <GOODY_BOX_AGE value="25 resources / age"/>
  525. <FOOD_BONUS_FOR_FARM value="20"/>
  526. <OIL_BONUS_FOR_WELL value="50"/>
  527. <KNOWLEDGE_BONUS_FOR_UNIVERSITY value="25"/>
  528. <TIMBER_BONUS_PER_WOOD_SLOT value="5"/>
  529. <METAL_BONUS_PER_MINE_SLOT value="5"/>
  530. <RIVER_RESOURCE_VALUE value="2 times basic rate (does this do anything anymore?)"/>
  531. <TOWN_HP_BONUS value="2"/>
  532. <SENATE_HP_BONUS value="35%"/>
  533. <SENATE_ARMOR_BONUS value="1 armor per city level"/>
  534. <FORCED_MARCH_SPEED value="42m"/>
  535. <GENERAL_SPEED_BONUS value="3m"/>
  536. <GENERAL_RADIUS value="6 tiles"/>
  537. <GENERAL_BUILDING_RANGE value="1 tile"/>
  538. <GENERAL_BUILDING_ATTACK value="1"/>
  539. <GENERAL_RALLY_ARMOR value="2 armor"/>
  540. <SUPPLY_RADIUS value="14 tiles"/>
  541. <SUPPLY_RADIUS_UPGRADE value="2 tiles"/>
  542. <SUPPLY_HP_UPGRADE entry0="0" entry1="20" entry2="40" entry3="60"/>
  543. <TRUCK_RADIUS value="14 tiles"/>
  544. <SIEGE_OUT_OF_SUPPLY_RELOAD value="3/2 normal delay"/>
  545. <ARTILLERY_OUT_OF_SUPPLY_RELOAD value="2/1 normal delay"/>
  546. <DECOY_TIME value="2500 frames"/>
  547. <CARAVAN_ATTACK_BONUS value="2 attack"/>
  548. <MARKET_BASEMENT value="10"/>
  549. <MARKET_EQUILIBRIUM value="65"/>
  550. <MARKET_MIN_VARIANCE value="2"/>
  551. <MARKET_MIN_TREND value="8 cycles"/>
  552. <MARKET_TREND_RANGE value="16 cycles"/>
  553. <MARKET_CYCLE_RATE value="1 frames"/>
  554. <MARKET_SUPPLY_DEMAND value="3 +/- to sell price (double to buy price)"/>
  555. <PARADROP_RANGE value="64 tiles"/>
  556. <TIMER_REFRESH_RATIO value="5 seconds with timer off removes 1 second from clock"/>
  557. <RETAKE_CAPITAL value="3600 frames"/>
  558. <WONDER_TIMER value="4500 frames"/>
  559. <WONDER_AGE value="0 frames"/>
  560. <POPWIN_TIMER value="3600 frames"/>
  561. <ARMAGEDDON value="8 nukes"/>
  562. <ARMAGEDDON_PER_NATION value="2 nukes"/>
  563. <ARMAGEDDON_PER_TEAM value="4 nukes"/>
  564. <NUKE_EMBARGO_BASE value="100 frames"/>
  565. <NUKE_EMBARGO_NATION value="100 frames"/>
  566. <NUKE_EMBARGO_WORLD value="0 frames"/>
  567. <REASSIMILATION value="300% normal rate (of my own cities I've recaptured)"/>
  568. <ASSIMILATION_TIMER value="2000 frames"/>
  569. <ATTRITION value='48 frames -> this is the baseline level for "regular" attrition'/>
  570. <PEACE_ATTRITION value="8 frames -> this is the special border-violation attrition when you're at peace"/>
  571. <ASSASSIN_ATTRITION value="8 frames -> this is the special assassin attrition"/>
  572. </CONSTANTS>
  573. <TECHBONUSES>
  574. <BONUS>
  575. <DESC>
  576. Caravans to allied &amp; peaceful nations allowed.
  577. </DESC>
  578. <PREQ preq0="Trade"/>
  579. </BONUS>
  580. <BONUS>
  581. <DESC>
  582. Can buy and sell resources at the Market.
  583. </DESC>
  584. <PREQ preq0="Coinage"/>
  585. </BONUS>
  586. <BONUS>
  587. <DESC>
  588. Units can be transported by sea.
  589. </DESC>
  590. <PREQ preq0="Written Word"/>
  591. </BONUS>
  592. <BONUS>
  593. <DESC>
  594. Can colonize new continents.
  595. </DESC>
  596. <PREQ preq0="Coinage"/>
  597. </BONUS>
  598. <BONUS>
  599. <DESC>
  600. Ally's Line-of-Sight visible.
  601. </DESC>
  602. <PREQ preq0="Mathematics"/>
  603. </BONUS>
  604. <BONUS>
  605. <DESC>
  606. Can see enemy borders.
  607. </DESC>
  608. <PREQ preq0="None"/>
  609. </BONUS>
  610. <BONUS>
  611. <DESC>
  612. Entire map becomes explored.
  613. </DESC>
  614. <PREQ preq0="Electronics"/>
  615. </BONUS>
  616. <BONUS>
  617. <DESC>
  618. All units and buildings in your territory revealed.
  619. </DESC>
  620. <PREQ preq0="Computerization"/>
  621. </BONUS>
  622. <BONUS>
  623. <DESC>
  624. Entire map revealed--including all units and buildings.
  625. </DESC>
  626. <PREQ preq0="disable"/>
  627. </BONUS>
  628. <BONUS>
  629. <DESC>
  630. Enemy missiles will not explode in your territory.
  631. </DESC>
  632. <PREQ preq0="Missile Shield"/>
  633. </BONUS>
  634. <BONUS>
  635. <DESC>
  636. Armageddon clock turned back by 2.
  637. </DESC>
  638. <PREQ preq0="Missile Shield"/>
  639. </BONUS>
  640. <BONUS>
  641. <DESC>
  642. Raises your #ICON21 Commerce Cap to the maximum allowed, and increases resource production by $NUMBER0%.
  643. </DESC>
  644. <PREQ preq0="Global Prosperity"/>
  645. </BONUS>
  646. <BONUS>
  647. <DESC>
  648. Units are produced instantly.
  649. </DESC>
  650. <PREQ preq0="Artificial Intelligence"/>
  651. </BONUS>
  652. <BONUS>
  653. <DESC>
  654. All timer victories, city assimilations, and enemy capital eliminations instantaneous.
  655. </DESC>
  656. <PREQ preq0="World Government"/>
  657. </BONUS>
  658. <BONUS>
  659. <DESC>
  660. Caravans can shoot back at enemies.
  661. </DESC>
  662. <PREQ preq0="disable"/>
  663. </BONUS>
  664. <BONUS>
  665. <DESC>
  666. Granaries increase #ICON1 food output by $NUMBER0%.
  667. </DESC>
  668. <PREQ preq0="Agriculture"/>
  669. </BONUS>
  670. <BONUS>
  671. <DESC>
  672. Granaries increase #ICON1 food output by $NUMBER0%.
  673. </DESC>
  674. <PREQ preq0="Crop Rotation"/>
  675. </BONUS>
  676. <BONUS>
  677. <DESC>
  678. Granaries increase #ICON1 food output by $NUMBER0%.
  679. </DESC>
  680. <PREQ preq0="Food Industry"/>
  681. </BONUS>
  682. <BONUS>
  683. <DESC>
  684. Granaries increase #ICON1 food output by $NUMBER0%.
  685. </DESC>
  686. <PREQ preq0="disable"/>
  687. </BONUS>
  688. <BONUS>
  689. <DESC>
  690. Fishermen collect +$NUMBER0% #ICON1 Food.
  691. </DESC>
  692. <PREQ preq0="Agriculture"/>
  693. </BONUS>
  694. <BONUS>
  695. <DESC>
  696. Fishermen collect +$NUMBER0% #ICON1 Food.
  697. </DESC>
  698. <PREQ preq0="Crop Rotation"/>
  699. </BONUS>
  700. <BONUS>
  701. <DESC>
  702. Fishermen collect +$NUMBER0% #ICON1 Food.
  703. </DESC>
  704. <PREQ preq0="Food Industry"/>
  705. </BONUS>
  706. <BONUS>
  707. <DESC>
  708. Lumber Mills increase #ICON2 timber output by $NUMBER0%.
  709. </DESC>
  710. <PREQ preq0="Carpentry"/>
  711. </BONUS>
  712. <BONUS>
  713. <DESC>
  714. Lumber Mills increase #ICON2 timber output by $NUMBER0%.
  715. </DESC>
  716. <PREQ preq0="Logging Industry"/>
  717. </BONUS>
  718. <BONUS>
  719. <DESC>
  720. Lumber Mills increase #ICON2 timber output by $NUMBER0%.
  721. </DESC>
  722. <PREQ preq0="Papermill"/>
  723. </BONUS>
  724. <BONUS>
  725. <DESC>
  726. Smelters increase #ICON5 metal output by $NUMBER0%.
  727. </DESC>
  728. <PREQ preq0="Metal Alloys"/>
  729. </BONUS>
  730. <BONUS>
  731. <DESC>
  732. Smelters increase #ICON5 metal output by $NUMBER0%.
  733. </DESC>
  734. <PREQ preq0="Cold Casting"/>
  735. </BONUS>
  736. <BONUS>
  737. <DESC>
  738. Smelters increase #ICON5 metal output by $NUMBER0%.
  739. </DESC>
  740. <PREQ preq0="Steel"/>
  741. </BONUS>
  742. <BONUS>
  743. <DESC>
  744. Temples increase city effect on National Borders by +$NUMBER0.
  745. </DESC>
  746. <PREQ preq0="Religion"/>
  747. </BONUS>
  748. <BONUS>
  749. <DESC>
  750. Temples increase city effect on National Borders by +$NUMBER0.
  751. </DESC>
  752. <PREQ preq0="Monotheism"/>
  753. </BONUS>
  754. <BONUS>
  755. <DESC>
  756. Temples increase city effect on National Borders by +$NUMBER0.
  757. </DESC>
  758. <PREQ preq0="Existentialism"/>
  759. </BONUS>
  760. <BONUS>
  761. <DESC>
  762. Temples increase city hit points by $NUMBER0%.
  763. </DESC>
  764. <PREQ preq0="Religion"/>
  765. </BONUS>
  766. <BONUS>
  767. <DESC>
  768. Temples increase city hit points by $NUMBER0%.
  769. </DESC>
  770. <PREQ preq0="Monotheism"/>
  771. </BONUS>
  772. <BONUS>
  773. <DESC>
  774. Temples increase city hit points by $NUMBER0%.
  775. </DESC>
  776. <PREQ preq0="Existentialism"/>
  777. </BONUS>
  778. <BONUS>
  779. <DESC>
  780. Temples increase city combat range by +$NUMBER0.
  781. </DESC>
  782. <PREQ preq0="Religion"/>
  783. </BONUS>
  784. <BONUS>
  785. <DESC>
  786. Temples increase city combat range by +$NUMBER0.
  787. </DESC>
  788. <PREQ preq0="Monotheism"/>
  789. </BONUS>
  790. <BONUS>
  791. <DESC>
  792. Temples increase city combat range by +$NUMBER0.
  793. </DESC>
  794. <PREQ preq0="Existentialism"/>
  795. </BONUS>
  796. <BONUS>
  797. <DESC>
  798. Increases effect of Forts on National Borders to +$NUMBER0.
  799. </DESC>
  800. <PREQ preq0="Fortification"/>
  801. </BONUS>
  802. <BONUS>
  803. <DESC>
  804. Increases effect of Forts on National Borders to +$NUMBER0.
  805. </DESC>
  806. <PREQ preq0="Bombardment"/>
  807. </BONUS>
  808. <BONUS>
  809. <DESC>
  810. Increases effect of Forts on National Borders to +$NUMBER0.
  811. </DESC>
  812. <PREQ preq0="Strategic Reserves"/>
  813. </BONUS>
  814. <BONUS>
  815. <DESC>
  816. +$NUMBER0 Range for Forts.
  817. </DESC>
  818. <PREQ preq0="Fortification"/>
  819. </BONUS>
  820. <BONUS>
  821. <DESC>
  822. +$NUMBER0 Range for Forts.
  823. </DESC>
  824. <PREQ preq0="Bombardment"/>
  825. </BONUS>
  826. <BONUS>
  827. <DESC>
  828. +$NUMBER0 Range for Forts.
  829. </DESC>
  830. <PREQ preq0="Strategic Reserves"/>
  831. </BONUS>
  832. <BONUS>
  833. <DESC>
  834. +$NUMBER0 Garrison Capacity for Forts and Towers.
  835. </DESC>
  836. <PREQ preq0="Fortification"/>
  837. </BONUS>
  838. <BONUS>
  839. <DESC>
  840. +$NUMBER0 Garrison Capacity for Forts and Towers.
  841. </DESC>
  842. <PREQ preq0="Bombardment"/>
  843. </BONUS>
  844. <BONUS>
  845. <DESC>
  846. +$NUMBER0 Garrison Capacity for Forts and Towers.
  847. </DESC>
  848. <PREQ preq0="Strategic Reserves"/>
  849. </BONUS>
  850. <BONUS>
  851. <DESC>
  852. +$NUMBER0 Line-of-Sight for Forts.
  853. </DESC>
  854. <PREQ preq0="Fortification"/>
  855. </BONUS>
  856. <BONUS>
  857. <DESC>
  858. +$NUMBER0 Line-of-Sight for Forts.
  859. </DESC>
  860. <PREQ preq0="Bombardment"/>
  861. </BONUS>
  862. <BONUS>
  863. <DESC>
  864. +$NUMBER0 Line-of-Sight for Forts.
  865. </DESC>
  866. <PREQ preq0="Strategic Reserves"/>
  867. </BONUS>
  868. <BONUS>
  869. <DESC>
  870. Attrition damage to enemies in your territory (Level 1).
  871. </DESC>
  872. <PREQ preq0="Allegiance"/>
  873. </BONUS>
  874. <BONUS>
  875. <DESC>
  876. Increased attrition damage to enemies in your territory (Level 2).
  877. </DESC>
  878. <PREQ preq0="Oath of Fealty"/>
  879. </BONUS>
  880. <BONUS>
  881. <DESC>
  882. Increased attrition damage to enemies in your territory (Level 3).
  883. </DESC>
  884. <PREQ preq0="Patriotism"/>
  885. </BONUS>
  886. <BONUS>
  887. <DESC>
  888. Increased attrition damage to enemies in your territory (Level 4).
  889. </DESC>
  890. <PREQ preq0="Nationalism"/>
  891. </BONUS>
  892. <BONUS>
  893. <DESC>
  894. Scholars produce +$NUMBER0 #ICON4 knowledge each.
  895. </DESC>
  896. <PREQ preq0="Literacy"/>
  897. </BONUS>
  898. <BONUS>
  899. <DESC>
  900. Scholars produce +$NUMBER0 #ICON4 knowledge each.
  901. </DESC>
  902. <PREQ preq0="Printing Press"/>
  903. </BONUS>
  904. <BONUS>
  905. <DESC>
  906. Scholars produce +$NUMBER0 #ICON4 knowledge each.
  907. </DESC>
  908. <PREQ preq0="Scientific Method"/>
  909. </BONUS>
  910. <BONUS>
  911. <DESC>
  912. Scholars produce +$NUMBER0 #ICON4 knowledge each.
  913. </DESC>
  914. <PREQ preq0="Institutional Research"/>
  915. </BONUS>
  916. <BONUS>
  917. <DESC>
  918. Scholars produce +$NUMBER0 #ICON4 knowledge each.
  919. </DESC>
  920. <PREQ preq0="Supercomputers"/>
  921. </BONUS>
  922. <BONUS>
  923. <DESC>
  924. Foot and Mounted troops created faster (Level 1).
  925. </DESC>
  926. <PREQ preq0="Herbal Lore"/>
  927. </BONUS>
  928. <BONUS>
  929. <DESC>
  930. Foot and Mounted troops created faster (Level 2).
  931. </DESC>
  932. <PREQ preq0="Medicine"/>
  933. </BONUS>
  934. <BONUS>
  935. <DESC>
  936. Foot and Mounted troops created faster (Level 3).
  937. </DESC>
  938. <PREQ preq0="Pharmaceuticals"/>
  939. </BONUS>
  940. <BONUS>
  941. <DESC>
  942. Foot and Mounted troops Line-of-Sight increased (Level 1).
  943. </DESC>
  944. <PREQ preq0="Herbal Lore"/>
  945. </BONUS>
  946. <BONUS>
  947. <DESC>
  948. Foot and Mounted troops Line-of-Sight increased (Level 2).
  949. </DESC>
  950. <PREQ preq0="Medicine"/>
  951. </BONUS>
  952. <BONUS>
  953. <DESC>
  954. Foot and Mounted troops Line-of-Sight increased (Level 3).
  955. </DESC>
  956. <PREQ preq0="Pharmaceuticals"/>
  957. </BONUS>
  958. <BONUS>
  959. <DESC>
  960. Ships created faster (Level 1).
  961. </DESC>
  962. <PREQ preq0="Forage"/>
  963. </BONUS>
  964. <BONUS>
  965. <DESC>
  966. Ships created faster (Level 2).
  967. </DESC>
  968. <PREQ preq0="Supply"/>
  969. </BONUS>
  970. <BONUS>
  971. <DESC>
  972. Ships created faster (Level 3).
  973. </DESC>
  974. <PREQ preq0="Logistics"/>
  975. </BONUS>
  976. <BONUS>
  977. <DESC>
  978. Units heal faster while garrisoned in buildings (Level 1).
  979. </DESC>
  980. <PREQ preq0="Herbal Lore"/>
  981. </BONUS>
  982. <BONUS>
  983. <DESC>
  984. Units heal faster while garrisoned in buildings (Level 2).
  985. </DESC>
  986. <PREQ preq0="Medicine"/>
  987. </BONUS>
  988. <BONUS>
  989. <DESC>
  990. Units heal faster while garrisoned in buildings (Level 3).
  991. </DESC>
  992. <PREQ preq0="Pharmaceuticals"/>
  993. </BONUS>
  994. <BONUS>
  995. <DESC>
  996. Buildings constructed faster (Level 1).
  997. </DESC>
  998. <PREQ preq0="Construction"/>
  999. </BONUS>
  1000. <BONUS>
  1001. <DESC>
  1002. Buildings constructed faster (Level 2).
  1003. </DESC>
  1004. <PREQ preq0="Architecture"/>
  1005. </BONUS>
  1006. <BONUS>
  1007. <DESC>
  1008. Buildings constructed faster (Level 3).
  1009. </DESC>
  1010. <PREQ preq0="Engineering"/>
  1011. </BONUS>
  1012. <BONUS>
  1013. <DESC>
  1014. Building hit points increased by $NUMBER0% (Level 1).
  1015. </DESC>
  1016. <PREQ preq0="Construction"/>
  1017. </BONUS>
  1018. <BONUS>
  1019. <DESC>
  1020. Building hit points increased by $NUMBER0% (Level 2).
  1021. </DESC>
  1022. <PREQ preq0="Architecture"/>
  1023. </BONUS>
  1024. <BONUS>
  1025. <DESC>
  1026. Building hit points increased by $NUMBER0% (Level 3).
  1027. </DESC>
  1028. <PREQ preq0="Engineering"/>
  1029. </BONUS>
  1030. <BONUS>
  1031. <DESC>
  1032. Tanks, siege, and vehicle units created faster (Level 1).
  1033. </DESC>
  1034. <PREQ preq0="Forage"/>
  1035. </BONUS>
  1036. <BONUS>
  1037. <DESC>
  1038. Tanks, siege, and vehicle units created faster (Level 2).
  1039. </DESC>
  1040. <PREQ preq0="Supply"/>
  1041. </BONUS>
  1042. <BONUS>
  1043. <DESC>
  1044. Tanks, siege, and vehicle units created faster (Level 3).
  1045. </DESC>
  1046. <PREQ preq0="Logistics"/>
  1047. </BONUS>
  1048. <BONUS>
  1049. <DESC>
  1050. Supply Wagons gain increased Radius/Speed/HP (Level 1).
  1051. </DESC>
  1052. <PREQ preq0="Forage"/>
  1053. </BONUS>
  1054. <BONUS>
  1055. <DESC>
  1056. Supply Wagons gain increased Radius/Speed/HP (Level 2).
  1057. </DESC>
  1058. <PREQ preq0="Supply"/>
  1059. </BONUS>
  1060. <BONUS>
  1061. <DESC>
  1062. Supply Wagons gain increased Radius/Speed/HP (Level 3).
  1063. </DESC>
  1064. <PREQ preq0="Logistics"/>
  1065. </BONUS>
  1066. <BONUS>
  1067. <DESC>
  1068. Your units in enemy territory receive $NUMBER0% less attrition damage (and none when not moving or fighting).
  1069. </DESC>
  1070. <PREQ preq0="Forage"/>
  1071. </BONUS>
  1072. <BONUS>
  1073. <DESC>
  1074. Your units in enemy territory receive $NUMBER0% less attrition damage.
  1075. </DESC>
  1076. <PREQ preq0="Supply"/>
  1077. </BONUS>
  1078. <BONUS>
  1079. <DESC>
  1080. Your units in enemy territory receive $NUMBER0% less attrition damage.
  1081. </DESC>
  1082. <PREQ preq0="Logistics"/>
  1083. </BONUS>
  1084. <BONUS>
  1085. <DESC>
  1086. Generals and Spies recover their craft twice as quickly.
  1087. </DESC>
  1088. <PREQ preq0="Operations"/>
  1089. </BONUS>
  1090. <BONUS>
  1091. <DESC>
  1092. Generals and Spies are created twice as quickly.
  1093. </DESC>
  1094. <PREQ preq0="Tactics"/>
  1095. </BONUS>
  1096. <BONUS>
  1097. <DESC>
  1098. Generals and Spies are $NUMBER0% cheaper.
  1099. </DESC>
  1100. <PREQ preq0="Strategy"/>
  1101. </BONUS>
  1102. <BONUS>
  1103. <DESC> Spies can bribe enemy units and plant informers twice as quickly.</DESC>
  1104. <PREQ preq0="Strategy"/>
  1105. </BONUS>
  1106. <BONUS>
  1107. <DESC>
  1108. Generals have increased Radius/HP/Speed/LOS and increased effect on unit armor (Level 1).
  1109. </DESC>
  1110. <PREQ preq0="Tactics"/>
  1111. </BONUS>
  1112. <BONUS>
  1113. <DESC>
  1114. Generals have increased Radius/HP/Speed/LOS and increased effect on unit armor (Level 2).
  1115. </DESC>
  1116. <PREQ preq0="Operations"/>
  1117. </BONUS>
  1118. <BONUS>
  1119. <DESC>
  1120. Generals have increased Radius/HP/Speed/LOS and increased effect on unit armor (Level 3).
  1121. </DESC>
  1122. <PREQ preq0="Strategy"/>
  1123. </BONUS>
  1124. <BONUS>
  1125. <DESC>
  1126. Spies have increased Range/HP/Speed/LOS (Level 1).
  1127. </DESC>
  1128. <PREQ preq0="Tactics"/>
  1129. </BONUS>
  1130. <BONUS>
  1131. <DESC>
  1132. Spies have increased Range/HP/Speed/LOS (Level 2).
  1133. </DESC>
  1134. <PREQ preq0="Operations"/>
  1135. </BONUS>
  1136. <BONUS>
  1137. <DESC>
  1138. Spies have increased Range/HP/Speed/LOS (Level 3).
  1139. </DESC>
  1140. <PREQ preq0="Strategy"/>
  1141. </BONUS>
  1142. <BONUS>
  1143. <DESC>
  1144. Allows taxation based on percentage of world territory controlled. Taxation rate becomes $NUMBER0% (Level 1).
  1145. </DESC>
  1146. <PREQ preq0="Taxation"/>
  1147. </BONUS>
  1148. <BONUS>
  1149. <DESC> Increases taxation based on percentage of world territory controlled. Taxation rate rises to $NUMBER0% (Level 2).</DESC>
  1150. <PREQ preq0="Vassalage"/>
  1151. </BONUS>
  1152. <BONUS>
  1153. <DESC> Increases taxation based on percentage of world territory controlled. Taxation rate rises to $NUMBER0% (Level 3).</DESC>
  1154. <PREQ preq0="Social Contract"/>
  1155. </BONUS>
  1156. <BONUS>
  1157. <DESC> Increases taxation based on percentage of world territory controlled. Taxation rate rises to $NUMBER0% (Level 4).</DESC>
  1158. <PREQ preq0="Income Tax"/>
  1159. </BONUS>
  1160. <BONUS>
  1161. <DESC>
  1162. Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 1).
  1163. </DESC>
  1164. <PREQ preq0="Taxation"/>
  1165. </BONUS>
  1166. <BONUS>
  1167. <DESC>
  1168. Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 2).
  1169. </DESC>
  1170. <PREQ preq0="Vassalage"/>
  1171. </BONUS>
  1172. <BONUS>
  1173. <DESC>
  1174. Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 3).
  1175. </DESC>
  1176. <PREQ preq0="Social Contract"/>
  1177. </BONUS>
  1178. <BONUS>
  1179. <DESC>
  1180. Increases gather rate of Merchants in friendly territory (and all Fishermen's non-food resources) to $NUMBER0% (Level 4).
  1181. </DESC>
  1182. <PREQ preq0="Income Tax"/>
  1183. </BONUS>
  1184. <BONUS>
  1185. <DESC>
  1186. Buildings created 25% faster.
  1187. </DESC>
  1188. <PREQ preq0="Disable"/>
  1189. </BONUS>
  1190. <BONUS>
  1191. <DESC>
  1192. Research conducted 25% faster.
  1193. </DESC>
  1194. <PREQ preq0="Disable"/>
  1195. </BONUS>
  1196. <BONUS>
  1197. <DESC>
  1198. Troops created 25% faster.
  1199. </DESC>
  1200. <PREQ preq0="Disable"/>
  1201. </BONUS>
  1202. <BONUS>
  1203. <DESC>
  1204. Stealth Bombers and Advanced Fighters available.
  1205. </DESC>
  1206. <PREQ preq0="Global Prosperity"/>
  1207. </BONUS>
  1208. <BONUS>
  1209. <DESC>
  1210. Tower and Fort range increased by +$NUMBER0%.
  1211. </DESC>
  1212. <PREQ preq0="Disable"/>
  1213. </BONUS>
  1214. <BONUS>
  1215. <DESC>
  1216. Tower and Fort range increased by +$NUMBER0%.
  1217. </DESC>
  1218. <PREQ preq0="Disable"/>
  1219. </BONUS>
  1220. <BONUS>
  1221. <DESC>
  1222. Tower and Fort range increased by +$NUMBER0%.
  1223. </DESC>
  1224. <PREQ preq0="Disable"/>
  1225. </BONUS>
  1226. </TECHBONUSES>
  1227. <FORMATIONS>
  1228. <FORM>
  1229. <NAME>Line </NAME>
  1230. <DESC>LINE</DESC>
  1231. </FORM>
  1232. <FORM>
  1233. <NAME>Refused </NAME>
  1234. <DESC>REFUSED</DESC>
  1235. </FORM>
  1236. <FORM>
  1237. <NAME>Envelop </NAME>
  1238. <DESC>ENVELOP</DESC>
  1239. </FORM>
  1240. <FORM>
  1241. <NAME>Echelon Right</NAME>
  1242. <DESC>ECHELON RIGHT</DESC>
  1243. </FORM>
  1244. <FORM>
  1245. <NAME>Echelon Left </NAME>
  1246. <DESC>ECHELON LEFT</DESC>
  1247. </FORM>
  1248. <FORM>
  1249. <NAME>Sparse </NAME>
  1250. <DESC>SPARSE</DESC>
  1251. </FORM>
  1252. <FORM>
  1253. <NAME>Square </NAME>
  1254. <DESC>SQUARE</DESC>
  1255. </FORM>
  1256. <FORM>
  1257. <NAME>Wedge </NAME>
  1258. <DESC>WEDGE</DESC>
  1259. </FORM>
  1260. <FORM>
  1261. <NAME>Column </NAME>
  1262. <DESC>COLUMN</DESC>
  1263. </FORM>
  1264. <FORM>
  1265. <NAME>Mob </NAME>
  1266. <DESC>MOB</DESC>
  1267. </FORM>
  1268. </FORMATIONS>
  1269. <LANDS>
  1270. <LAND>
  1271. <NAME>Land</NAME>
  1272. <MAKE num="1" type="Knowledge"/>
  1273. <MAKE num="1" type="Food"/>
  1274. <MAKE num="0" type="none"/>
  1275. <MAKE num="0" type="none"/>
  1276. </LAND>
  1277. <LAND>
  1278. <NAME>Sandy</NAME>
  1279. <MAKE num="0" type="none"/>
  1280. <MAKE num="0" type="none"/>
  1281. <MAKE num="0" type="none"/>
  1282. <MAKE num="0" type="none"/>
  1283. </LAND>
  1284. <LAND>
  1285. <NAME>Ocean</NAME>
  1286. <MAKE num="0" type="none"/>
  1287. <MAKE num="0" type="none"/>
  1288. <MAKE num="0" type="none"/>
  1289. <MAKE num="0" type="none"/>
  1290. </LAND>
  1291. <LAND>
  1292. <NAME>Coast</NAME>
  1293. <MAKE num="0" type="none"/>
  1294. <MAKE num="0" type="none"/>
  1295. <MAKE num="0" type="none"/>
  1296. <MAKE num="0" type="none"/>
  1297. </LAND>
  1298. <LAND>
  1299. <NAME>Forest</NAME>
  1300. <MAKE num="1" type="Timber"/>
  1301. <MAKE num="0" type="none"/>
  1302. <MAKE num="0" type="none"/>
  1303. <MAKE num="0" type="none"/>
  1304. </LAND>
  1305. <LAND>
  1306. <NAME>Mountains</NAME>
  1307. <MAKE num="1" type="Metal"/>
  1308. <MAKE num="0" type="none"/>
  1309. <MAKE num="0" type="none"/>
  1310. <MAKE num="0" type="none"/>
  1311. </LAND>
  1312. <LAND>
  1313. <NAME>Rocks</NAME>
  1314. <MAKE num="0" type="none"/>
  1315. <MAKE num="0" type="none"/>
  1316. <MAKE num="0" type="none"/>
  1317. <MAKE num="0" type="none"/>
  1318. </LAND>
  1319. <LAND>
  1320. <NAME>Oil</NAME>
  1321. <MAKE num="1" type="Oil"/>
  1322. <MAKE num="0" type="none"/>
  1323. <MAKE num="0" type="none"/>
  1324. <MAKE num="0" type="none"/>
  1325. </LAND>
  1326. <LAND>
  1327. <NAME>Cliffs</NAME>
  1328. <MAKE num="1" type="Metal"/>
  1329. <MAKE num="0" type="none"/>
  1330. <MAKE num="0" type="none"/>
  1331. <MAKE num="0" type="none"/>
  1332. </LAND>
  1333. </LANDS>
  1334. <TRIBES>
  1335. <!--ART STYLES (BUILDING/UNIT)
  1336. Building
  1337. 0 MED_STYLE,
  1338. 1 NEUROPE_STYLE,
  1339. 2 ASIAN_STYLE,
  1340. 3 KOREAN_STYLE,
  1341. 4 AMERICAN_STYLE,
  1342. 5 TURKISH_STYLE,
  1343.  
  1344. Unit
  1345. 0 = American
  1346. 1 = Arab
  1347. 2 = European
  1348. 3 = Asian
  1349. -->
  1350. <TRIBE>
  1351. <FILE>AZTECS.XML </FILE>
  1352. <KEY>aztecs </KEY>
  1353. </TRIBE>
  1354. <TRIBE>
  1355. <FILE>MAYA.XML </FILE>
  1356. <KEY>maya </KEY>
  1357. </TRIBE>
  1358. <TRIBE>
  1359. <FILE>INCA.XML </FILE>
  1360. <KEY>inca </KEY>
  1361. </TRIBE>
  1362. <TRIBE>
  1363. <FILE>BANTU.XML </FILE>
  1364. <KEY>bantu </KEY>
  1365. </TRIBE>
  1366. <TRIBE>
  1367. <FILE>NUBIANS.XML </FILE>
  1368. <KEY>nubians </KEY>
  1369. </TRIBE>
  1370. <TRIBE>
  1371. <FILE>GREEKS.XML </FILE>
  1372. <KEY>greeks </KEY>
  1373. </TRIBE>
  1374. <TRIBE>
  1375. <FILE>ROMANS.XML </FILE>
  1376. <KEY>romans </KEY>
  1377. </TRIBE>
  1378. <TRIBE>
  1379. <FILE>EGYPTIANS.XML</FILE>
  1380. <KEY>egyptians</KEY>
  1381. </TRIBE>
  1382. <TRIBE>
  1383. <FILE>TURKS.XML </FILE>
  1384. <KEY>turks </KEY>
  1385. </TRIBE>
  1386. <TRIBE>
  1387. <FILE>SPANISH.XML </FILE>
  1388. <KEY>spanish </KEY>
  1389. </TRIBE>
  1390. <TRIBE>
  1391. <FILE>FRENCH.XML </FILE>
  1392. <KEY>french </KEY>
  1393. </TRIBE>
  1394. <TRIBE>
  1395. <FILE>BRITISH.XML </FILE>
  1396. <KEY>british </KEY>
  1397. </TRIBE>
  1398. <TRIBE>
  1399. <FILE>GERMANS.XML </FILE>
  1400. <KEY>germans </KEY>
  1401. </TRIBE>
  1402. <TRIBE>
  1403. <FILE>RUSSIANS.XML </FILE>
  1404. <KEY>russians </KEY>
  1405. </TRIBE>
  1406. <TRIBE>
  1407. <FILE>CHINESE.XML </FILE>
  1408. <KEY>chinese </KEY>
  1409. </TRIBE>
  1410. <TRIBE>
  1411. <FILE>JAPANESE.XML </FILE>
  1412. <KEY>japanese </KEY>
  1413. </TRIBE>
  1414. <TRIBE>
  1415. <FILE>KOREANS.XML </FILE>
  1416. <KEY>koreans </KEY>
  1417. </TRIBE>
  1418. <TRIBE>
  1419. <FILE>MONGOLS.XML </FILE>
  1420. <KEY>mongols </KEY>
  1421. </TRIBE>
  1422. </TRIBES>
  1423. <TRIBES_TRIAL_VERSION>
  1424. <!--ART STYLES (BUILDING/UNIT)
  1425. Building
  1426. 0 MED_STYLE,
  1427. 1 NEUROPE_STYLE,
  1428. 2 ASIAN_STYLE,
  1429. 3 KOREAN_STYLE,
  1430. 4 AMERICAN_STYLE,
  1431. 5 TURKISH_STYLE,
  1432.  
  1433. Unit
  1434. 0 = American
  1435. 1 = Arab
  1436. 2 = European
  1437. 3 = Asian
  1438. -->
  1439. <TRIBE>
  1440. <FILE>AZTECS.XML </FILE>
  1441. <KEY>aztecs </KEY>
  1442. </TRIBE>
  1443. <TRIBE>
  1444. <FILE>MAYA.XML </FILE>
  1445. <KEY>maya </KEY>
  1446. </TRIBE>
  1447. <TRIBE>
  1448. <FILE>INCA.XML </FILE>
  1449. <KEY>inca </KEY>
  1450. </TRIBE>
  1451. <TRIBE>
  1452. <FILE>BANTU.XML </FILE>
  1453. <KEY>bantu </KEY>
  1454. </TRIBE>
  1455. <TRIBE>
  1456. <FILE>NUBIANS.XML </FILE>
  1457. <KEY>nubians </KEY>
  1458. </TRIBE>
  1459. <TRIBE>
  1460. <FILE>GREEKS.XML </FILE>
  1461. <KEY>greeks </KEY>
  1462. </TRIBE>
  1463. <TRIBE>
  1464. <FILE>ROMANS.XML </FILE>
  1465. <KEY>romans </KEY>
  1466. </TRIBE>
  1467. <TRIBE>
  1468. <FILE>EGYPTIANS.XML</FILE>
  1469. <KEY>egyptians</KEY>
  1470. </TRIBE>
  1471. <TRIBE>
  1472. <FILE>TURKS.XML </FILE>
  1473. <KEY>turks </KEY>
  1474. </TRIBE>
  1475. <TRIBE>
  1476. <FILE>SPANISH.XML </FILE>
  1477. <KEY>spanish </KEY>
  1478. </TRIBE>
  1479. <TRIBE>
  1480. <FILE>FRENCH.XML </FILE>
  1481. <KEY>french </KEY>
  1482. </TRIBE>
  1483. <TRIBE>
  1484. <FILE>BRITISH.XML </FILE>
  1485. <KEY>british </KEY>
  1486. </TRIBE>
  1487. <TRIBE>
  1488. <FILE>GERMANS.XML </FILE>
  1489. <KEY>germans </KEY>
  1490. </TRIBE>
  1491. <TRIBE>
  1492. <FILE>RUSSIANS.XML </FILE>
  1493. <KEY>russians </KEY>
  1494. </TRIBE>
  1495. <TRIBE>
  1496. <FILE>CHINESE.XML </FILE>
  1497. <KEY>chinese </KEY>
  1498. </TRIBE>
  1499. <TRIBE>
  1500. <FILE>JAPANESE.XML </FILE>
  1501. <KEY>japanese </KEY>
  1502. </TRIBE>
  1503. <TRIBE>
  1504. <FILE>KOREANS.XML </FILE>
  1505. <KEY>koreans </KEY>
  1506. </TRIBE>
  1507. <TRIBE>
  1508. <FILE>MONGOLS.XML </FILE>
  1509. <KEY>mongols </KEY>
  1510. </TRIBE>
  1511. <!--Below not allowed in trial version (disabled through code as well)-->
  1512. </TRIBES_TRIAL_VERSION>
  1513. <CATEGORIES id="building_cats">
  1514. <CATEGORY name="Economic" key="E"/>
  1515. <CATEGORY name="Military" key="M"/>
  1516. <CATEGORY name="Wonder" key="W"/>
  1517. </CATEGORIES>
  1518. <CATEGORIES id="tech_cats">
  1519. <CATEGORY name="Military" key="Military" desc="Population Limit, Siege, Forts"/>
  1520. <CATEGORY name="Civic" key="Civic" desc="City Limit, National Borders"/>
  1521. <CATEGORY name="Commerce" key="Commerce" desc="Commerce Cap, Gather Enhancer Buildings"/>
  1522. <CATEGORY name="Science" key="Science" desc="Research Speed and Cost, Line-of-sight"/>
  1523. </CATEGORIES>
  1524. <CATEGORIES id="unit_cats">
  1525. <CATEGORY name="Foot " key="Foot"/>
  1526. <CATEGORY name="Mounted " key="Mounted"/>
  1527. <CATEGORY name="Mechanized " key="Mech"/>
  1528. <CATEGORY name="Siege and Artillery " key="Artillery"/>
  1529. <CATEGORY name="Command and Leadership " key="Command"/>
  1530. <CATEGORY name="Civilian and Non-Combatant" key="Civilian"/>
  1531. <CATEGORY name="Sailing Vessel " key="Sail"/>
  1532. <CATEGORY name="Modern Naval " key="Naval"/>
  1533. <CATEGORY name="Air " key="Air"/>
  1534. </CATEGORIES>
  1535. <CATEGORIES id="treaties">
  1536. <CATEGORY name="WAR!"/>
  1537. <CATEGORY name="Peace"/>
  1538. <CATEGORY name="Ally"/>
  1539. </CATEGORIES>
  1540. <CATEGORIES id="agenameshort" title="">
  1541. <CATEGORY name="Ancient" desc="Age"/>
  1542. <CATEGORY name="Classical" desc="Age"/>
  1543. <CATEGORY name="Medieval" desc="Age"/>
  1544. <CATEGORY name="Gunpowder" desc="Age"/>
  1545. <CATEGORY name="Enlightenment" desc="Age"/>
  1546. <CATEGORY name="Industrial" desc="Age"/>
  1547. <CATEGORY name="Modern" desc="Age"/>
  1548. <CATEGORY name="Information" desc="Age"/>
  1549. </CATEGORIES>
  1550. <CATEGORIES id="combatstances" title="">
  1551. <CATEGORY name="Aggressive" desc="AGGRESSIVE"/>
  1552. <CATEGORY name="Defensive" desc="DEFENSIVE"/>
  1553. <CATEGORY name="Stand Ground" desc="STAND GROUND"/>
  1554. <CATEGORY name="Raid" desc="RAID"/>
  1555. <CATEGORY name="Raze" desc="RAZE"/>
  1556. <CATEGORY name="Hold Fire" desc="HOLD FIRE"/>
  1557. </CATEGORIES>
  1558. <CATEGORIES id="workerstances" title="">
  1559. <CATEGORY name="Gather" desc="GATHER"/>
  1560. <CATEGORY name="Build &amp; Gather" desc="BUILD &amp; GATHER"/>
  1561. <CATEGORY name="Build" desc="BUILD"/>
  1562. <CATEGORY name="Idle" desc="IDLE"/>
  1563. </CATEGORIES>
  1564. <CATEGORIES id="casterstances" title="">
  1565. <CATEGORY name="Auto Craft" desc="AUTO CRAFT"/>
  1566. <CATEGORY name="Manual Craft" desc="MANUAL CRAFT"/>
  1567. </CATEGORIES>
  1568. <CATEGORIES id="packerstances" title="">
  1569. <CATEGORY name="Auto Deploy" desc="AUTO DEPLOY"/>
  1570. <CATEGORY name="Manual Deploy" desc="MANUAL DEPLOY"/>
  1571. </CATEGORIES>
  1572. <CATEGORIES id="gamestyles" title="Teams &amp; Allies:">
  1573. <CATEGORY name="Diplomacy" key="Diplomacy"/>
  1574. <CATEGORY name="Survival of the Fittest" key="Survival of the Fittest"/>
  1575. <CATEGORY name="Assassin!" key="Assassin"/>
  1576. <CATEGORY name="Barbarians at the Gates!" key="Barbarians at the Gates!"/>
  1577. <CATEGORY name="Teams of 2" key="Teams of 2"/>
  1578. <CATEGORY name="Teams of 3" key="Teams of 3"/>
  1579. <CATEGORY name="Teams of 4" key="Teams of 4"/>
  1580. <CATEGORY name="Team Diplomacy" key="Team Diplomacy"/>
  1581. <CATEGORY name="Cooperative Diplomacy" key="Cooperative Diplomacy"/>
  1582. <CATEGORY name="Cooperative Survival" key="Cooperative Survival"/>
  1583. <CATEGORY name="Cooperative Teams" key="Cooperative Teams"/>
  1584. <CATEGORY name="Custom Diplomacy" key="Custom Diplomacy"/>
  1585. <CATEGORY name="Custom Teams" key="Custom Teams"/>
  1586. <CATEGORY name="Saved Game" key="Saved Game"/>
  1587. </CATEGORIES>
  1588. <CATEGORIES id="gamerules" title="Game Rules:">
  1589. <CATEGORY name="Standard" key="Standard"/>
  1590. <CATEGORY name="Custom" key="Custom"/>
  1591. <CATEGORY name="No Rush" key="No Rush"/>
  1592. <CATEGORY name="Sudden Death" key="Sudden Death"/>
  1593. <CATEGORY name="Deathmatch" key="Deathmatch"/>
  1594. <CATEGORY name="Nomad" key="Nomad"/>
  1595. <CATEGORY name="Peaceful Tech Race" key="Peaceful Tech Race"/>
  1596. <CATEGORY name="Assassin!" key="Assassin"/>
  1597. <CATEGORY name="Barbarians at the Gates!" key="Barbarians at the Gates"/>
  1598. <CATEGORY name="Fast Game" key="Fast Game"/>
  1599. <CATEGORY name="Scenario" key="Scenario"/>
  1600. <CATEGORY name="Info Deathmatch" key="Info Deathmatch"/>
  1601. </CATEGORIES>
  1602. <CATEGORIES id="mapstyles" title="Map Style:">
  1603. <CATEGORY name="Random" key="Random"/>
  1604. <CATEGORY name="Random Land Map" key="Random Land Map"/>
  1605. <CATEGORY name="Random Sea Map" key="Random Sea Map"/>
  1606. <CATEGORY name="Secret Random" key="Secret Random"/>
  1607. <CATEGORY name="Secret Random Land" key="Secret Random Land"/>
  1608. <CATEGORY name="Secret Random Sea" key="Secret Random Sea"/>
  1609. <CATEGORY name="Old World" key="Old World"/>
  1610. <CATEGORY name="Great Sahara" key="Great Sahara"/>
  1611. <CATEGORY name="Amazon Rainforest" key="Amazon Rainforest"/>
  1612. <CATEGORY name="Himalayas" key="Himalayas"/>
  1613. <CATEGORY name="Southwest Mesa" key="Southwest Mesa"/>
  1614. <CATEGORY name="African Watering Hole" key="African Watering Hole"/>
  1615. <CATEGORY name="Mediterranean" key="Mediterranean"/>
  1616. <CATEGORY name="Australian Outback" key="Australian Outback"/>
  1617. <CATEGORY name="Great Lakes" key="Great Lakes"/>
  1618. <CATEGORY name="Warring States" key="Warring States"/>
  1619. <CATEGORY name="New World" key="New World"/>
  1620. <CATEGORY name="Colonial Powers" key="Colonial Powers"/>
  1621. <CATEGORY name="East Indies" key="East Indies"/>
  1622. <CATEGORY name="East Meets West" key="East Meets West"/>
  1623. <CATEGORY name="Atlantic Sea Power" key="Atlantic Sea Power"/>
  1624. <CATEGORY name="Nile Delta" key="Nile Delta"/>
  1625. <CATEGORY name="British Isles" key="British Isles"/>
  1626. </CATEGORIES>
  1627. <CATEGORIES id="difficulties" title="Difficulty:">
  1628. <CATEGORY name="Easiest" key="Easiest"/>
  1629. <CATEGORY name="Easy" key="Easy"/>
  1630. <CATEGORY name="Moderate" key="Moderate"/>
  1631. <CATEGORY name="Tough" key="Tough"/>
  1632. <CATEGORY name="Tougher" key="Tougher"/>
  1633. <CATEGORY name="Toughest" key="Toughest"/>
  1634. </CATEGORIES>
  1635. <CATEGORIES id="mods" title="Game Mods:">
  1636. <CATEGORY name="-None Selected-" key="None"/>
  1637. </CATEGORIES>
  1638. <CATEGORIES id="mapsizes" title="Map Size:">
  1639. <CATEGORY name="Tiny" key="Tiny" desc="Tiny">
  1640. <DATA>40</DATA>
  1641. </CATEGORY>
  1642. <CATEGORY name="Arena" key="Arena" desc="Arena">
  1643. <DATA>50</DATA>
  1644. </CATEGORY>
  1645. <CATEGORY name="Small (2/3-player)" key="Medium" desc="Medium">
  1646. <DATA>60</DATA>
  1647. </CATEGORY>
  1648. <CATEGORY name="Standard (4-player)" key="Standard" desc="Standard">
  1649. <DATA>70</DATA>
  1650. </CATEGORY>
  1651. <CATEGORY name="Large (5/6-player)" key="Large" desc="Large">
  1652. <DATA>80</DATA>
  1653. </CATEGORY>
  1654. <CATEGORY name="Huge (7/8-player)" key="Huge" desc="Huge">
  1655. <DATA>90</DATA>
  1656. </CATEGORY>
  1657. <CATEGORY name="Big Huge" key="Big Huge" desc="Big Huge">
  1658. <DATA>100</DATA>
  1659. </CATEGORY>
  1660. </CATEGORIES>
  1661. <CATEGORIES id="victories" title="Victory:">
  1662. <CATEGORY name="Standard" key="Standard"/>
  1663. <CATEGORY name="Sudden Death" key="Sudden Death"/>
  1664. <CATEGORY name="Conquest" key="Conquest"/>
  1665. <CATEGORY name="Score" key="Score"/>
  1666. <CATEGORY name="Time Limit" key="Time Limit"/>
  1667. <CATEGORY name="Musical Chairs" key="Musical Chairs"/>
  1668. <CATEGORY name="Wonder" key="Wonder"/>
  1669. <CATEGORY name="Territory" key="Territory"/>
  1670. <CATEGORY name="Economic" key="Economic"/>
  1671. <CATEGORY name="Tech Race" key="Tech Race"/>
  1672. <CATEGORY name="Scenario Victory" key="Scenario Victory"/>
  1673. </CATEGORIES>
  1674. <CATEGORIES id="eliminations" title="Elimination:">
  1675. <CATEGORY name="Conquest" key="Conquest"/>
  1676. <CATEGORY name="Capital" key="Capital"/>
  1677. <CATEGORY name="Sudden Death Capital" key="Sudden Death Capital"/>
  1678. <CATEGORY name="Sudden Death" key="Sudden Death"/>
  1679. </CATEGORIES>
  1680. <CATEGORIES id="startingtowns" title="Start With:">
  1681. <CATEGORY name="Nomad"/>
  1682. <CATEGORY name="City Center Only"/>
  1683. <CATEGORY name="Small Town"/>
  1684. <CATEGORY name="Large Town"/>
  1685. </CATEGORIES>
  1686. <CATEGORIES id="startingresources" title="Resources:">
  1687. <CATEGORY name="Low " key="Low ">
  1688. <DATA> 0</DATA>
  1689. <DATA> 0</DATA>
  1690. </CATEGORY>
  1691. <CATEGORY name="Standard " key="Standard ">
  1692. <DATA> 1</DATA>
  1693. <DATA> 1</DATA>
  1694. </CATEGORY>
  1695. <CATEGORY name="x2 " key="x2 ">
  1696. <DATA> 2</DATA>
  1697. <DATA> 2</DATA>
  1698. </CATEGORY>
  1699. <CATEGORY name="x3 " key="x3 ">
  1700. <DATA> 3</DATA>
  1701. <DATA> 3</DATA>
  1702. </CATEGORY>
  1703. <CATEGORY name="x5 " key="x5 ">
  1704. <DATA> 5</DATA>
  1705. <DATA> 5</DATA>
  1706. </CATEGORY>
  1707. <CATEGORY name="x10 " key="x10 ">
  1708. <DATA>10 </DATA>
  1709. <DATA>10</DATA>
  1710. </CATEGORY>
  1711. <CATEGORY name="x20 " key="x20 ">
  1712. <DATA>20 </DATA>
  1713. <DATA>20</DATA>
  1714. </CATEGORY>
  1715. <CATEGORY name="Deathmatch " key="Deathmatch ">
  1716. <DATA>100</DATA>
  1717. <DATA>100</DATA>
  1718. </CATEGORY>
  1719. <CATEGORY name="Infinite " key="Infinite ">
  1720. <DATA>100</DATA>
  1721. <DATA>100</DATA>
  1722. </CATEGORY>
  1723. <CATEGORY name="Variable Low " key="Variable Low ">
  1724. <DATA> 1 </DATA>
  1725. <DATA> 2</DATA>
  1726. </CATEGORY>
  1727. <CATEGORY name="Variable Medium" key="Variable Medium">
  1728. <DATA> 3 </DATA>
  1729. <DATA> 5</DATA>
  1730. </CATEGORY>
  1731. <CATEGORY name="Variable High " key="Variable High ">
  1732. <DATA> 5 </DATA>
  1733. <DATA> 20</DATA>
  1734. </CATEGORY>
  1735. <CATEGORY name="Random " key="Random ">
  1736. <DATA> 1 </DATA>
  1737. <DATA> 20</DATA>
  1738. </CATEGORY>
  1739. </CATEGORIES>
  1740. <CATEGORIES id="defenderresources" title="Defender Bonus:">
  1741. <CATEGORY name="Same Resources"/>
  1742. <CATEGORY name="Double Resources"/>
  1743. <CATEGORY name="Triple Resources"/>
  1744. <CATEGORY name="Quadruple Resources"/>
  1745. <CATEGORY name="Quintuple Resources"/>
  1746. </CATEGORIES>
  1747. <CATEGORIES id="techcosts" title="Technology:">
  1748. <CATEGORY name="Cheap and Fast"/>
  1749. <CATEGORY name="Cheap"/>
  1750. <CATEGORY name="Normal and Fast"/>
  1751. <CATEGORY name="Normal"/>
  1752. <CATEGORY name="Normal and Slow"/>
  1753. <CATEGORY name="Expensive"/>
  1754. <CATEGORY name="Expensive and Slow"/>
  1755. <CATEGORY name="Very Expensive"/>
  1756. <CATEGORY name="Very Expensive and Slow"/>
  1757. </CATEGORIES>
  1758. <CATEGORIES id="startingtechs" title="Start Age:">
  1759. <CATEGORY name="Ancient Age"/>
  1760. <CATEGORY name="Classical Age"/>
  1761. <CATEGORY name="Medieval Age"/>
  1762. <CATEGORY name="Gunpowder Age"/>
  1763. <CATEGORY name="Enlightenment Age"/>
  1764. <CATEGORY name="Industrial Age"/>
  1765. <CATEGORY name="Modern Age"/>
  1766. <CATEGORY name="Information Age"/>
  1767. <CATEGORY name="All Technologies"/>
  1768. <CATEGORY name="Random Age!"/>
  1769. </CATEGORIES>
  1770. <CATEGORIES id="defendertechs" title="Defender Age:">
  1771. <CATEGORY name="Same Age"/>
  1772. <CATEGORY name="+1 Age"/>
  1773. <CATEGORY name="+2 Age"/>
  1774. <CATEGORY name="+3 Age"/>
  1775. <CATEGORY name="+4 Age"/>
  1776. </CATEGORIES>
  1777. <CATEGORIES id="endingtechs" title="End Age:">
  1778. <CATEGORY name="Classical Age"/>
  1779. <CATEGORY name="Medieval Age"/>
  1780. <CATEGORY name="Gunpowder Age"/>
  1781. <CATEGORY name="Enlightenment Age"/>
  1782. <CATEGORY name="Industrial Age"/>
  1783. <CATEGORY name="Modern Age"/>
  1784. <CATEGORY name="Information Age"/>
  1785. </CATEGORIES>
  1786. <CATEGORIES id="revealmaps" title="Reveal Map:">
  1787. <CATEGORY name="No Ally LOS" key="No Ally LOS"/>
  1788. <CATEGORY name="Normal" key="Normal"/>
  1789. <CATEGORY name="Explored" key="Explored"/>
  1790. <CATEGORY name="All Visible" key="All Visible"/>
  1791. </CATEGORIES>
  1792. <CATEGORIES id="poplimits" title="Population:">
  1793. <CATEGORY name="2000 ">
  1794. <DATA>2000 </DATA>
  1795. </CATEGORY>
  1796. <CATEGORY name="75 ">
  1797. <DATA>75 </DATA>
  1798. </CATEGORY>
  1799. <CATEGORY name="100">
  1800. <DATA>100</DATA>
  1801. </CATEGORY>
  1802. <CATEGORY name="125">
  1803. <DATA>125</DATA>
  1804. </CATEGORY>
  1805. <CATEGORY name="150">
  1806. <DATA>150</DATA>
  1807. </CATEGORY>
  1808. <CATEGORY name="200">
  1809. <DATA>200</DATA>
  1810. </CATEGORY>
  1811. </CATEGORIES>
  1812. <CATEGORIES id="rushrules" title="Rush Rules:">
  1813. <CATEGORY name="Standard" key="Standard"/>
  1814. <CATEGORY name="Peace until Classical Age" key="Peace until Classical Age"/>
  1815. <CATEGORY name="Peace until Medieval Age" key="Peace until Medieval Age"/>
  1816. <CATEGORY name="Peace until Gunpowder Age" key="Peace until Gunpowder Age"/>
  1817. <CATEGORY name="Peace until Enlightenment Age" key="Peace until Enlightenment Age"/>
  1818. <CATEGORY name="Peace until Industrial Age" key="Peace until Industrial Age"/>
  1819. <CATEGORY name="Peace until Modern Age" key="Peace until Modern Age"/>
  1820. <CATEGORY name="Peace until Information Age" key="Peace until Information Age"/>
  1821. <CATEGORY name="Non Violent" key="Non Violent"/>
  1822. <CATEGORY name="Peace for first 2 minutes " key="Peace for first 2 minutes ">
  1823. <DATA>2</DATA>
  1824. </CATEGORY>
  1825. <CATEGORY name="Peace for first 5 minutes " key="Peace for first 5 minutes ">
  1826. <DATA>5</DATA>
  1827. </CATEGORY>
  1828. <CATEGORY name="Peace for first 10 minutes " key="Peace for first 10 minutes ">
  1829. <DATA>10</DATA>
  1830. </CATEGORY>
  1831. <CATEGORY name="Peace for first 15 minutes " key="Peace for first 15 minutes ">
  1832. <DATA>15</DATA>
  1833. </CATEGORY>
  1834. <CATEGORY name="Peace for first 20 minutes " key="Peace for first 20 minutes ">
  1835. <DATA>20</DATA>
  1836. </CATEGORY>
  1837. <CATEGORY name="Peace for first 30 minutes " key="Peace for first 30 minutes ">
  1838. <DATA>30</DATA>
  1839. </CATEGORY>
  1840. </CATEGORIES>
  1841. <CATEGORIES id="cannontimes" title="Cannon Time:">
  1842. <CATEGORY name="None ">
  1843. <DATA>0</DATA>
  1844. </CATEGORY>
  1845. <CATEGORY name="1 Cannon Time ">
  1846. <DATA>1</DATA>
  1847. </CATEGORY>
  1848. <CATEGORY name="2 Cannon Times">
  1849. <DATA>2</DATA>
  1850. </CATEGORY>
  1851. <CATEGORY name="4 Cannon Times">
  1852. <DATA>4</DATA>
  1853. </CATEGORY>
  1854. <CATEGORY name="8 Cannon Times">
  1855. <DATA>8</DATA>
  1856. </CATEGORY>
  1857. </CATEGORIES>
  1858. <CATEGORIES id="handicaps">
  1859. <CATEGORY name="Standard">
  1860. <DATA> 0</DATA>
  1861. </CATEGORY>
  1862. <CATEGORY name="Skill +1">
  1863. <DATA> 5</DATA>
  1864. </CATEGORY>
  1865. <CATEGORY name="Skill +2">
  1866. <DATA> 10</DATA>
  1867. </CATEGORY>
  1868. <CATEGORY name="Skill +3">
  1869. <DATA> 15</DATA>
  1870. </CATEGORY>
  1871. <CATEGORY name="Skill +4">
  1872. <DATA> 20</DATA>
  1873. </CATEGORY>
  1874. <CATEGORY name="Skill +5">
  1875. <DATA> 25</DATA>
  1876. </CATEGORY>
  1877. <CATEGORY name="Skill +6">
  1878. <DATA> 30</DATA>
  1879. </CATEGORY>
  1880. <CATEGORY name="Skill +7">
  1881. <DATA> 35</DATA>
  1882. </CATEGORY>
  1883. <CATEGORY name="Skill +8">
  1884. <DATA> 40</DATA>
  1885. </CATEGORY>
  1886. <CATEGORY name="Skill +9">
  1887. <DATA> 45</DATA>
  1888. </CATEGORY>
  1889. <CATEGORY name="Skill +10">
  1890. <DATA> 50</DATA>
  1891. </CATEGORY>
  1892. <CATEGORY name="Skill +11">
  1893. <DATA> 55</DATA>
  1894. </CATEGORY>
  1895. <CATEGORY name="Skill +12">
  1896. <DATA> 60</DATA>
  1897. </CATEGORY>
  1898. <CATEGORY name="Skill +13">
  1899. <DATA> 65</DATA>
  1900. </CATEGORY>
  1901. <CATEGORY name="Skill +14">
  1902. <DATA> 70</DATA>
  1903. </CATEGORY>
  1904. <CATEGORY name="Skill +15">
  1905. <DATA> 75</DATA>
  1906. </CATEGORY>
  1907. <CATEGORY name="Skill +16">
  1908. <DATA> 80</DATA>
  1909. </CATEGORY>
  1910. <CATEGORY name="Skill +17">
  1911. <DATA> 85</DATA>
  1912. </CATEGORY>
  1913. <CATEGORY name="Skill +18">
  1914. <DATA> 90</DATA>
  1915. </CATEGORY>
  1916. <CATEGORY name="Skill +19">
  1917. <DATA> 95</DATA>
  1918. </CATEGORY>
  1919. <CATEGORY name="Skill +20">
  1920. <DATA> 100</DATA>
  1921. </CATEGORY>
  1922. </CATEGORIES>
  1923. <CATEGORIES id="playerslots">
  1924. <CATEGORY name="Open"/>
  1925. <CATEGORY name="Closed"/>
  1926. <CATEGORY name="None"/>
  1927. <CATEGORY name="Computer"/>
  1928. <CATEGORY name="Computer (Rush and Raid)"/>
  1929. <CATEGORY name="Computer (Boom and Build)"/>
  1930. <CATEGORY name="Human"/>
  1931. <CATEGORY name="Boot Player"/>
  1932. <CATEGORY name="Human Control All"/>
  1933. <CATEGORY name="Computer Control All"/>
  1934. </CATEGORIES>
  1935. <CATEGORIES id="numberofplayers" title="Other Nations:">
  1936. <CATEGORY name="0"/>
  1937. <CATEGORY name="1"/>
  1938. <CATEGORY name="2"/>
  1939. <CATEGORY name="3"/>
  1940. <CATEGORY name="4"/>
  1941. <CATEGORY name="5"/>
  1942. <CATEGORY name="6"/>
  1943. <CATEGORY name="7"/>
  1944. </CATEGORIES>
  1945. <CATEGORIES id="maxobservers" title="Max Observers:">
  1946. <CATEGORY name="0"/>
  1947. <CATEGORY name="1"/>
  1948. <CATEGORY name="2"/>
  1949. <CATEGORY name="3"/>
  1950. <CATEGORY name="4"/>
  1951. <CATEGORY name="5"/>
  1952. <CATEGORY name="6"/>
  1953. </CATEGORIES>
  1954. <CATEGORIES id="gamespeeds" title="Game Speed:">
  1955. <CATEGORY name="Very Slow"/>
  1956. <CATEGORY name="Slow"/>
  1957. <CATEGORY name="Normal"/>
  1958. <CATEGORY name="Fast"/>
  1959. <CATEGORY name="Hyper Fast"/>
  1960. </CATEGORIES>
  1961. <CATEGORIES id="scores" title="Score:">
  1962. <CATEGORY name="1000 ">
  1963. <DATA>1000 </DATA>
  1964. </CATEGORY>
  1965. <CATEGORY name="2000 ">
  1966. <DATA>2000 </DATA>
  1967. </CATEGORY>
  1968. <CATEGORY name="3000 ">
  1969. <DATA>3000 </DATA>
  1970. </CATEGORY>
  1971. <CATEGORY name="4000 ">
  1972. <DATA>4000 </DATA>
  1973. </CATEGORY>
  1974. <CATEGORY name="5000 ">
  1975. <DATA>5000 </DATA>
  1976. </CATEGORY>
  1977. <CATEGORY name="6000 ">
  1978. <DATA>6000 </DATA>
  1979. </CATEGORY>
  1980. <CATEGORY name="7000 ">
  1981. <DATA>7000 </DATA>
  1982. </CATEGORY>
  1983. <CATEGORY name="8000 ">
  1984. <DATA>8000 </DATA>
  1985. </CATEGORY>
  1986. <CATEGORY name="9000 ">
  1987. <DATA>9000 </DATA>
  1988. </CATEGORY>
  1989. <CATEGORY name="10000">
  1990. <DATA>10000</DATA>
  1991. </CATEGORY>
  1992. <CATEGORY name="15000">
  1993. <DATA>15000</DATA>
  1994. </CATEGORY>
  1995. <CATEGORY name="20000">
  1996. <DATA>20000</DATA>
  1997. </CATEGORY>
  1998. </CATEGORIES>
  1999. <CATEGORIES id="timelimits" title="Time Limit:">
  2000. <CATEGORY name="15 minutes">
  2001. <DATA> 15</DATA>
  2002. </CATEGORY>
  2003. <CATEGORY name="30 minutes">
  2004. <DATA> 30</DATA>
  2005. </CATEGORY>
  2006. <CATEGORY name="45 minutes">
  2007. <DATA> 45</DATA>
  2008. </CATEGORY>
  2009. <CATEGORY name="60 minutes">
  2010. <DATA> 60</DATA>
  2011. </CATEGORY>
  2012. <CATEGORY name="90 minutes">
  2013. <DATA> 90</DATA>
  2014. </CATEGORY>
  2015. <CATEGORY name="2 Hours ">
  2016. <DATA>120</DATA>
  2017. </CATEGORY>
  2018. <CATEGORY name="3 Hours ">
  2019. <DATA>180</DATA>
  2020. </CATEGORY>
  2021. <CATEGORY name="4 Hours ">
  2022. <DATA>240</DATA>
  2023. </CATEGORY>
  2024. <CATEGORY name="Custom Scenario">
  2025. <DATA>240</DATA>
  2026. </CATEGORY>
  2027. </CATEGORIES>
  2028. <CATEGORIES id="chairs" title="Musical Chairs:">
  2029. <CATEGORY name="2 minutes">
  2030. <DATA>2</DATA>
  2031. </CATEGORY>
  2032. <CATEGORY name="5 minutes">
  2033. <DATA>5</DATA>
  2034. </CATEGORY>
  2035. <CATEGORY name="8 minutes">
  2036. <DATA>8</DATA>
  2037. </CATEGORY>
  2038. <CATEGORY name="10 minutes">
  2039. <DATA>10</DATA>
  2040. </CATEGORY>
  2041. <CATEGORY name="15 minutes">
  2042. <DATA>15</DATA>
  2043. </CATEGORY>
  2044. <CATEGORY name="20 minutes">
  2045. <DATA>20</DATA>
  2046. </CATEGORY>
  2047. <CATEGORY name="25 minutes">
  2048. <DATA>25</DATA>
  2049. </CATEGORY>
  2050. <CATEGORY name="30 minutes">
  2051. <DATA>30</DATA>
  2052. </CATEGORY>
  2053. </CATEGORIES>
  2054. <CATEGORIES id="wonderwins" title="Wonder Victory:">
  2055. <CATEGORY name="1 Wonder Point ">
  2056. <DATA>1</DATA>
  2057. </CATEGORY>
  2058. <CATEGORY name="2 Wonder Points ">
  2059. <DATA>2</DATA>
  2060. </CATEGORY>
  2061. <CATEGORY name="3 Wonder Points ">
  2062. <DATA>3</DATA>
  2063. </CATEGORY>
  2064. <CATEGORY name="4 Wonder Points ">
  2065. <DATA>4</DATA>
  2066. </CATEGORY>
  2067. <CATEGORY name="6 Wonder Points ">
  2068. <DATA>6</DATA>
  2069. </CATEGORY>
  2070. <CATEGORY name="8 Wonder Points ">
  2071. <DATA>8</DATA>
  2072. </CATEGORY>
  2073. <CATEGORY name="10 Wonder Points">
  2074. <DATA> 10</DATA>
  2075. </CATEGORY>
  2076. <CATEGORY name="12 Wonder Points">
  2077. <DATA> 12</DATA>
  2078. </CATEGORY>
  2079. <CATEGORY name="14 Wonder Points">
  2080. <DATA> 14</DATA>
  2081. </CATEGORY>
  2082. <CATEGORY name="16 Wonder Points">
  2083. <DATA> 16</DATA>
  2084. </CATEGORY>
  2085. <CATEGORY name="20 Wonder Points">
  2086. <DATA> 20</DATA>
  2087. </CATEGORY>
  2088. <CATEGORY name="24 Wonder Points">
  2089. <DATA> 24</DATA>
  2090. </CATEGORY>
  2091. <CATEGORY name="No Wonder Victory">
  2092. <DATA> 9999</DATA>
  2093. </CATEGORY>
  2094. </CATEGORIES>
  2095. <CATEGORIES id="popwins" title="Territory Goal:">
  2096. <CATEGORY name="30% of world territory">
  2097. <DATA> 30</DATA>
  2098. </CATEGORY>
  2099. <CATEGORY name="35% of world territory">
  2100. <DATA> 35</DATA>
  2101. </CATEGORY>
  2102. <CATEGORY name="40% of world territory">
  2103. <DATA> 40</DATA>
  2104. </CATEGORY>
  2105. <CATEGORY name="45% of world territory">
  2106. <DATA> 45</DATA>
  2107. </CATEGORY>
  2108. <CATEGORY name="50% of world territory">
  2109. <DATA> 50</DATA>
  2110. </CATEGORY>
  2111. <CATEGORY name="55% of world territory">
  2112. <DATA> 55</DATA>
  2113. </CATEGORY>
  2114. <CATEGORY name="60% of world territory">
  2115. <DATA> 60</DATA>
  2116. </CATEGORY>
  2117. <CATEGORY name="65% of world territory">
  2118. <DATA> 65</DATA>
  2119. </CATEGORY>
  2120. <CATEGORY name="70% of world territory">
  2121. <DATA> 70</DATA>
  2122. </CATEGORY>
  2123. <CATEGORY name="75% of world territory">
  2124. <DATA> 75</DATA>
  2125. </CATEGORY>
  2126. <CATEGORY name="80% of world territory">
  2127. <DATA> 80</DATA>
  2128. </CATEGORY>
  2129. <CATEGORY name="90% of world territory">
  2130. <DATA> 90</DATA>
  2131. </CATEGORY>
  2132. <CATEGORY name="No Territory Victory ">
  2133. <DATA>100</DATA>
  2134. </CATEGORY>
  2135. </CATEGORIES>
  2136. <CATEGORIES id="econwins" title="Income Goal:">
  2137. <CATEGORY name="+100 Average Income">
  2138. <DATA>100</DATA>
  2139. </CATEGORY>
  2140. <CATEGORY name="+200 Average Income">
  2141. <DATA>200</DATA>
  2142. </CATEGORY>
  2143. <CATEGORY name="+300 Average Income">
  2144. <DATA>300</DATA>
  2145. </CATEGORY>
  2146. <CATEGORY name="+400 Average Income">
  2147. <DATA>400</DATA>
  2148. </CATEGORY>
  2149. <CATEGORY name="+500 Average Income">
  2150. <DATA>500</DATA>
  2151. </CATEGORY>
  2152. <CATEGORY name="+600 Average Income">
  2153. <DATA>600</DATA>
  2154. </CATEGORY>
  2155. <CATEGORY name="+700 Average Income">
  2156. <DATA>700</DATA>
  2157. </CATEGORY>
  2158. <CATEGORY name="+800 Average Income">
  2159. <DATA>800</DATA>
  2160. </CATEGORY>
  2161. <CATEGORY name="+900 Average Income">
  2162. <DATA>900</DATA>
  2163. </CATEGORY>
  2164. </CATEGORIES>
  2165. <CATEGORIES id="victorytypes">
  2166. <CATEGORY name="Generic"/>
  2167. <CATEGORY name="Wonder"/>
  2168. <CATEGORY name="Territory"/>
  2169. <CATEGORY name="Tech Race"/>
  2170. <CATEGORY name="Score"/>
  2171. <CATEGORY name="Economy"/>
  2172. <CATEGORY name="Time Limit"/>
  2173. </CATEGORIES>
  2174. <CATEGORIES id="gameinfo_flags">
  2175. <CATEGORY name="Save to Profile"/>
  2176. <!--<CATEGORY name="Record Game"/>-->
  2177. <CATEGORY name="Turbo Resources"/>
  2178. <CATEGORY name="No Nation Powers"/>
  2179. <CATEGORY name="No Unique Units"/>
  2180. <CATEGORY name="Cooperative AI"/>
  2181. <CATEGORY name="Allow Observer Chat"/>
  2182. <CATEGORY name="Free Pause"/>
  2183. <CATEGORY name="Tournament Play"/>
  2184. <CATEGORY name="Lock Game Speed"/>
  2185. <CATEGORY name="Require Random Teams"/>
  2186. <CATEGORY name="Require Random Nations"/>
  2187. <CATEGORY name="Disable Saving"/>
  2188. </CATEGORIES>
  2189. </ROOT>
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