rules.xml
À propos du fichier
- Type de fichier
- Fichier XML de 74 Ko (application/xml)
- Confidentialité
- Fichier public, envoyé le 25 février 2013 à 20:42, depuis l'adresse IP 109.212.x.x (France)
- Sécurité
- Ne contient aucun Virus ou Malware connus - Dernière vérification: 26 heures
- Statistiques
- La présente page de téléchargement a été vue 821 fois depuis l'envoi du fichier
- Page de téléchargement
-
Aperçu du fichier
<?xml version="1.0"?>
<!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Isaac Ellis (Big Huge Games) -->
<!--==================================================-->
<!---->
<!--RULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games Inc.-->
<!---->
<!--==================================================-->
<!---->
<!-- edited with XMLSPY v5 rel. 2 U (http://www.xmlspy.com) by Brian Reynolds (Big Huge Games) -->
<!--NO LOCALIZATION-->
<ROOT>
<!--LOCALIZATION: Do NOT translate below. These are lookups.-->
<CONSTANTS>
<!---->
<!--Map distances and speeds are specified as multiples or fractions of a "tile" (aka "TCoord") . A farm is 4 TCoords wide, or 1 WCoord wide.-->
<!--so smaller denominators make larger distances/faster speeds. "0" denom specifies-->
<!--no distance/speed. Largest denominator allowed is 192.-->
<!--Times are specified in "frames" or fifteenths of seconds (so 75 = five seconds at "normal" 1:1 speed). -->
<!---->
<UNIT_FORMATION_SPACING value="1/16 tile (calibration for unit spacing in formations)"/>
<UNIT_MOVE_SPEED value="1/192 tile (granularity for unit movement speeds)"/>
<UNIT_TURN_SPEED value="1/1 rate (master control for unit turn speed)"/>
<UNIT_PACK_TURN_BONUS value="2x (units turn faster when packed)"/>
<UNIT_BLOCK_RADIUS value="1 UCoord (master calibration for unit blocking)"/>
<UNIT_GUY_SPACING value="1/16 tile (calibration for spacing within a foot unit)"/>
<UNIT_RESPOND_RANGE value="12 tiles: distance units normally look for enemies to attack, or whatever. (BR 12/20/2002-- turned this up now that defensive has its own) "/>
<UNIT_DEFENSIVE_RESPOND_RANGE value="4 tiles (This seems to keep people from blindly wandering into as many forts, while still letting the melee units respond reasonably)"/>
<SHIP_DEFENSIVE_RESPOND_RANGE value="8 tiles (Ships need a better respond range so fire ships won't just sit there)"/>
<UNIT_GUARD_RESPOND_RANGE value="8 tiles (BR 1/16/2003 -- figured this should be smaller than 12)"/>
<UNIT_BUILD_RESPOND_RANGE value="12 tiles"/>
<UNIT_GATHER_RESPOND_RANGE value="32 tiles"/>
<AIRCRAFT_RESPOND_RANGE value="10 tiles (BR 1/16/2003 -- made this smaller so that planes don't go wandering all over the place into air defenses)"/>
<BOMBER_RESPOND_RANGE value="12 tiles "/>
<TARGET_RADIUS value="1/2 tile (calibration for target sizes)"/>
<MILITARY_TRANSPORT_BONUS value="2 speed bonus for transports per military tech"/>
<RANGE_INACCURACY value="1/100 -percent per # tiles"/>
<HEIGHT_INCREMENT value="200 z (whatever that means, I don't think it's in TCoords)"/>
<HEIGHT_BONUS value="10% per increment"/>
<FLANK_BONUS value="50% per level of flank (max bonus is twice this number)"/>
<CAVALRY_FLANK_BONUS value="40% (of base flank bonus)"/>
<VEHICLE_FLANK_BONUS value="33% (of base flank bonus)"/>
<ROCKY_MODIFIER value="2/3 (light infantry in rocks)"/>
<OVERKILL_FRAMES value="30 (unit hit twice or more w/in this time period receives attenuated damage from second and subsequent hits). Does not apply to damage from buildings."/>
<OVERKILL_DAMAGE value="1/3"/>
<ENTRENCHMENT_MODIFIER value="2/3"/>
<RIVER_MODIFIER value="2/1 (units take more damage in rivers)"/>
<RECAPTURE_CITY_MODIFIER value="2/1"/>
<ONE_AGE_DOWN value="15%"/>
<TWO_AGES_DOWN value="20%"/>
<THREE_AGES_DOWN value="25%"/>
<FOUR_AGES_DOWN value="30%"/>
<FIVE_AGES_DOWN value="35%"/>
<UNIT_TRAIN_DISTANCE value="3/2 tile"/>
<UNIT_TRAIN_MAX_DISTANCE value="5/2 tile"/>
<BOAT_TRAIN_DISTANCE value="3/2 tile"/>
<BOAT_TRAIN_MAX_DISTANCE value="8 tile"/>
<BOAT_GARRISON_MAX_DISTANCE value="3 tile"/>
<UNIT_BOARD_DISTANCE value="3/1 tile"/>
<UNIT_DISEMBARK_DISTANCE value="3/1 tile"/>
<AIR_UNIT_MANA_RECHARGE value="2 craft per frame"/>
<MAX_AIRCRAFT_PER_CARRIER value="7"/>
<MAX_AIRCRAFT_PER_AIRBASE value="10"/>
<DOCK_RADIUS value="12 tiles"/>
<MINE_RADIUS value="6 tiles"/>
<WOODCUTTER_RADIUS value="8 tiles"/>
<FORT_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9"/>
<TEMPLE_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9" entry4="12"/>
<CIVIC_UPGRADE_TERR entry0="0" entry1="1" entry2="2" entry3="4" entry4="6" entry5="8" entry6="11" entry7="14"/>
<CAPITAL_TERRITORY_BONUS value="6"/>
<CITY_UPGRADE_TERR entry0="0" entry1="3" entry2="6"/>
<FORT_TERRITORY_MULTIPLIER value="4"/>
<CITY_TERRITORY_MULTIPLIER value="4"/>
<TERRITORY_BASE value="24 tiles"/>
<TERRITORY_LIMIT_BASE value="44 tiles"/>
<TERRITORY_LIMIT_CIVIC value="4 tiles"/>
<TERRITORY_LIMIT_CITY value="4 tiles"/>
<TERRITORY_DEN value="5"/>
<TERRITORY_NUM value="11 (Numerator + (CityorFortMultiplier * BorderBonuses))/Denominator"/>
<CITY_CENTER_RADIUS value="20 tiles"/>
<CITY_CENTER_POP_RADIUS value="4 tiles"/>
<CITY_CAPTURE_RADIUS value="10 tiles"/>
<CITY_SPACING value="24 Tiles"/>
<RELAX_CITY_SPACING value="6 Tiles"/>
<FIRST_CITY_NEAR_COAST value="16 Tiles"/>
<FORT_SPACING value="12 Tiles"/>
<FORT_TO_ENEMY_CITY_SPACING value="32 Tiles"/>
<CITY_BUILDINGS value="5"/>
<METRO_BUILDINGS value="9"/>
<BUILDING_HP_UPGRADE value="10% per level"/>
<TEMPLE_UPGRADE_HP entry0="25%" entry1="50%" entry2="100%" entry3="150%" entry4="200%"/>
<TEMPLE_UPGRADE_RANGE entry0="1" entry1="2" entry2="3" entry3="4" entry4="5"/>
<FORT_UPGRADE_LOS entry0="0" entry1="2" entry2="4" entry3="6" entry4="8"/>
<FORT_UPGRADE_RANGE entry0="0" entry1="1" entry2="2" entry3="3" entry4="4"/>
<TOWER_FORT_RANGE entry0="0" entry1="1" entry2="2" entry3="3"/>
<TOWER_FORT_LOS entry0="0" entry1="2" entry2="4" entry3="6"/>
<ATTRITION_UPGRADE entry0="25% (decrease from Forage)" entry1="50% (total net decrease from Supply)" entry2="75% (total net decrease from Logistics)" entry3="100% (not used)"/>
<ATTRITION_IMPROVED entry0="1" entry1="2" entry2="4" entry3="8"/>
<SPY_UPGRADE_HP entry0="15" entry1="45" entry2="90" entry3="150"/>
<SIEGE_ATTRITION value="50% reduction"/>
<MILITIA_ATTRITION value="300% increase"/>
<ATTRITION_AGED_UP value="25% increase"/>
<TROOPS_UPGRADE_LOS value="2"/>
<SPY_UPGRADE_LOS value="2"/>
<SPY_BRIBE_UPGRADE_RANGE value="2"/>
<SPY_INFORMER_UPGRADE_RANGE value="3"/>
<GENERAL_UPGRADE_LOS value="2"/>
<SPY_GENERAL_COST value="50% with bonus"/>
<JAM_UNIT_RADAR_PROB value="50%"/>
<UNIT_RATE_BASE value="6/5 base rate (See BR before adjusting)"/>
<UNIT_RATE_PROGRESSION value="3/4 progression (See BR before adjusting)"/>
<ACCEL_TRAIN value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
<ACCEL_CONSTRUCT value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
<ACCEL_RESEARCH value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
<STARTING_GOODS entry0="200food
" entry1="200timb" entry2="100gd" entry3="100know" entry4="100met" entry5="100oil"/>
<BASIC_GATHER entry0="0food" entry1="0timb
" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
<CITY_GATHER entry0="10food" entry1="10timb
" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/>
<GATHER_RATE value="450 frames"/>
<PEASANT_RATE value="10 resources"/>
<SCHOLAR_RATE entry0="5" entry1="7" entry2="10" entry3="15" entry4="20" entry5="25"/>
<OIL_RATE value="35 oil"/>
<FARMS_PER_CITY_BASE value="5"/>
<FARMS_PER_CITY_LEVEL value="0"/>
<FISHERMEN_BONUS entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="200%"/>
<GRANARY_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/>
<LUMBERMILL_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/>
<SMELTER_BONUS entry0="50%" entry1="100%" entry2="150%" entry3="200%" entry4="250%"/>
<REFINERY_BONUS value="33% per refinery"/>
<BASE_TRIBUTE value="51% of gift gets through"/>
<COMMERCE_TRIBUTE value="7% additional gift gets through"/>
<CITY_PLUNDER_PER_LEVEL value="100"/>
<CAPITAL_PLUNDER value="500"/>
<CAPITAL_PLUNDER_ASSASSIN value="500 (times number of players eliminated so far)"/>
<MERCHANTS_BONUS entry0="100%" entry1="120%" entry2="150%" entry3="200%" entry4="300%"/>
<VILLAGE_TAXES value="0 bonus wealth"/>
<BUILDING_TAXES value="0 bonus wealth (per building in village/city)"/>
<MARKET_TAXES value="10 bonus wealth (+ amount above for just being a building)"/>
<TEMPLE_TAXES value="0 bonus wealth (+ amount above for just being a building)"/>
<TERRITORY_TAXES entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="300%"/>
<VILLAGE_LITERACY value="0 bonus knowledge"/>
<UNIVERSITY_LITERACY value="10 bonus knowledge"/>
<LIBRARY_LITERACY value="0 bonus knowledge"/>
<UNIT_COST_FACTOR value="10 resources"/>
<BUILD_COST_FACTOR value="10 resources"/>
<TECH_COST_FACTOR value="10 resources"/>
<SPELL_COST_FACTOR value="10 resources"/>
<TECH_SCIENCE_DISCOUNT value="10 percent"/>
<TECH_SCIENCE_SPEEDUP value="10 percent"/>
<TECH_AGE_BEHIND_DISCOUNT value="10 percent"/>
<TECH_AGE_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/>
<TECH_COLOR_BEHIND_DISCOUNT value="10 percent"/>
<TECH_COLOR_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/>
<BUILD_SUPPORT_FACTOR value="1 resources"/>
<DISBAND_CITY_RATE value="400% normal raze time for a building"/>
<MILITARY_UPGRADE_DISCOUNT value="10% per level ahead"/>
<MILITARY_UNIT_DISCOUNT value="5% per level ahead"/>
<UNIT_REFIT_MAX_COST value="40 delta per resource type per unit"/>
<UNIT_SCHOLAR_RAMP_MAX value="2000% additional ramping cost max"/>
<UNIT_WORKER_RAMP_MAX value="500% additional ramping cost max"/>
<UNIT_OTHER_CIVILIAN_RAMP_MAX value="200% additional ramping cost max"/>
<UNIT_MILITARY_RAMP_MAX value="125% additional ramping cost max"/>
<RESEARCH_PREMIUM value="1/1 times base cost (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
<RESEARCH_TICK_PREMIUM value="1/1 times base time (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/>
<RAMP_FINAL value="50% additional knowledge cost per final tech already researched"/>
<PLUNDER value="100% of raze value"/>
<CARAVAN_PLUNDER value="50"/>
<GENERAL_PLUNDER value="100"/>
<CAPITAL_BUILD_TIME value="300% of normal city build time (this is for nomad games only)"/>
<MIN_POP_LIMIT value="0 pop cap"/>
<POP_CAP entry0="25" entry1="50" entry2="75" entry3="100" entry4="125" entry5="150" entry6="175" entry7="200 pop cap"/>
<MILITARY_POP value="0 pop cap"/>
<VILLAGE_POP value="0 pop cap"/>
<GRANARY_POP value="0 pop cap"/>
<MAX_POP_LIMIT value="300 pop cap"/>
<COMMANDO_MIN_DAMAGE value="200"/>
<SPECIAL_MIN_DAMAGE value="400"/>
<ELITE_MIN_DAMAGE value="800"/>
<COMMERCE_CAP entry0="70" entry1="100" entry2="150" entry3="200" entry4="260" entry5="320" entry6="400" entry7="500 commerce cap"/>
<LUMBER_COMMERCE value="10 commerce cap"/>
<GLOBAL_PROSPERITY value="25%"/>
<PYRAMIDS_COMMERCE value="50 commerce cap"/>
<PYRAMIDS_CITY_LIMIT value="1 city"/>
<PYRAMIDS_FOOD value="20% increase"/>
<COLOSSUS_COMMERCE value="50 commerce cap"/>
<COLOSSUS_WEALTH value="30% increase"/>
<COLOSSUS_POP_CAP value="50"/>
<COLOSSUS_CARAVAN value="0"/>
<TERRA_COTTA_ATTACK value="0"/>
<TERRA_COTTA_COST value="0% reduction"/>
<TERRA_COTTA_FREE value="30 seconds"/>
<TERRA_COTTA_RANGE value="0"/>
<TERRA_COTTA_DELAY value='7 fifteenths of a second (but 7 == "half a second")'/>
<COLOSSEUM_TERRITORY_BONUS value="3"/>
<COLOSSEUM_ATTRITION value="50% increase to attrition caused"/>
<COLOSSEUM_FORT_RANGE value="0"/>
<COLOSSEUM_FORT_BORDERS value="0"/>
<COLOSSEUM_FORT_UPGRADES value="0"/>
<COLOSSEUM_FORT_COST value="20% cheaper"/>
<COLOSSEUM_BARRACKS_COST value="0% cheaper"/>
<TIKAL_TIMBER value="50% income bonus"/>
<TIKAL_TIMBER_COMMERCE value="100 commerce cap bonus"/>
<TIKAL_TEMPLE_BORDERS value="50%"/>
<TIKAL_TEMPLE_RANGE value="50%"/>
<TIKAL_TEMPLE_HP value="50%"/>
<TIKAL_TEMPLE_COST value="0% cost reduction"/>
<TIKAL_TEMPLE_UPGRADES value="0 (1 = enable; 0 = disable)"/>
<PORCELAIN_SHIPS value="50% creation speed"/>
<PORCELAIN_RARE value="200% income"/>
<PORCELAIN_MARKET value="300% bonus wealth"/>
<ANGKOR_RESEARCH value="0% "/>
<ANGKOR_METAL value="50% income bonus"/>
<ANGKOR_METAL_COMMERCE value="100 commerce cap bonus"/>
<ANGKOR_SHIPS value="25% cost reduction"/>
<VERSAILLES_KNOWLEDGE_COSTS value="50% decrease"/>
<VERSAILLES_AFFECTS_UNIVERSITY_UPGRADES value="0 (0 = no; 1 = research discount affects university upgrades)"/>
<VERSAILLES_AFFECTS_MISC_UPGRADES value="0 (0 = no; 1 = research discount affects non-Library tech other than University upgrades)"/>
<VERSAILLES_UNITS_MOVE value="25% faster"/>
<VERSAILLES_BUILDING_SPEED value="0% faster"/>
<VERSAILLES_SUPPLY_HEAL_RATE value="20 frames"/>
<VERSAILLES_GENERALS_NO_KNOWLEDGE value="0 (1 = enable, 0 = disable)"/>
<TAJ_BUILDING_HP value="100% bonus"/>
<TAJ_WEALTH value="100% income bonus"/>
<TAJ_WEALTH_COMMERCE value="300 commerce cap bonus"/>
<TAJ_CARAVAN_LIMIT value="0 Caravans"/>
<TAJ_FARMS value="0 extra"/>
<KREMLIN_COMMERCE value="200 commerce cap bonus"/>
<KREMLIN_ATTRITION value="100% increase to attrition caused"/>
<KREMLIN_SPY value="30 (0 = disable; non-zero = how many seconds to respawn)"/>
<KREMLIN_FARMS value="0 extra"/>
<LIBERTY_UNITS value="0% faster creation"/>
<LIBERTY_FREE_UPGRADES value="1 (1 = enable; 0 = disable)"/>
<LIBERTY_ATTRITION value="100% reduction of attrition received"/>
<LIBERTY_SIEGE_RANGE value="0"/>
<LIBERTY_BOMBERS value="33% cheaper"/>
<LIBERTY_AIR_DEFENSE value="33% cheaper"/>
<LIBERTY_MISSILES value="0% cheaper"/>
<EIFFEL_OIL value="100% income bonus"/>
<EIFFEL_OIL_COMMERCE value="200 commerce cap bonus"/>
<EIFFEL_SIEGE_RANGE value="0"/>
<EIFFEL_TOWER_TERRITORY_BONUS value="6"/>
<SUPER_BUY value="125 is maximum buy price"/>
<SUPER_SELL value="50 is minimum sell price"/>
<SUPER_MISSILES value="0% cost increase to enemy missiles"/>
<SUPER_IMMUNE value="0 (1 = enable; 0 = disable)"/>
<SPACE_AIR_RANGE value="0% bonus"/>
<SPACE_AIR_ATTACK value="0% bonus"/>
<SPACE_AIR_SPEED value="100% bonus"/>
<SPACE_AIR_COST value="50% cheaper"/>
<AZTEC_SLAY_BONUS value="15 resources"/>
<AZTEC_SLAY_CAP value="60 resources"/>
<AZTEC_BARRACKS_LIGHT value="1"/>
<AZTEC_MAX_LIGHT value="3"/>
<AZTEC_PLUNDER value="100%"/>
<MAYA_GARRISON_ARROWS value="2"/>
<MAYA_BUILDING_TIMBER value="33% reduction"/>
<MAYA_BUILDING_HP value="50% bonus"/>
<MAYA_BUILDING_SPEED value="50% bonus"/>
<INCA_WEALTH_CAP value="33% bonus"/>
<INCA_WEALTH_PER_MINER value="10"/>
<INCA_REFUND value="25%"/>
<BANTU_CITY_LIMIT value="1"/>
<BANTU_POP_CAP value="100%"/>
<BANTU_FINAL_POP_CAP value="25%"/>
<BANTU_UNIT_UPGRADES value="1 (1 = enabled, 0 = disabled)"/>
<BANTU_UNITS_MOVE value="25% faster"/>
<BANTU_CITY_COST value="75% cheaper"/>
<NUBIAN_RARE value="50% resource bonus"/>
<NUBIAN_CARAVAN_LIMIT value="1"/>
<NUBIAN_FREE_CARAVAN value="0 (1 = enabled, 0 = disabled)"/>
<NUBIAN_MERCHANTS value="50% cheaper"/>
<NUBIAN_HIT_POINTS value="50% more"/>
<NUBIAN_MARKET_PRICES value="20"/>
<GREEK_RESEARCH_SPEED value="100% bonus"/>
<GREEK_RESEARCH_COST value="10% cost reduction"/>
<GREEK_KNOWLEDGE_EARLY value="1 (1 = enabled, 0 = disabled)"/>
<GREEK_UNIVERSITY_EARLY value="2 (2 = start with one, 1 = enabled, 0 = disabled)"/>
<GREEK_START_SCHOLARS value="0"/>
<GREEK_AGE_KNOWLEDGE value="0% of food cost of all converted"/>
<GREEK_CLASSICAL value="0% of food cost converted"/>
<GREEK_LIBRARY_COST value="50% discount"/>
<GREEK_SCHOLARS_FAST value="0% faster"/>
<GREEK_DELAY_KNOWLEDGE value="1 (0 = get normal starting knowledge; 1 = only get starting knowledge in Classical Age)"/>
<ROMAN_FORT_HP value="0% bonus"/>
<ROMAN_FORT_RANGE value="0"/>
<ROMAN_FORT_BORDERS value="3"/>
<ROMAN_FORT_COST value="25% cost reduction"/>
<ROMAN_FORT_EARLY value="1 (1 = enabled, 0 = disabled)"/>
<ROMAN_BARRACKS_LEGION value="1"/>
<ROMAN_AGE_FOR_1_LEGION value="0"/>
<ROMAN_AGE_FOR_2_LEGIONS value="3"/>
<ROMAN_AGE_FOR_3_LEGIONS value="5"/>
<ROMAN_MAX_LEGION value="3"/>
<ROMAN_CITY_GATHER value="10"/>
<ROMAN_LEGION_CHEAP value="10% cost reduction"/>
<ROMAN_LEGION_FAST value="10% faster creation speed"/>
<EGYPTIAN_WONDERS value="25% cost reduction"/>
<EGYPTIAN_GRANARY_EARLY value="2 (2 = enabled and start with one, 1 = enabled, 0 = disabled)"/>
<EGYPTIAN_GRANARY_UPGRADES value="1 (1 = enabled, 0 = disabled)"/>
<EGYPTIAN_SCHOLARS_FOOD value="0 (1 = enabled, 0 = disabled)"/>
<EGYPTIAN_WONDERS_EARLY value="1 (1 = enabled, 0 = disabled)"/>
<EGYPTIAN_FARMS_PER_CITY_BASE value="7"/>
<EGYPTIAN_FOOD_COMMERCE value="10%"/>
<EGYPTIAN_FARM_WEALTH value="2"/>
<TURK_SIEGE_RANGE value="3"/>
<TURK_SIEGE_LOS value="3"/>
<TURK_ASSIMILATE value="200% faster"/>
<TURK_CITIZEN value="33% cheaper"/>
<TURK_FREE_SIEGE value="2"/>
<TURK_FREE_SIEGE_UPGRADES value="1"/>
<TURK_PACK value="100% of normal time"/>
<TURK_MILITARY_CHEAP value="33% reduction"/>
<SPANISH_LOS value="3"/>
<SPANISH_EXTRA_SCOUT value="1"/>
<SPANISH_FREE_TRIREME value="1"/>
<SPANISH_RUINS_BASE value="30"/>
<SPANISH_RUINS value="35"/>
<SPANISH_COMMANDOS value="1"/>
<SPANISH_SCOUT_UPGRADES value="1"/>
<FRENCH_SUPPLY_HEAL_RATE value="20 frames"/>
<FRENCH_SPECIAL_CRAFT value="0% bonus"/>
<FRENCH_SPECIAL_COST value="0% reduction"/>
<FRENCH_SPECIAL_SPEED value="0% faster creation"/>
<FRENCH_SIEGE_COST value="25% cost reduction"/>
<FRENCH_SIEGE_SPEED value="50% faster"/>
<FRENCH_SIEGE_MOVE value="25% faster"/>
<FRENCH_FREE_GENERAL value="1 (1 = enabled, 0 = disabled)"/>
<FRENCH_FREE_SUPPLY value="1 (1 = enabled, 0 = disabled)"/>
<FRENCH_ENTRENCH value="100% of usual time."/>
<FRENCH_LUMBERMILL_EARLY value="2"/>
<FRENCH_LUMBERMILL_UPGRADES value="1"/>
<FRENCH_WOODIES value="2"/>
<FRENCH_TIMBER_COMMERCE value="10% bonus"/>
<BRITISH_COMMERCE value="25% bonus"/>
<BRITISH_SHIP_SPEED value="33% faster creation"/>
<BRITISH_ARCHER_SPEED value="0% faster creation"/>
<BRITISH_ARCHER_UPGRADES value="1 (1 = enabled, 0 = disabled)"/>
<BRITISH_AA_COST value="25% cost reduction"/>
<BRITISH_AA_SPEED value="33% faster creation"/>
<BRITISH_FREE_SHIP value="0"/>
<BRITISH_TAXATION value="100% increase"/>
<BRITISH_TOWER_RANGE value="2 range increase"/>
<GERMAN_SUBMARINE_COST value="25% cost reduction"/>
<GERMAN_SUBMARINE_SPEED value="33% faster creation"/>
<GERMAN_AIR_SPEED value="33% faster creation"/>
<GERMAN_FREE_FIGHTER value="2 "/>
<GERMAN_FREE_BOMBER value="0"/>
<GERMAN_METAL_EARLY value="0 (1 = enabled, 0 = disabled)"/>
<GERMAN_METAL_UPGRADES value="0 (1 = enabled, 0 = disabled)"/>
<GERMAN_MINE_COST value="0% cheaper"/>
<GERMAN_MINERS value="0"/>
<GERMAN_HEAVY_INFANTRY value="0 (1 = enabled; 0 = disabled)"/>
<GERMAN_INDUSTRY_UPGRADES value="0 (1 = enabled; 0 = disabled) (this is the completely free version)"/>
<GERMAN_INDUSTRY_DISCOUNT value="50% discount"/>
<GERMAN_COMPLETION_BONUS value="50% extra resources for building completion bonuses"/>
<GERMAN_BUILDINGS_EARLY value="1 (1 = enabled; 0 = disabled)"/>
<GERMAN_INDUSTRY_EARLY value="1 (1 = enabled; 0 = disabled)"/>
<GERMAN_CITY_GATHER value="5"/>
<RUSSIAN_ATTRITION value="100% bonus"/>
<RUSSIAN_ATTRITION_UPGRADES value="1"/>
<RUSSIAN_OIL value="20% bonus"/>
<RUSSIAN_BORDERS value="0"/>
<RUSSIAN_BORDERS_PER_AGE value="1"/>
<RUSSIAN_COMMUNISM value="0"/>
<RUSSIAN_SPY_COST value="50% cheaper"/>
<RUSSIAN_COSSACK_DAMAGE value="25% bonus"/>
<CHINESE_KNOWLEDGE_UPGRADES value="0 (1 = enabled, 0 = disabled)"/>
<CHINESE_HERBAL_LORE value="1"/>
<CHINESE_SCIENCE_DISCOUNT value="20%"/>
<CHINESE_CITIZEN_INSTANT value="1"/>
<CHINESE_CITIZEN_CREATION value="100% faster"/>
<CHINESE_LARGE_CITY value="1 (1 = enabled, 0 = disabled)"/>
<CHINESE_LARGE_CITIES value="1 (1 = enabled, 0 = disabled)"/>
<JAPANESE_DAMAGE value="-5% bonus vs. buildings (negative is per age)"/>
<JAPANESE_BARRACKS_COST value="-7% cost reduction (negative is per age)"/>
<JAPANESE_BARRACKS_SPEED value="-10% faster creation (negative is per age)"/>
<JAPANESE_SHIP_COST value="10% discount"/>
<JAPANESE_AIRCRAFT_CARRIERS_SPEED value="33% faster"/>
<JAPANESE_FISHING_BOATS value="25% increase"/>
<JAPANESE_CARRIER_SPEED value="33% faster creation"/>
<JAPANESE_FARMS_CHEAPER value="50% cheaper"/>
<KOREAN_START_CITIZEN value="3"/>
<KOREAN_FREE_CITIZEN value="5"/>
<KOREAN_CITIZENS entry0="1" entry1="3" entry2="5" entry3="5" entry4="5" entry5="5" entry6="5" entry7="5" entry8="5"/>
<KOREAN_TEMPLE_UPGRADES value="2 (1 = enable, 0 = disable, 2 = enable and start with one)"/>
<KOREAN_TEMPLE_TAX_UPGRADES value="1 (1 = enable, 0 = disable)"/>
<KOREAN_MILITIA_UPGRADES value="1"/>
<KOREAN_BUILD_UNDER_FIRE value="1"/>
<KOREAN_REPAIR value="50% less total time"/>
<KOREAN_TOWER_COST value="33% cheaper"/>
<MONGOL_STABLE_COST value="10% cost reduction"/>
<MONGOL_STABLE_SPEED value="20% faster creation"/>
<MONGOL_ATTRITION value="50% reduction"/>
<MONGOL_FREE_CAVALRY value="3"/>
<MONGOL_START_CAVALRY value="1"/>
<MONGOL_FREE_FORAGE value="1"/>
<MONGOL_NOMADIC_FOOD value="1"/>
<RELICS_RESEARCH_SPEED value="33%"/>
<WINE_UNIT_UPGRADES value="20%"/>
<PAPYRUS_SCIENCE_MILITARY value="25%"/>
<DYE_CIVIC_COMMERCE value="25%"/>
<FURS_MILITARY value="25%"/>
<SILK_COMMERCE value="25%"/>
<SILK_CARAVAN value="0"/>
<SPICE_CARAVAN_INCOME value="20%"/>
<SALT_BARRACKS_COST value="15%"/>
<HORSES_STABLE_COST value="15%"/>
<RUBBER_AUTOPLANT_COST value="15%"/>
<SULPHUR_SIEGE_COST value="20%"/>
<AMBER_MARKET value="10"/>
<SILVER_AGE_COST value="15%"/>
<TOBACCO_BUILDING_SPEED value="10%"/>
<MARBLE_WONDER_COST value="10%"/>
<FURS_LOS value="0"/>
<COTTON_CREATION_SPEED value="25%"/>
<BISON_GRANARY_COST value="33%"/>
<COPPER_FACTORY_HP value="20%"/>
<PEACOCKS_POP value="10%"/>
<SUGAR_FOOD_COST value="10%"/>
<DIAMONDS_COMMERCE value="10"/>
<GEMS_TERRITORY_BONUS value="2"/>
<ALUMINUM_AIR_COST value="15%"/>
<ALUMINUM_AIR_SPEED value="25%"/>
<WHALES_SHIPS_MOVE value="20%"/>
<OBSIDIAN_ARCHERS_RANGE value="0"/>
<OBSIDIAN_ARCHERS_ATTACK value="1"/>
<WOOL_CITIZENS_COST value="15%"/>
<WOOL_CITIZENS_SPEED value="33%"/>
<COAL_TIMBER_COST value="25%"/>
<URANIUM_NUKE_COST value="5%"/>
<URANIUM_NUKE_SPEED value="10%"/>
<TITANIUM_ATTRITION value="50%"/>
<MTN_TINY_SIZE value="100 tiles"/>
<MTN_SMALL_SIZE value="210 tiles"/>
<MTN_MEDIUM_SIZE value="275 tiles"/>
<MTN_LARGE_SIZE value="400 tiles"/>
<MTN_HUGE_SIZE value="1000 tiles"/>
<MTN_TINY_GATHER value="3 citizens"/>
<MTN_SMALL_GATHER value="5 citizens"/>
<MTN_MEDIUM_GATHER value="6 citizens"/>
<MTN_LARGE_GATHER value="8 citizens"/>
<MTN_HUGE_GATHER value="10 citizens"/>
<MIN_CONTINENT_SPACING value="3 wcoords including coasts"/>
<CTW_STARTING_TRIBUTE value="25"/>
<CTW_NO_ATTACK_BONUS value="25"/>
<CTW_NO_ATTACK_BONUS_CAP value="100"/>
<CTW_TRIB_NO_ATTACK value="3"/>
<CTW_CONTINENT_BONUS value="10"/>
<CTW_ATTRITION value="50% bonus"/>
<CTW_STARTING_TRIBUTE value="25"/>
<CTW_NO_ATTACK_BONUS value="25"/>
<CTW_TRIB_NO_ATTACK value="3"/>
<CTW_CONTINENT_BONUS value="10"/>
<CTW_ATTRITION value="50% bonus"/>
<CTW_BASE_WAR_COST value="20 tribute"/>
<CTW_WAR_COST_STANCE_TIME_X value="1 tribute"/>
<CTW_BASE_PEACE_COST value="20 tribute"/>
<CTW_PEACE_COST_ATT_X value="1 tribute"/>
<CTW_BASE_BUILD_COST value="20 tribute"/>
<CTW_BUILD_COST_TIME_HELD_X value="10 x"/>
<CTW_BASE_CARD_COST value="30 tribute"/>
<CTW_CARD_COST_NUM_PURCHASED_X value="40 x"/>
<CTW_CARD_COST_RAMP_CAP value="110"/>
<CTW_BASE_TERRITORY_COST value="75 tribute"/>
<CTW_TERRITORY_COST_ATT_X value="2"/>
<CTW_TERRITORY_COST_STR_X value="25"/>
<CTW_TERRITORY_MIN_EMP_SIZE value="4"/>
<CTW_TERRITORY_MAX_ATT value="17"/>
<CTW_MAX_ATTITUDE value="20"/>
<CTW_START_ATTITUDE value="10"/>
<CTW_NUM_OPP_FOR_LARGER_MAP value="2"/>
<CTW_MIN_KEEP_ALLIANCE value="4"/>
<CTW_BREAK_ALLIANCE_PROB_X_ATT value="1"/>
<CTW_CAPITAL_STARTING_INFRA value="2"/>
<CTW_NOMAD_STARTING_RES_X value="3"/>
<CTW_MAX_INFRA_SPECIAL_SCEN value="3"/>
<CTW_MAX_TREACHERY_INFRA value="3"/>
<CTW_AGE_COST value="50"/>
<CTW_EUREKA_TECHS value="2"/>
<CTW_EUREKA_ALL_TECHS value="1"/>
<CTW_MAX_BRIBE_ATT value="15"/>
<CTW_CIT_PER_EXTRA_CITY value="10"/>
<CTW_AI_BARB_CHANCE value="95"/>
<CTW_AI_STRONGER_CHANCE value="80"/>
<CTW_ADDITIONAL_ALLY_INC value="100"/>
<CTW_BREAK_BRIBE_X value="3"/>
<CTW_ALLY_WAR_COST_X value="2"/>
<CTW_AI_ALL_CARDS_NUM value="4"/>
<CTW_AI_ALL_CARDS_PROB value="25"/>
<CTW_AI_TAC_CARD_PROB value="25"/>
<CTW_AI_TAC_CARD_ALLY_PROB value="50"/>
<CTW_BRIBE_TRIB_MIN value="10"/>
<CTW_BRIBE_TOUGH_HATE_ACC_PROB value="35"/>
<CTW_BRIBE_TOUGH_ACC_PROB value="50"/>
<CTW_BRIBE_ACC_PROB value="100"/>
<CTW_DEMAND_TRIB_TOUGH_PROB value="50"/>
<CTW_DEMAND_TRIB_PROB value="35"/>
<CTW_OVERRUN_PEACE_PROB value="50"/>
<CTW_OVERRUN_EASIEST_PROB value="0"/>
<CTW_OVERRUN_EASY_PROB value="10"/>
<CTW_OVERRUN_MODERATE_PROB value="20"/>
<CTW_OVERRUN_TOUGH_PROB value="100"/>
<CTW_DEF_VICTORY_BONUS value="50"/>
<CTW_WONDER_MIN_CIVICS value="4"/>
<CTW_CONQUEST_TIME_LIMIT value="90"/>
<CTW_GREAT_THINKER_DISCOUNT value="25"/>
<CTW_GREAT_THINKER_TIME value="25"/>
<CTW_MARKET_BONUS_BUY value="25"/>
<CTW_MARKET_BONUS_SELL value="20"/>
<CTW_HEAL_BONUS value="100"/>
<CTW_PROD_RATE_BONUS value="5"/>
<CTW_MAX_WONDER_CARDS value="1"/>
<TOWER_GARRISON_UPGRADE value="2"/>
<FORT_GARRISON_UPGRADE value="5"/>
<UNIT_HEAL_RATE entry0="20 frames" entry1="15 frames" entry2="10 frames" entry3="5 frames"/>
<SUPPLY_HEAL_RATE value="0 frames (0 means don't heal at all)"/>
<CIVILIAN_HEAL_RATE value="45 frames (0 means don't heal at all)"/>
<AIRCRAFT_HEAL_RATE entry0="20 frames" entry1="16 frames" entry2="12 frames" entry3="8 frames"/>
<CITY_HEAL_RATE value="4 frames"/>
<BOMBING_MANA_COST value="0 mana"/>
<SAM_SITE_RELOAD_CHANCE value="10 percent"/>
<SAM_SITE_RELOAD_TIME value="50"/>
<ARTILLERY_UNDER_ATTACK_FIRES_SLOWLY value="1 (0 = fires normal speed, 1 = fires as if out of supply)"/>
<GOODY_BOX value="25 resources"/>
<GOODY_BOX_AGE value="25 resources / age"/>
<FOOD_BONUS_FOR_FARM value="20"/>
<OIL_BONUS_FOR_WELL value="50"/>
<KNOWLEDGE_BONUS_FOR_UNIVERSITY value="25"/>
<TIMBER_BONUS_PER_WOOD_SLOT value="5"/>
<METAL_BONUS_PER_MINE_SLOT value="5"/>
<RIVER_RESOURCE_VALUE value="2 times basic rate (does this do anything anymore?)"/>
<TOWN_HP_BONUS value="2"/>
<SENATE_HP_BONUS value="35%"/>
<SENATE_ARMOR_BONUS value="1 armor per city level"/>
<FORCED_MARCH_SPEED value="42m"/>
<GENERAL_SPEED_BONUS value="3m"/>
<GENERAL_RADIUS value="6 tiles"/>
<GENERAL_BUILDING_RANGE value="1 tile"/>
<GENERAL_BUILDING_ATTACK value="1"/>
<GENERAL_RALLY_ARMOR value="2 armor"/>
<SUPPLY_RADIUS value="14 tiles"/>
<SUPPLY_RADIUS_UPGRADE value="2 tiles"/>
<SUPPLY_HP_UPGRADE entry0="0" entry1="20" entry2="40" entry3="60"/>
<TRUCK_RADIUS value="14 tiles"/>
<SIEGE_OUT_OF_SUPPLY_RELOAD value="3/2 normal delay"/>
<ARTILLERY_OUT_OF_SUPPLY_RELOAD value="2/1 normal delay"/>
<DECOY_TIME value="2500 frames"/>
<CARAVAN_ATTACK_BONUS value="2 attack"/>
<MARKET_BASEMENT value="10"/>
<MARKET_EQUILIBRIUM value="65"/>
<MARKET_MIN_VARIANCE value="2"/>
<MARKET_MIN_TREND value="8 cycles"/>
<MARKET_TREND_RANGE value="16 cycles"/>
<MARKET_CYCLE_RATE value="1 frames"/>
<MARKET_SUPPLY_DEMAND value="3 +/- to sell price (double to buy price)"/>
<PARADROP_RANGE value="64 tiles"/>
<TIMER_REFRESH_RATIO value="5 seconds with timer off removes 1 second from clock"/>
<RETAKE_CAPITAL value="3600 frames"/>
<WONDER_TIMER value="4500 frames"/>
<WONDER_AGE value="0 frames"/>
<POPWIN_TIMER value="3600 frames"/>
<ARMAGEDDON value="999 nukes"/>
<ARMAGEDDON_PER_NATION value="999 nukes"/>
<ARMAGEDDON_PER_TEAM value="999 nukes"/>
<NUKE_EMBARGO_BASE value="0 frames"/>
<NUKE_EMBARGO_NATION value="0 frames"/>
<NUKE_EMBARGO_WORLD value="0 frames"/>
<REASSIMILATION value="300% normal rate (of my own cities I've recaptured)"/>
<ASSIMILATION_TIMER value="2000 frames"/>
<ATTRITION value='48 frames -> this is the baseline level for "regular" attrition'/>
<PEACE_ATTRITION value="8 frames -> this is the special border-violation attrition when you're at peace"/>
<ASSASSIN_ATTRITION value="8 frames -> this is the special assassin attrition"/>
</CONSTANTS>
<TECHBONUSES>
<BONUS>
<DESC>
Caravans to allied & peaceful nations allowed.
</DESC>
<PREQ preq0="Trade"/>
</BONUS>
<BONUS>
<DESC>
Can buy and sell resources at the Market.
</DESC>
<PREQ preq0="Coinage"/>
</BONUS>
<BONUS>
<DESC>
Units can be transported by sea.
</DESC>
<PREQ preq0="Written Word"/>
</BONUS>
<BONUS>
<DESC>
Can colonize new continents.
</DESC>
<PREQ preq0="Coinage"/>
</BONUS>
<BONUS>
<DESC>
Ally's Line-of-Sight visible.
</DESC>
<PREQ preq0="Mathematics"/>
</BONUS>
<BONUS>
<DESC>
Can see enemy borders.
</DESC>
<PREQ preq0="None"/>
</BONUS>
<BONUS>
<DESC>
Entire map becomes explored.
</DESC>
<PREQ preq0="Electronics"/>
</BONUS>
<BONUS>
<DESC>
All units and buildings in your territory revealed.
</DESC>
<PREQ preq0="Computerization"/>
</BONUS>
<BONUS>
<DESC>
Entire map revealed--including all units and buildings.
</DESC>
<PREQ preq0="disable"/>
</BONUS>
<BONUS>
<DESC>
Enemy missiles will not explode in your territory.
</DESC>
<PREQ preq0="Missile Shield"/>
</BONUS>
<BONUS>
<DESC>
Armageddon clock turned back by 2.
</DESC>
<PREQ preq0="Missile Shield"/>
</BONUS>
<BONUS>
<DESC>
Raises your #ICON21 Commerce Cap and #ICON20 Population Cap to the maximum allowed, and increases resource production by $NUMBER0%.
</DESC>
<PREQ preq0="Global Prosperity"/>
</BONUS>
<BONUS>
<DESC>
Units are produced instantly.
</DESC>
<PREQ preq0="Artificial Intelligence"/>
</BONUS>
<BONUS>
<DESC>
All timer victories, city assimilations, and enemy capital eliminations instantaneous.
</DESC>
<PREQ preq0="World Government"/>
</BONUS>
<BONUS>
<DESC>
Caravans can shoot back at enemies.
</DESC>
<PREQ preq0="disable"/>
</BONUS>
<BONUS>
<DESC>
Granaries increase #ICON1 food output by $NUMBER0%.
</DESC>
<PREQ preq0="Agriculture"/>
</BONUS>
<BONUS>
<DESC>
Granaries increase #ICON1 food output by $NUMBER0%.
</DESC>
<PREQ preq0="Crop Rotation"/>
</BONUS>
<BONUS>
<DESC>
Granaries increase #ICON1 food output by $NUMBER0%.
</DESC>
<PREQ preq0="Food Industry"/>
</BONUS>
<BONUS>
<DESC>
Granaries increase #ICON1 food output by $NUMBER0%.
</DESC>
<PREQ preq0="disable"/>
</BONUS>
<BONUS>
<DESC>
Fishermen collect +$NUMBER0% #ICON1 Food.
</DESC>
<PREQ preq0="Agriculture"/>
</BONUS>
<BONUS>
<DESC>
Fishermen collect +$NUMBER0% #ICON1 Food.
</DESC>
<PREQ preq0="Crop Rotation"/>
</BONUS>
<BONUS>
<DESC>
Fishermen collect +$NUMBER0% #ICON1 Food.
</DESC>
<PREQ preq0="Food Industry"/>
</BONUS>
<BONUS>
<DESC>
Lumber Mills increase #ICON2 timber output by $NUMBER0%.
</DESC>
<PREQ preq0="Carpentry"/>
</BONUS>
<BONUS>
<DESC>
Lumber Mills increase #ICON2 timber output by $NUMBER0%.
</DESC>
<PREQ preq0="Logging Industry"/>
</BONUS>
<BONUS>
<DESC>
Lumber Mills increase #ICON2 timber output by $NUMBER0%.
</DESC>
<PREQ preq0="Papermill"/>
</BONUS>
<BONUS>
<DESC>
Smelters increase #ICON5 metal output by $NUMBER0%.
</DESC>
<PREQ preq0="Metal Alloys"/>
</BONUS>
<BONUS>
<DESC>
Smelters increase #ICON5 metal output by $NUMBER0%.
</DESC>
<PREQ preq0="Cold Casting"/>
</BONUS>
<BONUS>
<DESC>
Smelters increase #ICON5 metal output by $NUMBER0%.
</DESC>
<PREQ preq0="Steel"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city effect on National Borders by +$NUMBER0.
</DESC>
<PREQ preq0="Religion"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city effect on National Borders by +$NUMBER0.
</DESC>
<PREQ preq0="Monotheism"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city effect on National Borders by +$NUMBER0.
</DESC>
<PREQ preq0="Existentialism"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city hit points by $NUMBER0%.
</DESC>
<PREQ preq0="Religion"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city hit points by $NUMBER0%.
</DESC>
<PREQ preq0="Monotheism"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city hit points by $NUMBER0%.
</DESC>
<PREQ preq0="Existentialism"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city combat range by +$NUMBER0.
</DESC>
<PREQ preq0="Religion"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city combat range by +$NUMBER0.
</DESC>
<PREQ preq0="Monotheism"/>
</BONUS>
<BONUS>
<DESC>
Temples increase city combat range by +$NUMBER0.
</DESC>
<PREQ preq0="Existentialism"/>
</BONUS>
<BONUS>
<DESC>
Increases effect of Forts on National Borders to +$NUMBER0.
</DESC>
<PREQ preq0="Fortification"/>
</BONUS>
<BONUS>
<DESC>
Increases effect of Forts on National Borders to +$NUMBER0.
</DESC>
<PREQ preq0="Bombardment"/>
</BONUS>
<BONUS>
<DESC>
Increases effect of Forts on National Borders to +$NUMBER0.
</DESC>
<PREQ preq0="Strategic Reserves"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Range for Forts.
</DESC>
<PREQ preq0="Fortification"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Range for Forts.
</DESC>
<PREQ preq0="Bombardment"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Range for Forts.
</DESC>
<PREQ preq0="Strategic Reserves"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Garrison Capacity for Forts and Towers.
</DESC>
<PREQ preq0="Fortification"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Garrison Capacity for Forts and Towers.
</DESC>
<PREQ preq0="Bombardment"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Garrison Capacity for Forts and Towers.
</DESC>
<PREQ preq0="Strategic Reserves"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Line-of-Sight for Forts.
</DESC>
<PREQ preq0="Fortification"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Line-of-Sight for Forts.
</DESC>
<PREQ preq0="Bombardment"/>
</BONUS>
<BONUS>
<DESC>
+$NUMBER0 Line-of-Sight for Forts.
</DESC>
<PREQ preq0="Strategic Reserves"/>
</BONUS>
<BONUS>
<DESC>
Attrition damage to enemies in your territory (Level 1).
</DESC>
<PREQ preq0="Allegiance"/>
</BONUS>
<BONUS>
<DESC>
Increased attrition damage to enemies in your territory (Level 2).
</DESC>
<PREQ preq0="Oath of Fealty"/>
</BONUS>
<BONUS>
<DESC>
Increased attrition damage to enemies in your territory (Level 3).
</DESC>
<PREQ preq0="Patriotism"/>
</BONUS>
<BONUS>
<DESC>
Increased attrition damage to enemies in your territory (Level 4).
</DESC>
<PREQ preq0="Nationalism"/>
</BONUS>
<BONUS>
<DESC>
Scholars produce +$NUMBER0 #ICON4 knowledge each.
</DESC>
<PREQ preq0="Literacy"/>
</BONUS>
<BONUS>
<DESC>
Scholars produce +$NUMBER0 #ICON4 knowledge each.
</DESC>
<PREQ preq0="Printing Press"/>
</BONUS>
<BONUS>
<DESC>
Scholars produce +$NUMBER0 #ICON4 knowledge each.
</DESC>
<PREQ preq0="Scientific Method"/>
</BONUS>
<BONUS>
<DESC>
Scholars produce +$NUMBER0 #ICON4 knowledge each.
</DESC>
<PREQ preq0="Institutional Research"/>
</BONUS>
<BONUS>
<DESC>
Scholars produce +$NUMBER0 #ICON4 knowledge each.
</DESC>
<PREQ preq0="Supercomputers"/>
</BONUS>
<BONUS>
<DESC>
Foot and Mounted troops created faster (Level 1).
</DESC>
<PREQ preq0="Herbal Lore"/>
</BONUS>
<BONUS>
<DESC>
Foot and Mounted troops created faster (Level 2).
</DESC>
<PREQ preq0="Medicine"/>
</BONUS>
<BONUS>
<DESC>
Foot and Mounted troops created faster (Level 3).
</DESC>
<PREQ preq0="Pharmaceuticals"/>
</BONUS>
<BONUS>
<DESC>
Foot and Mounted troops Line-of-Sight increased (Level 1).
</DESC>
<PREQ preq0="Herbal Lore"/>
</BONUS>
<BONUS>
<DESC>
Foot and Mounted troops Line-of-Sight increased (Level 2).
</DESC>
<PREQ preq0="Medicine"/>
</BONUS>
<BONUS>
<DESC>
Foot and Mounted troops Line-of-Sight increased (Level 3).
</DESC>
<PREQ preq0="Pharmaceuticals"/>
</BONUS>
<BONUS>
<DESC>
Ships created faster (Level 1).
</DESC>
<PREQ preq0="Forage"/>
</BONUS>
<BONUS>
<DESC>
Ships created faster (Level 2).
</DESC>
<PREQ preq0="Supply"/>
</BONUS>
<BONUS>
<DESC>
Ships created faster (Level 3).
</DESC>
<PREQ preq0="Logistics"/>
</BONUS>
<BONUS>
<DESC>
Units heal faster while garrisoned in buildings (Level 1).
</DESC>
<PREQ preq0="Herbal Lore"/>
</BONUS>
<BONUS>
<DESC>
Units heal faster while garrisoned in buildings (Level 2).
</DESC>
<PREQ preq0="Medicine"/>
</BONUS>
<BONUS>
<DESC>
Units heal faster while garrisoned in buildings (Level 3).
</DESC>
<PREQ preq0="Pharmaceuticals"/>
</BONUS>
<BONUS>
<DESC>
Buildings constructed faster (Level 1).
</DESC>
<PREQ preq0="Construction"/>
</BONUS>
<BONUS>
<DESC>
Partager le fichier rules.xml sur le Web et les réseaux sociaux:
Télécharger le fichier rules.xml