Civ4LeaderheadInfos (Civ4): Unterschied zwischen den Versionen
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(Dies ist eine Übersetzung aus der englischen [http://modiki.civfanatics.com/index.php/Civ4LeaderHeadInfos Modiki]) | (Dies ist eine Übersetzung aus der englischen [http://modiki.civfanatics.com/index.php/Civ4LeaderHeadInfos Modiki]) | ||
Aktuelle Version vom 8. Januar 2014, 15:48 Uhr
(Dies ist eine Übersetzung aus der englischen Modiki)
Die Civ4LeaderHeadInfos.xml enthält alle Informationen zu einem Anführer einer Zivilisation.
Alle Tags müssen geöffnet und geschlossen werden. Die folgenden Tabellen zeigen alle verfügbaren Tags, sowie deren Bestimmung.
Wichtig: Alle Tags, die "attitudes" sind, gelten nur für AI-Leader, da menschliche Spieler keine wirklichen attiudes haben. Die jeweiligen "attidudes" sind auch hier zu finden.
Inhaltsverzeichnis
Tags
Header
Diese Tags beeinhalten meist andere Tags, manchmal die ganze Datei.
Name des Tags | Beschreibung |
---|---|
LeaderHeadInfo | Haupt-Klammer für jeden Anführer. |
Type | Kennzeichen, das benutzt wird, in allen anderen XML-Dateien, die auf einen Anführer verweisen. |
Text
Name des Tags | Beschreibung |
---|---|
Description | Verweist auf den Text der den Namen des Anführers beeinhaltet. Er ist in einer der Assets\XML\Text XML-Dateien zu finden. |
Civilopedia | Verweist auf den Text des Civilopedia-Eintrags. Er ist in einer der Assets\XML\Text XML-Dateien zu finden. |
Integer
All of these tags have a numerical value. Though it sometimes can be negative, it usually is not. Alle Tags dieser Art haben einen ganzzahligen Wert, der auch negativ sein kann.
Name des Tags | Beschreibung |
---|---|
iWonderConstructRand | Ein Faktor, der besagt mit welcher Wahrscheinlichkeit der Anführer ein Wunder baut.
(0 unwahrscheinlich; 50 sehr wahrscheinlich) |
iBaseAttitude | Die Basishaltung, die ein Anführer gegenüber jemand anderem hat.
(-1 unfreundlich; 2 freundlich) |
iBasePeaceWeight | Der Basiswert für die Friedfertigkeit, die zu einem Zufallswert (siehe iPeaceWeightRand) hinzugefügt wird. Je größer der Friedfertigkeits-Unterschied zwischen zwei Anführern ist, desto unfreundlicher werden sie sein.
(0 Kriegstreiber; 10 Pazifist) |
iPeaceWeightRand | Der zufällige Maximum-Wert, der zum Basiswert für die Friedfertigkeit addiert wird. Je größer der Friedfertigkeits-Unterschied zwischen zwei Anführern ist, desto unfreundlicher werden sie sein.
(3 bei jedem) |
iWarmongerRespect | Specifies how much relations are affected by warmonger attitudes. Given two leaders and the minimum value of their WarmongerRespect, this bonus applies to both.
(non warmonger 0; warmonger 2) |
iEspionageWeight | Dieser Tag legt fest, wie stark der Computer Anführer Spionage mag. (Dies wirkt sich sowohl auf den Regler, als auch auf die Gesamtstrategie aus.)
(50 mag Spionage nicht; 150 mag Spionage (die meisten Anführer sind ca. bei 90 - 120 aber nicht alle)) |
iRefuseToTalkWarThreshold | Ein Faktor, der definiert, wie lange ein Anführer in Kriegszeiten Diplomatie verweigert.
(5 höhere Diplomatie-Wahrscheinlichkeit; 12 geringere Diplomatie-Wahrscheinlichkeit) |
iNoTechTradeThreshold | Ein computergesteuerter Anführer wird den Technologienhandel einstellen, sobald der Handelspartner zu fortgeschritten wird, oder nach einer bestimmten Anzahl von gehandelten Technologien. Der Wert bestimmt die Anzahl an Technologien.
(5 beendet den Handel früh; 20 beendet den Handel spät (alle 5 außer Mansa Musa)) |
iTechTradeKnownPercent | Ein computergesteuerter Anführer wird eine von ihm erforschte Technologie solang nicht handeln, bis eine bestimmte Prozentzahl an Mitspilern diese Technologie ebenfalls erforscht haben.
(0 hohe Handelswahrscheinlichkeit; 100 sehr geringe Handelswahrscheinlichkeit) |
iMaxGoldTradePercent | Bestimmt wie viel seines Goldes ein computergesteurter Anführer handeln wird.
(5 wenig Gold; 20 mehr Gold (alle 5 außer Ludwig XIV und Mansa Musa)) |
iMaxGoldPerTurnTradePercent | Bestimmt, wie viel seines Goldes ein computergesteuerter Anführer pro Runde handeln wird.
(10 wenig Gold; 15 mehr Gold (die Meisten haben 10)) |
Beispiel
Im folgenden Beispielcode gibt es eine spezielle Reihenfolge. Diese muss eingehalten werden, damit das Programm die Datei richtig interpretieren kann.
<LeaderHeadInfo> <Type>LEADER_BISMARCK</Type> <Description>TXT_KEY_LEADER_BISMARCK</Description> <Civilopedia>TXT_KEY_LEADER_BISMARCK_PEDIA</Civilopedia> <ArtDefineTag>ART_DEF_LEADER_BISMARCK</ArtDefineTag> <iWonderConstructRand>30</iWonderConstructRand> <iBaseAttitude>1</iBaseAttitude> <iBasePeaceWeight>6</iBasePeaceWeight> <iPeaceWeightRand>3</iPeaceWeightRand> <iWarmongerRespect>1</iWarmongerRespect> <iEspionageWeight>120</iEspionageWeight> <iRefuseToTalkWarThreshold>8</iRefuseToTalkWarThreshold> <iNoTechTradeThreshold>5</iNoTechTradeThreshold> <iTechTradeKnownPercent>70</iTechTradeKnownPercent> <iMaxGoldTradePercent>5</iMaxGoldTradePercent> <iMaxGoldPerTurnTradePercent>10</iMaxGoldPerTurnTradePercent> <iMaxWarRand>200</iMaxWarRand> <iMaxWarNearbyPowerRatio>100</iMaxWarNearbyPowerRatio> <iMaxWarDistantPowerRatio>50</iMaxWarDistantPowerRatio> <iMaxWarMinAdjacentLandPercent>0</iMaxWarMinAdjacentLandPercent> <iLimitedWarRand>120</iLimitedWarRand> <iLimitedWarPowerRatio>90</iLimitedWarPowerRatio> <iDogpileWarRand>100</iDogpileWarRand> <iMakePeaceRand>20</iMakePeaceRand> <iDeclareWarTradeRand>40</iDeclareWarTradeRand> <iDemandRebukedSneakProb>20</iDemandRebukedSneakProb> <iDemandRebukedWarProb>25</iDemandRebukedWarProb> <iRazeCityProb>0</iRazeCityProb> <iBuildUnitProb>30</iBuildUnitProb> <iBaseAttackOddsChange>0</iBaseAttackOddsChange> <iAttackOddsChangeRand>8</iAttackOddsChangeRand> <iWorseRankDifferenceAttitudeChange>-1</iWorseRankDifferenceAttitudeChange> <iBetterRankDifferenceAttitudeChange>0</iBetterRankDifferenceAttitudeChange> <iCloseBordersAttitudeChange>-4</iCloseBordersAttitudeChange> <iLostWarAttitudeChange>-1</iLostWarAttitudeChange> <iAtWarAttitudeDivisor>-5</iAtWarAttitudeDivisor> <iAtWarAttitudeChangeLimit>5</iAtWarAttitudeChangeLimit> <iAtPeaceAttitudeDivisor>60</iAtPeaceAttitudeDivisor> <iAtPeaceAttitudeChangeLimit>1</iAtPeaceAttitudeChangeLimit> <iSameReligionAttitudeChange>1</iSameReligionAttitudeChange> <iSameReligionAttitudeDivisor>10</iSameReligionAttitudeDivisor> <iSameReligionAttitudeChangeLimit>3</iSameReligionAttitudeChangeLimit> <iDifferentReligionAttitudeChange>0</iDifferentReligionAttitudeChange> <iDifferentReligionAttitudeDivisor>-5</iDifferentReligionAttitudeDivisor> <iDifferentReligionAttitudeChangeLimit>-1</iDifferentReligionAttitudeChangeLimit> <iBonusTradeAttitudeDivisor>50</iBonusTradeAttitudeDivisor> <iBonusTradeAttitudeChangeLimit>2</iBonusTradeAttitudeChangeLimit> <iOpenBordersAttitudeDivisor>25</iOpenBordersAttitudeDivisor> <iOpenBordersAttitudeChangeLimit>2</iOpenBordersAttitudeChangeLimit> <iDefensivePactAttitudeDivisor>12</iDefensivePactAttitudeDivisor> <iDefensivePactAttitudeChangeLimit>2</iDefensivePactAttitudeChangeLimit> <iShareWarAttitudeChange>1</iShareWarAttitudeChange> <iShareWarAttitudeDivisor>8</iShareWarAttitudeDivisor> <iShareWarAttitudeChangeLimit>3</iShareWarAttitudeChangeLimit> <iFavoriteCivicAttitudeChange>1</iFavoriteCivicAttitudeChange> <iFavoriteCivicAttitudeDivisor>10</iFavoriteCivicAttitudeDivisor> <iFavoriteCivicAttitudeChangeLimit>2</iFavoriteCivicAttitudeChangeLimit> <DemandTributeAttitudeThreshold>ATTITUDE_CAUTIOUS</DemandTributeAttitudeThreshold> <NoGiveHelpAttitudeThreshold>ATTITUDE_CAUTIOUS</NoGiveHelpAttitudeThreshold> <TechRefuseAttitudeThreshold>ATTITUDE_ANNOYED</TechRefuseAttitudeThreshold> <StrategicBonusRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StrategicBonusRefuseAttitudeThreshold> <HappinessBonusRefuseAttitudeThreshold>ATTITUDE_ANNOYED</HappinessBonusRefuseAttitudeThreshold> <HealthBonusRefuseAttitudeThreshold>ATTITUDE_FURIOUS</HealthBonusRefuseAttitudeThreshold> <MapRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</MapRefuseAttitudeThreshold> <DeclareWarRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</DeclareWarRefuseAttitudeThreshold> <DeclareWarThemRefuseAttitudeThreshold>ATTITUDE_PLEASED</DeclareWarThemRefuseAttitudeThreshold> <StopTradingRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</StopTradingRefuseAttitudeThreshold> <StopTradingThemRefuseAttitudeThreshold>ATTITUDE_ANNOYED</StopTradingThemRefuseAttitudeThreshold> <AdoptCivicRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</AdoptCivicRefuseAttitudeThreshold> <ConvertReligionRefuseAttitudeThreshold>ATTITUDE_CAUTIOUS</ConvertReligionRefuseAttitudeThreshold> <OpenBordersRefuseAttitudeThreshold>ATTITUDE_ANNOYED</OpenBordersRefuseAttitudeThreshold> <DefensivePactRefuseAttitudeThreshold>ATTITUDE_PLEASED</DefensivePactRefuseAttitudeThreshold> <PermanentAllianceRefuseAttitudeThreshold>ATTITUDE_PLEASED</PermanentAllianceRefuseAttitudeThreshold> <VassalRefuseAttitudeThreshold>ATTITUDE_PLEASED</VassalRefuseAttitudeThreshold> <iVassalPowerModifier>0</iVassalPowerModifier> <iFreedomAppreciation>10</iFreedomAppreciation> <FavoriteCivic>CIVIC_NATIONHOOD</FavoriteCivic> <FavoriteReligion>RELIGION_CHRISTIANITY</FavoriteReligion> <Traits> <Trait> <TraitType>TRAIT_EXPANSIVE</TraitType> <bTrait>1</bTrait> </Trait> <Trait> <TraitType>TRAIT_INDUSTRIOUS</TraitType> <bTrait>1</bTrait> </Trait> </Traits> <Flavors> <Flavor> <FlavorType>FLAVOR_MILITARY</FlavorType> <iFlavor>10</iFlavor> </Flavor> </Flavors> <ContactRands> <ContactRand> <ContactType>CONTACT_RELIGION_PRESSURE</ContactType> <iContactRand>500</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_CIVIC_PRESSURE</ContactType> <iContactRand>1000</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_JOIN_WAR</ContactType> <iContactRand>20</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_STOP_TRADING</ContactType> <iContactRand>50</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_GIVE_HELP</ContactType> <iContactRand>500</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_ASK_FOR_HELP</ContactType> <iContactRand>100</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType> <iContactRand>250</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_OPEN_BORDERS</ContactType> <iContactRand>20</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_DEFENSIVE_PACT</ContactType> <iContactRand>80</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType> <iContactRand>80</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_PEACE_TREATY</ContactType> <iContactRand>20</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_TRADE_TECH</ContactType> <iContactRand>10</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_TRADE_BONUS</ContactType> <iContactRand>10</iContactRand> </ContactRand> <ContactRand> <ContactType>CONTACT_TRADE_MAP</ContactType> <iContactRand>20</iContactRand> </ContactRand> </ContactRands> <ContactDelays> <ContactDelay> <ContactType>CONTACT_RELIGION_PRESSURE</ContactType> <iContactDelay>50</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_CIVIC_PRESSURE</ContactType> <iContactDelay>50</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_JOIN_WAR</ContactType> <iContactDelay>20</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_STOP_TRADING</ContactType> <iContactDelay>20</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_GIVE_HELP</ContactType> <iContactDelay>50</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_ASK_FOR_HELP</ContactType> <iContactDelay>50</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_DEMAND_TRIBUTE</ContactType> <iContactDelay>50</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_OPEN_BORDERS</ContactType> <iContactDelay>20</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_DEFENSIVE_PACT</ContactType> <iContactDelay>20</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_PERMANENT_ALLIANCE</ContactType> <iContactDelay>20</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_PEACE_TREATY</ContactType> <iContactDelay>10</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_TRADE_TECH</ContactType> <iContactDelay>30</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_TRADE_BONUS</ContactType> <iContactDelay>20</iContactDelay> </ContactDelay> <ContactDelay> <ContactType>CONTACT_TRADE_MAP</ContactType> <iContactDelay>50</iContactDelay> </ContactDelay> </ContactDelays> <MemoryDecays> <MemoryDecay> <MemoryType>MEMORY_GIVE_HELP</MemoryType> <iMemoryRand>200</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_REFUSED_HELP</MemoryType> <iMemoryRand>100</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType> <iMemoryRand>50</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType> <iMemoryRand>150</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType> <iMemoryRand>100</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_DENIED_RELIGION</MemoryType> <iMemoryRand>50</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType> <iMemoryRand>100</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_DENIED_CIVIC</MemoryType> <iMemoryRand>50</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_ACCEPTED_JOIN_WAR</MemoryType> <iMemoryRand>150</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType> <iMemoryRand>100</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType> <iMemoryRand>100</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType> <iMemoryRand>50</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_STOPPED_TRADING_RECENT</MemoryType> <iMemoryRand>30</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_MADE_DEMAND_RECENT</MemoryType> <iMemoryRand>20</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_CANCELLED_OPEN_BORDERS</MemoryType> <iMemoryRand>10</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType> <iMemoryRand>100</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_RECEIVED_TECH_FROM_ANY</MemoryType> <iMemoryRand>20</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType> <iMemoryRand>10</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_VOTED_FOR_US</MemoryType> <iMemoryRand>10</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType> <iMemoryRand>50</iMemoryRand> </MemoryDecay> <MemoryDecay> <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType> <iMemoryRand>50</iMemoryRand> </MemoryDecay> </MemoryDecays> <MemoryAttitudePercents> <MemoryAttitudePercent> <MemoryType>MEMORY_DECLARED_WAR</MemoryType> <iMemoryAttitudePercent>-300</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_DECLARED_WAR_ON_FRIEND</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_HIRED_WAR_ALLY</MemoryType> <iMemoryAttitudePercent>-200</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_NUKED_US</MemoryType> <iMemoryAttitudePercent>-200</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_NUKED_FRIEND</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_RAZED_CITY</MemoryType> <iMemoryAttitudePercent>-250</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_RAZED_HOLY_CITY</MemoryType> <iMemoryAttitudePercent>-200</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_SPY_CAUGHT</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_GIVE_HELP</MemoryType> <iMemoryAttitudePercent>100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_REFUSED_HELP</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_ACCEPT_DEMAND</MemoryType> <iMemoryAttitudePercent>100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_REJECTED_DEMAND</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_ACCEPTED_RELIGION</MemoryType> <iMemoryAttitudePercent>100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_DENIED_RELIGION</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_ACCEPTED_CIVIC</MemoryType> <iMemoryAttitudePercent>100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_DENIED_CIVIC</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_DENIED_JOIN_WAR</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_ACCEPTED_STOP_TRADING</MemoryType> <iMemoryAttitudePercent>50</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_DENIED_STOP_TRADING</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_STOPPED_TRADING</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_HIRED_TRADE_EMBARGO</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_MADE_DEMAND</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_TRADED_TECH_TO_US</MemoryType> <iMemoryAttitudePercent>5</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_VOTED_AGAINST_US</MemoryType> <iMemoryAttitudePercent>-200</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_VOTED_FOR_US</MemoryType> <iMemoryAttitudePercent>200</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_EVENT_GOOD_TO_US</MemoryType> <iMemoryAttitudePercent>100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_EVENT_BAD_TO_US</MemoryType> <iMemoryAttitudePercent>-100</iMemoryAttitudePercent> </MemoryAttitudePercent> <MemoryAttitudePercent> <MemoryType>MEMORY_LIBERATED_CITIES</MemoryType> <iMemoryAttitudePercent>150</iMemoryAttitudePercent> </MemoryAttitudePercent> </MemoryAttitudePercents> <NoWarAttitudeProbs> <NoWarAttitudeProb> <AttitudeType>ATTITUDE_ANNOYED</AttitudeType> <iNoWarProb>10</iNoWarProb> </NoWarAttitudeProb> <NoWarAttitudeProb> <AttitudeType>ATTITUDE_CAUTIOUS</AttitudeType> <iNoWarProb>50</iNoWarProb> </NoWarAttitudeProb> <NoWarAttitudeProb> <AttitudeType>ATTITUDE_PLEASED</AttitudeType> <iNoWarProb>90</iNoWarProb> </NoWarAttitudeProb> <NoWarAttitudeProb> <AttitudeType>ATTITUDE_FRIENDLY</AttitudeType> <iNoWarProb>100</iNoWarProb> </NoWarAttitudeProb> </NoWarAttitudeProbs> <UnitAIWeightModifiers> <UnitAIWeightModifier> <UnitAIType>UNITAI_COLLATERAL</UnitAIType> <iWeightModifier>100</iWeightModifier> </UnitAIWeightModifier> </UnitAIWeightModifiers> <ImprovementWeightModifiers> <ImprovementWeightModifier> <ImprovementType>IMPROVEMENT_FARM</ImprovementType> <iWeightModifier>20</iWeightModifier> </ImprovementWeightModifier> </ImprovementWeightModifiers> <DiplomacyIntroMusicPeace> <DiploMusicPeaceEra> <EraType>ERA_ANCIENT</EraType> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_CLASSICAL</EraType> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_MEDIEVAL</EraType> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_RENAISSANCE</EraType> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_INDUSTRIAL</EraType> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_MODERN</EraType> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_FUTURE</EraType> </DiploMusicPeaceEra> </DiplomacyIntroMusicPeace> <DiplomacyMusicPeace> <DiploMusicPeaceEra> <EraType>ERA_ANCIENT</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_CLASSICAL</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_EARLY</DiploScriptId> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_MEDIEVAL</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_RENAISSANCE</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_MIDDLE</DiploScriptId> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_INDUSTRIAL</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_MODERN</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId> </DiploMusicPeaceEra> <DiploMusicPeaceEra> <EraType>ERA_FUTURE</EraType> <DiploScriptId>AS2D_DIPLO_BISMARCK_LATE</DiploScriptId> </DiploMusicPeaceEra> </DiplomacyMusicPeace> <DiplomacyIntroMusicWar> <DiploMusicWarEra> <EraType>ERA_ANCIENT</EraType> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_CLASSICAL</EraType> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_MEDIEVAL</EraType> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_RENAISSANCE</EraType> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_INDUSTRIAL</EraType> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_MODERN</EraType> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_FUTURE</EraType> </DiploMusicWarEra> </DiplomacyIntroMusicWar> <DiplomacyMusicWar> <DiploMusicWarEra> <EraType>ERA_ANCIENT</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_CLASSICAL</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_EARLY</DiploScriptId> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_MEDIEVAL</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_RENAISSANCE</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_MIDDLE</DiploScriptId> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_INDUSTRIAL</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_MODERN</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId> </DiploMusicWarEra> <DiploMusicWarEra> <EraType>ERA_FUTURE</EraType> <DiploScriptId>AS2D_DIPLO_WARDRUMS_LATE</DiploScriptId> </DiploMusicWarEra> </DiplomacyMusicWar> </LeaderHeadInfo>