<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jason Winokur (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4ArtDefinesSchema.xml">
	<Define>
		<DefineName>EVENT_MESSAGE_TIME</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EVENT_MESSAGE_STAGGER_TIME</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>QUICKSAVE</DefineName>
		<DefineTextVal>QuickSave</DefineTextVal>
	</Define>
	<!-- How is visual city size computed from the real city size?
	     Two approaches are possible:
	         METHOD_EXPONENTIAL
	         METHOD_LINMAP
	     Set the following GAME_CITY_SIZE_METHOD to one of the above tags
	     to control how big your cities look in the game world.
	     -->
	<Define>
		<DefineName>GAME_CITY_SIZE_METHOD</DefineName>
		<DefineTextVal>METHOD_EXPONENTIAL</DefineTextVal>
	</Define>
	<Define>
		<!-- the maximum percentage of a city that can be wonders, regular buildings, etc -->
		<DefineName>GAME_CITY_SIZE_MAX_PERCENT_UNIQUE</DefineName>
		<fDefineFloatVal>0.7</fDefineFloatVal>
	</Define>
	<!-- this is the way to tweak city size when METHOD_EXPONENTIAL is chosen in the above define -->
	<Define>
		<DefineName>GAME_CITY_SIZE_EXP_MODIFIER</DefineName>
		<fDefineFloatVal>1.05</fDefineFloatVal>
	</Define>
	<!-- this is the way to tweak city size when METHOD_LINMAP is chosen in the above define -->
	<Define>
		<DefineName>GAME_CITY_SIZE_LINMAP_AT_0</DefineName>
		<fDefineFloatVal>8</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>GAME_CITY_SIZE_LINMAP_AT_50</DefineName>
		<fDefineFloatVal>240</fDefineFloatVal>
	</Define>
	<!-- Unit health bar positioning, formerly controlled by UNIT_INFO_Z_OFFSET, is now controlled by the UNIT_HEALTH_BILLBOARD_* faders in CIV4DetailManager.xml -->
	<Define>
		<DefineName>PLOT_SIZE</DefineName>
		<fDefineFloatVal>180.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>DISABLE_CLOSE_ZOOM_MODE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_UPPER_PITCH</DefineName>
		<fDefineFloatVal>-45.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_LOWER_PITCH</DefineName>
		<fDefineFloatVal>-40.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MIN_SCROLL_SPEED</DefineName>
		<fDefineFloatVal>300</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_SCROLL_SPEED</DefineName>
		<fDefineFloatVal>1800</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MIN_YAW</DefineName>
		<fDefineFloatVal>-45.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_YAW</DefineName>
		<fDefineFloatVal>45.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_START_DISTANCE</DefineName>
		<fDefineFloatVal>2200</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_TRAVEL_DISTANCE</DefineName>
		<fDefineFloatVal>3000</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MIN_DISTANCE</DefineName>
		<fDefineFloatVal>700</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_MAX_TURN_OFFSET</DefineName>
		<fDefineFloatVal>0.1</fDefineFloatVal>
	</Define>
	<!-- Controlling the camera's maximum distance is a bit tricky since differently-sized maps need the camera to move back different amounts
	     There is a lower-bound on the maximum distance, specified below. Thus, the camera will never get any closer than 7000 units.
	     To actually tweak the apparent-size of the globe when fully-back, you need to go into CIV4DetailManager.XML  and adjust the
	     CAMERA_MAX_DISTANCE_FADER value. Because this variable is in the DetailManager XML, your changes will go into effect without restarting the game. -->
	<Define>
		<DefineName>CAMERA_SMALLEST_MAX_DISTANCE</DefineName>
		<fDefineFloatVal>7000</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_FORCE_TO_SMALLEST_MAX_DISTANCE</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_NEAR_FAR_PLANE_RATIO</DefineName>
		<fDefineFloatVal>100</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>3500</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_BATTLE_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>900</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_SHRINE_ZOOM_IN_DISTANCE</DefineName>
		<fDefineFloatVal>900</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_FAR_CLIP_Z_HEIGHT</DefineName>
		<fDefineFloatVal>0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>EFFECT_DEFAULT_SIZE</DefineName>
		<fDefineFloatVal>50.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_MULTISELECT_MAX</DefineName>
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_MULTISELECT_DISTANCE</DefineName>
		<fDefineFloatVal>0.175</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FIELD_OF_VIEW</DefineName>
		<fDefineFloatVal>52.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>IMPROVEMENT_SCALE</DefineName>
		<fDefineFloatVal>0.7</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>BONUS_SCALE</DefineName>
		<fDefineFloatVal>0.7</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>HEALTH_BAR_WIDTH</DefineName>
		<fDefineFloatVal>70.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_ANIM_PAGE_MAX</DefineName>
		<!--Maximum number of animations loaded in memory for any unit-->
		<iDefineIntVal>5</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>DEFAULT_ANIM_PAGE_MAX</DefineName>
		<!--Default number of animations loaded for an entity-->
		<iDefineIntVal>2</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET_X</DefineName>
		<!--The relative offset X offset of a flag within a square (-1..1)-->
		<fDefineFloatVal>-0.667</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET_Y</DefineName>
		<!--The relative offset Y offset of a flag within a square (-1..1)-->
		<fDefineFloatVal>0.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET2_X</DefineName>
		<!--The relative offset X offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>-0.8</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_OFFSET2_Y</DefineName>
		<!--The relative offset Y offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>-0.03</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_WATER_OFFSET_X</DefineName>
		<!--The relative offset X offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>0.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FLAG_WATER_OFFSET_Y</DefineName>
		<!--The relative offset Y offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>0.3</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>PLOTBUILDER_PEAK_OFFSET</DefineName>
		<!--The relative offset Y offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>-12</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>YIELD_SYMBOL_PEAK_OFFSET</DefineName>
		<!--The relative offset Y offset of the second flag within a square (-1..1)-->
		<fDefineFloatVal>-25</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>UNIT_TRAIL_RESOLUTION</DefineName>
		<!--The resolution of the wake/trail left by units-->
		<fDefineFloatVal>5.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FOW_WAS_VISIBLE_COLOR</DefineName>
		<fDefineFloatVal>0.43</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>FOW_MINIMAP_WAS_VISIBLE_COLOR</DefineName>
		<fDefineFloatVal>0.43</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CITY_SCREEN_FOG_ENABLED</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_CITY_TURN</DefineName>
		<fDefineFloatVal>0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>CAMERA_CITY_NO_PITCH</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>CAMERA_SPECIAL_PITCH</DefineName>
		<fDefineFloatVal>-90.0</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>ROUTE_Z_BIAS</DefineName>
		<fDefineFloatVal>3</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>RIVER_Z_BIAS</DefineName>
		<fDefineFloatVal>3</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>MINIMAP_RENDER_SIZE</DefineName>
		<iDefineIntVal>512</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>MINIMAP_PARABOLA_MIN_X_PERCENT</DefineName>
		<fDefineFloatVal>0.16</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>MINIMAP_PARABOLA_MIN_Y_PERCENT</DefineName>
		<fDefineFloatVal>0.32</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>MINIMAP_PARABOLA_Y_INTERCEPT_PERCENT</DefineName>
		<fDefineFloatVal>0.2</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>SADDLE_PARABOLA_MIN_X_PERCENT</DefineName>
		<fDefineFloatVal>0.5</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>SADDLE_PARABOLA_MIN_Y_PERCENT</DefineName>
		<fDefineFloatVal>0.14</fDefineFloatVal>
	</Define>
	<Define>
		<DefineName>SADDLE_PARABOLA_Y_INTERCEPT_PERCENT</DefineName>
		<fDefineFloatVal>0.32</fDefineFloatVal>
	</Define>
	<Define>
		<!-- zero: city billboards use fonts from GameFont.tga -->
		<!-- non-zero: GFC billboards (uses the interface font) -->
		<DefineName>CITY_BILLBOARDS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EVENT_TEXT_TOP_PERCENT</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>EVENT_TEXT_LEFT_PERCENT</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<!-- how many text messages can appear at once -->
		<DefineName>MAX_EVENT_TEXT</DefineName>
		<iDefineIntVal>6</iDefineIntVal>
	</Define>
</Civ4Defines>
