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rome 2 cliexecute dump
===============
Sets up cindy live playback
cindy_playback <cindy_xml_path> <clear_animated_scenes on completion true/false> <expire_camera_on_completion true/false>
cindy live
cindy_playback
===============
record frame times to a file
frame_rate_log <log filename>
battle
frame_rate_log
===============
Destroys current camera cindy playback object
stop_cindy_playback <clear_animated_scenes true/false>
cindy live
stop_cindy_playback
===============
Set to true to disable ssteam error reporting
disable_steam_error_reporting <true|false>
disable_steam_error_reporting
disable_steam_error_reporting
===============
Which mode the application starts in
game_startup_mode <battle|campaign|campaign_edit|frontend|naval> opt:<xml name> opt:<xsd name> opt:<building list>
game_startup_mode
game_startup_mode
===============
pause_bink_video
pause_bink_video
pause_bink_video
pause_bink_video
===============
take screenshot
take_custom_screenshot <filename> <sizeX> <sizeY>
engine
take_custom_screenshot
===============
Exit from battle after it is finished without showing results screen. Useful for automated replay runs.
exit_after_battle <true/false>
empire_battle
force_exit_after_battle
===============
speed-up replay by a multiplier
replay_speed <multiplier>
battle
replay_speed
===============
playback camera track during battle
battle_camera_track_file <filename>
battle
battle_camera_track_file
===============
adjust current battle camera fov
battle_fov <fov in degrees>
battle camera manager
battle_fov
===============
temp placeholder for setting campaign map settings
campaign_camera_placeholder
battle
campaign_camera_placeholder
===============
uses networked sync logging in multiplayer battles (use in conjunction with mp_network_sync_logging)
mp_network_sync_logging_in_battles
mp_network_sync_logging_in_battles
===============
when enabled all sync logs will be outputted
Output all sync logs
output_sync_logs
output_sync_logs
===============
we can decide to ignore the crew
add crew to ships <true|false>
add crew to ships
add_crew
===============
test_square_meta_data
test_square_meta_data
test_square_meta_data
test_square_meta_data
===============
debug_replay
debug_replay
===============
disables cursor intersections with 3d battle objects
disable_battle_cursor_intersection
battle
disable_battle_cursor_intersection
===============
toggle_building_shadow_capsules
battle
toggle_building_shadow_capsules
===============
toggle_building_lites_shadow_capsules
battle
toggle_building_lites_shadow_capsules
===============
toggle_projectiles_damage
battle
toggle_projectiles_damage
===============
toggle_unit_lanterns
battle
toggle_unit_lanterns
===============
Sets up campaign rendering
render_campaign <out_folder> <frame_name> <frames_per_second> <motion_blur_frames> <duration>
render_campaign_to_file
render_campaign_to_file
===============
campaign_cam_move
campaign_cam_move
campaign_cam_move
campaign_cam_move
===============
render_stat
empire_battle
campaign_stat
===============
toggle_campaign_shadow_capsules
campaign
toggle_campaign_shadow_capsules
===============
check_loc
===============
Destroy the record of the displayed advisories.
reset_advisories
advice
reset_advisories
===============
keyboard_shortcuts_disabled
keyboard
keyboard_shortcuts_disabled
===============
auto_run_script
Specify an auto run script to execute
Frontend
auto_run_script
===============
sets gigantic army budget in multiplayer battles
mp_army_budget_gigantic
mp_army_budget_gigantic
===============
Clears all component templates from the cache so the next time they are accessed they are re-loaded from the template library or disk
clear_template_cache
clear_template_cache
===============
skip_avatar_creation
skip_avatar_creation
go_to_battle_list
===============
dock_ui
===============
toggle_1bit_alpha
===============
enable_ai_mp
enable_ai_mp
enable_ai_mp
===============
set_palette_entry
===============
adds test unit effect icon for ui
add_unit_effect_icon <unit_special_ability_record index>
battle ui
add_unit_effect_icon
===============
Redirect the non-pack (and mod pack) file search
add_working_directory <directory name>
add_working_directory
===============
Audit the VFS
audit_vfs
audit_vfs
===============
Exclude pack file from the virtual file system
exclude_pack_file <pack file name>
exclude_pack_file
===============
list the commands
help
system
help
===============
Add a mod to the startup list
mod <file name>
===============
Set the source directory of design data
set_design_directory <directory name>
set_design_directory
===============
test the command parser
test_cmd p1 p2 p3 [blib=blib value] [blab=blab value] [blob=blob value]
system
test_cmd
===============
compile_all_shaders
warscape
compile_all_shaders
===============
disable_gpu_profiler
warscape
disable_gpu_profiler
===============
force_rigid_lod
warscape
force_rigid_lod
===============
cache fxc/hlsl file timestamps
warscape
fxc_timestamp_cache
===============
reloads single texture from disk
reload_texture filename
texture_manager
reload_texture
===============
render_stat
warscape
render_stats
===============
set_shader_path
engine
set_shader_path
===============
show all textures using this RC
texture_manager_show_rc <rc_name>
Texture Manager
texture_manager_show_rc
===============
always_load_tile_database
warscape
always_load_tile_database
===============
render_stat
warscape
begin_profile
===============
report_rigid_models
warscape
report_rigid_models
===============
Tick Simulation
Tick simulation
rigid
rigid_simulation_step
===============
set_skeleton_bone_limit
set_skeleton_bone_limit
set_skeleton_bone_limit
set_skeleton_bone_limit
===============
Load light xml
load_light_xml <filename>
load_light_xml
load_light_xml
===============
texdbg
texdbg
texdbg
texdbg
===============
load tile database in parallel (faster)
warscape
tile_database_parallel_load
===============
toggle_terrain_vtex
toggle_terrain_vtex
toggle_terrain_vtex
toggle_terrain_vtex
===============
upgrade_tile
upgrade_tile
upgrade_tile
upgrade_tile
===============
vtex_request_page_each_frame
vtex_request_page_each_frame
vtex_request_page_each_frame
vtex_request_page_each_frame
===============
Sets up cindy live no camera playback
cindy_playback_no_camera <cindy_xml_path> <clear_animated_scenes on completion true/false>
cindy live
cindy_playback_no_camera
===============
play at predictable frame rate
frame_rate_test_fps fps
battle
frame_rate_test_fps
===============
Destroys current camera cindy no camera playback object
stop_cindy_playback_no_camera <clear_animated_scenes true/false>
cindy live
stop_cindy_playback_no_camera
===============
log the frame rate
benchmark false|true
system
benchmark
===============
take screenshot
hdr_screenshot
engine
hdr_screenshot
===============
play_bink_video
play_bink_video
play_bink_video
play_bink_video
===============
Activate campaign AI map data processing during the startpos processing.
process_campaign_ai_map_data
process_campaign_ai_map_data
process_campaign_ai_map_data
===============
Adds name to list of campaigns to preprocess
process_campaign_startpos name
process_campaign_startpos
process_campaign_startpos
===============
quit_after_campaign_processing
quit_after_campaign_processing
quit_after_campaign_processing
===============
resume_bink_video
resume_bink_video
resume_bink_video
resume_bink_video
===============
take screenshot
screenshot
engine
screenshot2
===============
take screenshot
screenshot
engine
screenshot3
===============
take screenshot
screenshot
engine
screenshot4
===============
take screenshot
screenshot
engine
screenshot
===============
take screenshot
screenshot
engine
screenshot_360
===============
take screenshot
screenshot
engine
screenshot_mul
===============
Shows specific piece of advice given the advice_levels_key
show_advice <advice_thread_key>
advice
show_advice
===============
skip directX version check
skip_directx_version_check
engine
skip_directx_version_check
===============
report string memory usage
report
strings
string_report
===============
restart_replay
restart_replay
restart_replay
restart_replay
===============
adjust battle camera default fov
battle_default_fov <fov in degrees>
battle camera manager
battle_default_fov
===============
adjust current battle camera depth of field
battle_dof <focus_distance> <focal_length> <blur_size>
battle camera manager
battle_dof
===============
enable tbb tick task
battle_enable_tbb_tick_task <true|false>
battle
battle_enable_tbb_tick_task
===============
enable recording of camera track
record_battle_camera <true|false>
battle
record_battle_camera
===============
toggle_entity_shadow_capsules
battle
toggle_entity_shadow_capsules
===============
toggle_naval_shadow_capsules
campaign
toggle_naval_shadow_capsules
===============
toggle_tree_shadow_capsules
battle
toggle_tree_shadow_capsules
===============
toggle_projectiles_ignite_buildings
battle
toggle_projectiles_ignite_buildings
===============
Allow the campaign to be rendered into files by MOVIE_MAKER
enable_campaign_render_to_file
enable_campaign_render_to_file
===============
campaign
fast_campaign_target
===============
campaign
fast_campaign_toggle
===============
Forces the first round of a given dilemma/incident to a new value
force_first_round <dillema/incident> <first_round>
campaign
force_first_round
===============
Fix random seed for battle and campaign setup
Fix random seed
Random seed
constant_random_seed
===============
Enable one or all types of ai behaviour monitoring. This command can be used multiple times to enable a specific set of monitoring.
enable_campaign_ai_behaviour_monitoring <army_fragmentation|army_idle_ungarrisoned|army_stuck_on_navy|diplomatic_indecision|suboptimal_recruitment|non_trade_navy_on_trade_node|indecisive_movement|all>
enable_campaign_ai_behaviour_monitoring
enable_campaign_ai_behaviour_monitoring
===============
mouse_cursor_disabled
mouse
mouse_cursor_disabled
===============
change the default ui skin
ui_skin_hack
ui_skin_hack
===============
set_battle_size
set_battle_size
set_battle_size
set_battle_size
===============
automatically match players and (clients only) ready-up
mp_automatch
mp_automatch
===============
which xml to use for multiplayer battle
mp_battle_xml <xml name>
mp_battle_xml
mp_battle_xml
===============
enables hosting and joining by anyone, not just original players
mp_campaign_all_resume_any_players
mp_campaign_all_resume_any_players
===============
when enabled, data checksum will not prevent from joining
Data checksum always succeeds
mp_data_checksum_pass
mp_data_checksum_pass
===============
when disabled, a desync will not cause a disconnection
Multiplayer Desync Disconnects
mp_desync_kick_enabled
mp_desync_kick_enabled
===============
when enabled, executable checksum will not prevent from joining
Exe checksum always succeeds
mp_exe_checksum_pass
mp_exe_checksum_pass
===============
when ignored, an unexpected disconnection from the online service will not cause a player to leave the game
Ignore Online Service Disconnection
mp_ignore_online_service_disco
mp_ignore_online_service_disco
===============
uses extreme sync logging in multiplayer
mp_network_sync_logging
mp_network_sync_logging
===============
when enabled, the game will never host a Quickgame battle (it will only try to join)
Quickgame Never Host
mp_quick_match_never_host
mp_quick_match_never_host
===============
when disabled, stalls will never cause a disconnect
Multiplayer Stall Disconnects
mp_stall_disconnect_disabled
mp_stall_disconnect_disabled
===============
report_missing_ui_images
report_missing_ui_images
report_missing_ui_images
===============
Overrides coords used for campaign battle generator
override_generator_coords <x> <y>
override_generator_coords
override_generator_coords
===============
Swaps to the keyset named and remaps all keys
use_keyset
keyboard
use_keyset
===============
Use to test experience gains
add_unit_experience <experience
battle ui
add_unit_experience
===============
Clears the workign data directories
clear_paths
clear_paths
===============
Create a documentation file of all CLI commands, tweaks, custom Lua commands and Lua-response-enabled messages
docudemon
system
docudemon
===============
Import all mod packs
import_all_mods
import_all_mods
===============
load this preference file
preference \
system
preferences
===============
quit the application
quit
system
quit
===============
lhs pack is required by rhs pack (lhs < rhs): lhs will be loaded first and used by rhs pack
set_pack_file_dependency <pack file name> <pack file name>
set_pack_file_dependency
===============
lhs pack supersedes rhs pack (lhs < rhs): lhs will be searched before rhs for files
set_pack_file_precedence <pack file name> <pack file name>
set_pack_file_precedence
===============
Prints search paths in vfs tab
show_paths
show_paths
===============
Dumps the render statistics to a CSV file in App Data/The Creative Assembly/log/graphics. Specify the file name as argument to this command.
Dump Render Stats to File
dump_render_stats
dump_render_stats
===============
enable_gpu_profiler
warscape
enable_gpu_profiler
===============
Flush non visible sprites
Flush non visible sprites
flush_non_visible_sprites
===============
report_texture_usage
warscape
report_texture_usage
===============
set_shadowmap_fade_range
set_shadowmap_fade_range
set_shadowmap_fade_range
set_shadowmap_fade_range
===============
set_ui_scale
warscape
set_ui_scale
===============
animation_texture_count
animation_texture_count
animation_texture_count
===============
enable_rigid_tesellation
tesselation
enable_rigid_tesellation
===============
render_stat
warscape
end_profile
===============
set_terrain_far_distance_in_tiles
warscape
set_terrain_far_distance_in_tiles
===============
calculate terrain height map in parallel (faster)
warscape
terrain_height_calc_parallel
===============
force_lq_lf_height_map
force_lq_lf_height_map
force_lq_lf_height_map
force_lq_lf_height_map
===============
set_terrain_season
set_terrain_season
set_terrain_season
set_terrain_season
===============
set_terrain_texture_params
set_terrain_texture_params
set_terrain_texture_params
set_terrain_texture_params
===============
terrain_enable_battle_vtex
terrain_enable_battle_vtex
terrain_enable_battle_vtex
terrain_enable_battle_vtex
===============
terrain_enable_campaign_vtex
terrain_enable_campaign_vtex
terrain_enable_campaign_vtex
terrain_enable_campaign_vtex
===============
terrain_write_html
terrain_write_html
terrain_write_html
terrain_write_html
===============
terrain_write_html
terrain_write_html
terrain_write_html_area
terrain_write_html_area
===============
terrain_write_html
terrain_write_html
terrain_write_html_around_camera
terrain_write_html_around_camera
===============
texdbg_add
texdbg_add
texdbg_add
texdbg_add
===============
texdbg_show
texdbg_show
texdbg_show
texdbg_show
===============
Compile and load debug shaders
use_debug_shaders
use_debug_shaders
use_debug_shaders
===============
vtex_set_render_debug
vtex_set_render_debug
vtex_set_render_debug
vtex_set_render_debug
===============
vtex_sync_gpu_page_table
vtex_sync_gpu_page_table
vtex_sync_gpu_page_table
vtex_sync_gpu_page_table
Total valid functions with matches: 147
Tweakers
===============
ADC; VERBOSE_ADC; circumvent cooldown; Default:0
AI Deal Evaluation; cai_negotiation_gift_penalty; ; Default:10
AI Deal Evaluation; cai_negotiation_gift_penalty_cooldown; ; Default:1
AI Deal Evaluation; cai_negotiation_matching_goal_bonus; ; Default:10
AI Deal Evaluation; cai_strategic_balance_proportion_of_vassal_strength_own; ; Default:0
AI Deal Evaluation; cai_strategic_balance_proportion_of_vassal_strength_their; ; Default:0
AI Deal Evaluation; cai_trade_agreement_value_multiplier; ; Default:2
AI Deal Evaluation; cai_treachery_falloff; ; Default:2
AI logging; cai_enable_diplomacy_log; ; Default:0
Animals; RELEASE_ANIMALS_ON; will animals be released by the handlers; Default:1
Animals; RELEASE_ANIMALS_RANGE; The distance at which animals will be released; Default:150
Auto-resolve system; win_on_quit_battle; By default lose on quitting a battle.; Default:0
BATTLE_ENV; battle_logger_disable_dialogs; Do we disable asserts showing when the logger is running?; Default:1
BATTLE_RESULTS; VICTORY_TYPE_OF_BATTLE_CALCULATED_BASED_ON_WINNERS_CASUALTIES; should the result be based on the winner's casualties rather than the expected casualties?; Default:1
BMD; BMD_LOAD_GRASS; if this is set to false, then no grass will be loaded; Default:1
BMD; BMD_LOAD_TREES; if this is set to false, then no trees will be loaded; Default:1
BOARDING_BORDER; BOARDING_BORDER; ; Default:5
Battle UI; ability_effect_ui_enabled; If false, then no ui gets shown when ability cast on units; Default:1
Battle UI; enable_radial_menu; Enables radial menu for testing; Default:0
Battle UI; force_enable_cinematic_ui; Forces cinematic ui on (for cinematics team); Default:0
Battle UI; lbutton_drag_move_threshold; How much have to drag mouse to initialise drag move on left click; Default:0.01
Battle manager; NUM_BUILDING_EXPENSIVE_CAN_SHOOT_TESTS_PER_TICK; ; Default:5
Battle; BATTLE_OVERRIDE_GAME_SPEED; If this is set to anything other than -1 then game speed will be force to run at this speed; Default:-1
Battle; disable_battle_tooltips; Disables battle tooltips; Default:0
Battle; disable_selection_on_alt; Disables unit selection while holding alt, makes testing with entity selection easier; Default:0
Battle; entity_drag_max; For when disable_selection_on_alt is true, sets maximum number of entities that can be drag selected; Default:50
Battle; entity_drag_min; For when disable_selection_on_alt is true, sets minimum number of entities that can be drag selected; Default:0
Battle; hide_cursor_in_cinematic_ui; Cursor is hidden whenever cinematic ui enabled (makes making movies easier), yet mouse functionality is retained; Default:0
Battle; mp_battle_artillery_ammo_cost_modifier; Percentage of decrease in an artillery unit strength if ammo is used up; Default:0.85
Battle; mp_battle_disconnect_autoresolve_treshold; Percentage of decrease in an alliance strength that must occur to spawn autoresolve code when one of the players disconnect in an MP battle; Default:0.25
Battle; mp_battle_disconnect_victory_treshold; Percentage of value that an alliance must have over the other alliance to win an MP battle that ended due to a disconnection; Default:0.15
Battle; mp_battle_ranged_ammo_cost_modifier; Percentage of decrease in a ranged unit strength if ammo is used up; Default:0.5
Battle; show_radial_without_ctrl; If true, middle mouse button opens up radial without having to have ctrl held (false by default as middle mouse for camera); Default:0
Battlefield zone manager; bzm_validate_zones; Do we want to go through the battlefield zones and validate them all; Default:1
Bink; DISABLE_BINK; no videos, dude; Default:0
Building; building_filename_break; break on building; Default:##########
Building; building_model_break; break on building model; Default:############.cs2
Building; building_model_xml_break; break on building model; Default:############.xml
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_CHANCE_BASE; CAI_VARIABLE_AGGR_RAMP_CHANCE_BASE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_CHANCE_PER_ROUND; CAI_VARIABLE_AGGR_RAMP_CHANCE_PER_ROUND; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_ENABLED; CAI_VARIABLE_AGGR_RAMP_ENABLED; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_FAME_MAX; CAI_VARIABLE_AGGR_RAMP_FAME_MAX; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_FAME_MIN; CAI_VARIABLE_AGGR_RAMP_FAME_MIN; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_LEVEL_MAX; CAI_VARIABLE_AGGR_RAMP_LEVEL_MAX; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_LEVEL_MIN; CAI_VARIABLE_AGGR_RAMP_LEVEL_MIN; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_ROUNDS_MAX; CAI_VARIABLE_AGGR_RAMP_ROUNDS_MAX; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_AGGR_RAMP_ROUNDS_MIN; CAI_VARIABLE_AGGR_RAMP_ROUNDS_MIN; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_BASIC_CTRL_BUILDING_CONVERSION_BONUS; CAI_VARIABLE_BASIC_CTRL_BUILDING_CONVERSION_BONUS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_BASIC_CTRL_BUILDING_DEMOLITION_BONUS; CAI_VARIABLE_BASIC_CTRL_BUILDING_DEMOLITION_BONUS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_CNSTR_PRIORITY_OVER_COST_MODIFICATION; CAI_VARIABLE_CNSTR_PRIORITY_OVER_COST_MODIFICATION; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_CONSIDER_MAJOR_OVER_REGIONS; CAI_VARIABLE_CONSIDER_MAJOR_OVER_REGIONS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_COORDINATOR_MAJOR_FACTION_STRENGTH_BONUS; CAI_VARIABLE_COORDINATOR_MAJOR_FACTION_STRENGTH_BONUS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_DIPLOMACY_DISTANCE_GOAL_PRIORITY_MODIFIER; CAI_VARIABLE_DIPLOMACY_DISTANCE_GOAL_PRIORITY_MODIFIER; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FACTION_MANAGEMENT; CAI_VARIABLE_FACTION_MANAGEMENT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FACTION_MANAGEMENT_THRESHOLD; CAI_VARIABLE_FACTION_MANAGEMENT_THRESHOLD; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_LEVEL; CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_LEVEL; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_TURNS; CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_TURNS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_LEVEL; CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_LEVEL; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_TURNS; CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_TURNS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_LEVEL; CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_LEVEL; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_TURNS; CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_TURNS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_LEVEL; CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_LEVEL; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_TURNS; CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_TURNS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_LEVEL; CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_LEVEL; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_TURNS; CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_TURNS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FNCA_AID_MINOR_ALLY_PADJ; CAI_VARIABLE_FNCA_AID_MINOR_ALLY_PADJ; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FNCA_ALLY_MINOR_PADJ; CAI_VARIABLE_FNCA_ALLY_MINOR_PADJ; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FNCA_JOIN_MINOR_ALLY_WADJ; CAI_VARIABLE_FNCA_JOIN_MINOR_ALLY_WADJ; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW_REGION_ADJUSTMENT; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW_REGION_ADJUSTMENT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW_REGION_ADJUSTMENT; CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW_REGION_ADJUSTMENT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_BONUS; CAI_VARIABLE_FOOD_CTRL_BUILDING_BONUS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING; CAI_VARIABLE_FOOD_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_BUILDING_PENALTY; CAI_VARIABLE_FOOD_CTRL_BUILDING_PENALTY; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_REGION_ADJUSTMENT; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_REGION_ADJUSTMENT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_REGION_ADJUSTMENT; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_REGION_ADJUSTMENT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP; CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS; CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS_SIEGE_ENGINE_DECREASE; CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS_SIEGE_ENGINE_DECREASE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FORTIFIED_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT; CAI_VARIABLE_FORTIFIED_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_FORTIFIED_SETTLEMENT_STRENGTH_MODIFIER_DEFEND; CAI_VARIABLE_FORTIFIED_SETTLEMENT_STRENGTH_MODIFIER_DEFEND; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_GLOBAL_ENEMY_THREAT_MODIFIER; CAI_VARIABLE_GLOBAL_ENEMY_THREAT_MODIFIER; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_PENALTY_BELOW; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_PENALTY_BELOW; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_BONUS; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_BONUS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_PENALTY; CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_PENALTY; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC; CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC; CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP; CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MAXIMUM; CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MAXIMUM; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MINIMUM; CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MINIMUM; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_EASY_NO_BELOW_MIN_UNITS; CAI_VARIABLE_RFB_EASY_NO_BELOW_MIN_UNITS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_NO_SETT_RETREAT; CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_NO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_SETT_RETREAT; CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_HARD_NO_BELOW_MIN_UNITS; CAI_VARIABLE_RFB_HARD_NO_BELOW_MIN_UNITS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_NO_SETT_RETREAT; CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_NO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_SETT_RETREAT; CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_NORMAL_NO_BELOW_MIN_UNITS; CAI_VARIABLE_RFB_NORMAL_NO_BELOW_MIN_UNITS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_NO_SETT_RETREAT; CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_NO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_SETT_RETREAT; CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_TEST_VERSUS_AI; CAI_VARIABLE_RFB_TEST_VERSUS_AI; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_VHARD_NO_BELOW_MIN_UNITS; CAI_VARIABLE_RFB_VHARD_NO_BELOW_MIN_UNITS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_NO_SETT_RETREAT; CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_NO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_SETT_RETREAT; CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_SETT_RETREAT; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_BALANCE_BASE_HEX_VALUE; CAI_VARIABLE_STRATEGIC_BALANCE_BASE_HEX_VALUE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_BALANCE_BASE_VALUE; CAI_VARIABLE_STRATEGIC_BALANCE_BASE_VALUE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_CAP; CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_CAP; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_MULTIPLIER; CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_MULTIPLIER; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_EXISTING_STANCE_GROUP_SCORE_BONUS_CAP; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_EXISTING_STANCE_GROUP_SCORE_BONUS_CAP; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_CURRENT_ATTITUDE_ADJUSTMENT_MULTIPLIER; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_CURRENT_ATTITUDE_ADJUSTMENT_MULTIPLIER; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_FRIENDLY_BIAS; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_FRIENDLY_BIAS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_PER_STANCE_DROP_RATE; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_PER_STANCE_DROP_RATE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_BEING_HUMAN; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_BEING_HUMAN; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_CURRENT_ATTITUDE; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_CURRENT_ATTITUDE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_CORE; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_CORE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_TRANSITIVE; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_TRANSITIVE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_EXISTING_STANCE; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_EXISTING_STANCE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_IMPORTANCE; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_IMPORTANCE; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_SUBJUGATION; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_SUBJUGATION; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TASKS; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TASKS; Default:0
Campaign AI Variable Tweakers; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TREACHERY; CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TREACHERY; Default:0
Campaign Variable Tweakers; allow_exceeding_agents_cap; allow_exceeding_agents_cap; Default:0
Campaign Variable Tweakers; ambush_critical_fail_proportion_of_fail; ambush_critical_fail_proportion_of_fail; Default:0
Campaign Variable Tweakers; annexed_territory_multiplier_on_realm_divide; annexed_territory_multiplier_on_realm_divide; Default:0
Campaign Variable Tweakers; armed_citizenry_army_percentage_on_change_hands; armed_citizenry_army_percentage_on_change_hands; Default:0
Campaign Variable Tweakers; armed_citizenry_navy_percentage_on_change_hands; armed_citizenry_navy_percentage_on_change_hands; Default:0
Campaign Variable Tweakers; artillery_capture_chance; artillery_capture_chance; Default:0
Campaign Variable Tweakers; autoresolver_alliance_wipe_out_loser_strength_of_max_threshold; autoresolver_alliance_wipe_out_loser_strength_of_max_threshold; Default:0
Campaign Variable Tweakers; autoresolver_alliance_wipe_out_winner_loser_strength_multiple; autoresolver_alliance_wipe_out_winner_loser_strength_multiple; Default:0
Campaign Variable Tweakers; autoresolver_battle_damage_modifier_full_naval_units_at_sea; autoresolver_battle_damage_modifier_full_naval_units_at_sea; Default:0
Campaign Variable Tweakers; autoresolver_battle_damage_modifier_non_naval_units_at_sea; autoresolver_battle_damage_modifier_non_naval_units_at_sea; Default:0
Campaign Variable Tweakers; autoresolver_battle_excess_melee_damage_multiplier; autoresolver_battle_excess_melee_damage_multiplier; Default:0
Campaign Variable Tweakers; autoresolver_battle_excess_melee_damage_received_from_target_multiplier; autoresolver_battle_excess_melee_damage_received_from_target_multiplier; Default:0
Campaign Variable Tweakers; autoresolver_battle_max_melee_skirmish_time_proportion; autoresolver_battle_max_melee_skirmish_time_proportion; Default:0
Campaign Variable Tweakers; autoresolver_battle_melee_skirmish_speed_proportion_multiplier; autoresolver_battle_melee_skirmish_speed_proportion_multiplier; Default:0
Campaign Variable Tweakers; autoresolver_battle_reinforcement_time; autoresolver_battle_reinforcement_time; Default:0
Campaign Variable Tweakers; autoresolver_battle_timestep; autoresolver_battle_timestep; Default:0
Campaign Variable Tweakers; autoresolver_bound_max_ammo_per_second_mod_unit_size; autoresolver_bound_max_ammo_per_second_mod_unit_size; Default:0
Campaign Variable Tweakers; autoresolver_bound_max_melee_strength_proportion; autoresolver_bound_max_melee_strength_proportion; Default:0
Campaign Variable Tweakers; autoresolver_bound_max_ranged_kills_per_second; autoresolver_bound_max_ranged_kills_per_second; Default:0
Campaign Variable Tweakers; autoresolver_bound_min_melee_kills_per_second_full_strength; autoresolver_bound_min_melee_kills_per_second_full_strength; Default:0
Campaign Variable Tweakers; autoresolver_bound_min_ranged_kills_per_ammo_mod_unit_size; autoresolver_bound_min_ranged_kills_per_ammo_mod_unit_size; Default:0
Campaign Variable Tweakers; autoresolver_bound_min_ranged_kills_per_second; autoresolver_bound_min_ranged_kills_per_second; Default:0
Campaign Variable Tweakers; autoresolver_casualty_unary_received_by_excess_melee_units_from_target; autoresolver_casualty_unary_received_by_excess_melee_units_from_target; Default:0
Campaign Variable Tweakers; autoresolver_chase_down_damage_multiplier; autoresolver_chase_down_damage_multiplier; Default:0
Campaign Variable Tweakers; autoresolver_min_battle_time_before_retreat; autoresolver_min_battle_time_before_retreat; Default:0
Campaign Variable Tweakers; autoresolver_num_excess_melee_units_receiving_casualties_from_target; autoresolver_num_excess_melee_units_receiving_casualties_from_target; Default:0
Campaign Variable Tweakers; autoresolver_num_units_multiplier_vs_enemy_to_allow_retreat; autoresolver_num_units_multiplier_vs_enemy_to_allow_retreat; Default:0
Campaign Variable Tweakers; autoresolver_unit_base_retreat_threshold; autoresolver_unit_base_retreat_threshold; Default:0
Campaign Variable Tweakers; autoresolver_unit_wipe_out_threshold; autoresolver_unit_wipe_out_threshold; Default:0
Campaign Variable Tweakers; autoresolver_winner_kpd_major_win_threshold; autoresolver_winner_kpd_major_win_threshold; Default:0
Campaign Variable Tweakers; autoresolver_winner_kpd_minor_win_threshold; autoresolver_winner_kpd_minor_win_threshold; Default:0
Campaign Variable Tweakers; autoresolver_wipe_out_army_force_unary_lost; autoresolver_wipe_out_army_force_unary_lost; Default:0
Campaign Variable Tweakers; background_resource_supply; background_resource_supply; Default:0
Campaign Variable Tweakers; banditry_effects_tier01_event_chance; banditry_effects_tier01_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier01_food_penalty; banditry_effects_tier01_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier01_low_cap; banditry_effects_tier01_low_cap; Default:0
Campaign Variable Tweakers; banditry_effects_tier02_event_chance; banditry_effects_tier02_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier02_food_penalty; banditry_effects_tier02_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier02_low_cap; banditry_effects_tier02_low_cap; Default:0
Campaign Variable Tweakers; banditry_effects_tier03_event_chance; banditry_effects_tier03_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier03_food_penalty; banditry_effects_tier03_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier03_low_cap; banditry_effects_tier03_low_cap; Default:0
Campaign Variable Tweakers; banditry_effects_tier04_event_chance; banditry_effects_tier04_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier04_food_penalty; banditry_effects_tier04_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier04_low_cap; banditry_effects_tier04_low_cap; Default:0
Campaign Variable Tweakers; banditry_effects_tier05_event_chance; banditry_effects_tier05_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier05_food_penalty; banditry_effects_tier05_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier05_low_cap; banditry_effects_tier05_low_cap; Default:0
Campaign Variable Tweakers; banditry_effects_tier06_event_chance; banditry_effects_tier06_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier06_food_penalty; banditry_effects_tier06_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier06_low_cap; banditry_effects_tier06_low_cap; Default:0
Campaign Variable Tweakers; banditry_effects_tier07_event_chance; banditry_effects_tier07_event_chance; Default:0
Campaign Variable Tweakers; banditry_effects_tier07_food_penalty; banditry_effects_tier07_food_penalty; Default:0
Campaign Variable Tweakers; banditry_effects_tier07_low_cap; banditry_effects_tier07_low_cap; Default:0
Campaign Variable Tweakers; banditry_percentage_for_presence_of_army; banditry_percentage_for_presence_of_army; Default:0
Campaign Variable Tweakers; banditry_percentage_for_presence_of_army_turns; banditry_percentage_for_presence_of_army_turns; Default:0
Campaign Variable Tweakers; banditry_percentage_for_presence_of_barbarian_army; banditry_percentage_for_presence_of_barbarian_army; Default:0
Campaign Variable Tweakers; banditry_percentage_for_presence_of_trade_route; banditry_percentage_for_presence_of_trade_route; Default:0
Campaign Variable Tweakers; banditry_percentage_for_regions_maximum; banditry_percentage_for_regions_maximum; Default:0
Campaign Variable Tweakers; banditry_percentage_for_regions_minimum; banditry_percentage_for_regions_minimum; Default:0
Campaign Variable Tweakers; banditry_percentage_regions_maximum; banditry_percentage_regions_maximum; Default:0
Campaign Variable Tweakers; banditry_percentage_regions_minimum; banditry_percentage_regions_minimum; Default:0
Campaign Variable Tweakers; base_wealth_increase; base_wealth_increase; Default:0
Campaign Variable Tweakers; baseline_pop_growth; baseline_pop_growth; Default:0
Campaign Variable Tweakers; besieged_attrition_force_size_threshold; besieged_attrition_force_size_threshold; Default:0
Campaign Variable Tweakers; besieging_attrition_force_size_threshold; besieging_attrition_force_size_threshold; Default:0
Campaign Variable Tweakers; blockaded_attrition_force_size_threshold; blockaded_attrition_force_size_threshold; Default:0
Campaign Variable Tweakers; blockading_attrition_force_size_threshold; blockading_attrition_force_size_threshold; Default:0
Campaign Variable Tweakers; brige_battle_detection_path_distance; brige_battle_detection_path_distance; Default:0
Campaign Variable Tweakers; building_cultural_conversion_cost_mod; building_cultural_conversion_cost_mod; Default:0
Campaign Variable Tweakers; building_cultural_conversion_time_mod; building_cultural_conversion_time_mod; Default:0
Campaign Variable Tweakers; building_min_conversion_cost; building_min_conversion_cost; Default:0
Campaign Variable Tweakers; building_slum_creation_time; building_slum_creation_time; Default:0
Campaign Variable Tweakers; building_slum_dismantle_cost; building_slum_dismantle_cost; Default:0
Campaign Variable Tweakers; captured_required_region_prestige_multiplier; captured_required_region_prestige_multiplier; Default:0
Campaign Variable Tweakers; captured_units_prize_money_percent; captured_units_prize_money_percent; Default:0
Campaign Variable Tweakers; captured_units_slaves_percent; captured_units_slaves_percent; Default:0
Campaign Variable Tweakers; cdir_unit_quality_accuracy_value; cdir_unit_quality_accuracy_value; Default:0
Campaign Variable Tweakers; cdir_unit_quality_armour_value; cdir_unit_quality_armour_value; Default:0
Campaign Variable Tweakers; cdir_unit_quality_charge_value; cdir_unit_quality_charge_value; Default:0
Campaign Variable Tweakers; cdir_unit_quality_experience_value; cdir_unit_quality_experience_value; Default:0
Campaign Variable Tweakers; cdir_unit_quality_morale_value; cdir_unit_quality_morale_value; Default:0
Campaign Variable Tweakers; cdir_unit_quality_weapons_value; cdir_unit_quality_weapons_value; Default:0
Campaign Variable Tweakers; character_creation_for_marriage_max_age; character_creation_for_marriage_max_age; Default:0
Campaign Variable Tweakers; character_creation_for_marriage_min_age; character_creation_for_marriage_min_age; Default:0
Campaign Variable Tweakers; character_creation_max_age; character_creation_max_age; Default:0
Campaign Variable Tweakers; character_creation_min_age; character_creation_min_age; Default:0
Campaign Variable Tweakers; character_max_baby_age; character_max_baby_age; Default:0
Campaign Variable Tweakers; character_recruitment_base_cost; character_recruitment_base_cost; Default:0
Campaign Variable Tweakers; character_recruitment_cost_per_command_star; character_recruitment_cost_per_command_star; Default:0
Campaign Variable Tweakers; character_recruitment_max_distance; character_recruitment_max_distance; Default:0
Campaign Variable Tweakers; character_recruitment_pool_cap; character_recruitment_pool_cap; Default:0
Campaign Variable Tweakers; character_recruitment_pool_refill_rate_admiral_0; character_recruitment_pool_refill_rate_admiral_0; Default:0
Campaign Variable Tweakers; character_recruitment_pool_refill_rate_admiral_1; character_recruitment_pool_refill_rate_admiral_1; Default:0
Campaign Variable Tweakers; character_recruitment_pool_refill_rate_admiral_2; character_recruitment_pool_refill_rate_admiral_2; Default:0
Campaign Variable Tweakers; character_recruitment_pool_refill_rate_general_0; character_recruitment_pool_refill_rate_general_0; Default:0
Campaign Variable Tweakers; character_recruitment_pool_refill_rate_general_1; character_recruitment_pool_refill_rate_general_1; Default:0
Campaign Variable Tweakers; character_recruitment_pool_refill_rate_general_2; character_recruitment_pool_refill_rate_general_2; Default:0
Campaign Variable Tweakers; character_research_points_cap; character_research_points_cap; Default:0
Campaign Variable Tweakers; civil_war_always_trigger_fame_level; civil_war_always_trigger_fame_level; Default:0
Campaign Variable Tweakers; civil_war_high_chance_easy_chance; civil_war_high_chance_easy_chance; Default:0
Campaign Variable Tweakers; civil_war_high_chance_fame_level; civil_war_high_chance_fame_level; Default:0
Campaign Variable Tweakers; civil_war_high_chance_hard_chance; civil_war_high_chance_hard_chance; Default:0
Campaign Variable Tweakers; civil_war_high_chance_legendary_chance; civil_war_high_chance_legendary_chance; Default:0
Campaign Variable Tweakers; civil_war_high_chance_multi_power; civil_war_high_chance_multi_power; Default:0
Campaign Variable Tweakers; civil_war_high_chance_normal_chance; civil_war_high_chance_normal_chance; Default:0
Campaign Variable Tweakers; civil_war_high_chance_single_power; civil_war_high_chance_single_power; Default:0
Campaign Variable Tweakers; civil_war_high_chance_very_hard_chance; civil_war_high_chance_very_hard_chance; Default:0
Campaign Variable Tweakers; civil_war_low_chance_easy_chance; civil_war_low_chance_easy_chance; Default:0
Campaign Variable Tweakers; civil_war_low_chance_fame_level; civil_war_low_chance_fame_level; Default:0
Campaign Variable Tweakers; civil_war_low_chance_hard_chance; civil_war_low_chance_hard_chance; Default:0
Campaign Variable Tweakers; civil_war_low_chance_legendary_chance; civil_war_low_chance_legendary_chance; Default:0
Campaign Variable Tweakers; civil_war_low_chance_multi_power; civil_war_low_chance_multi_power; Default:0
Campaign Variable Tweakers; civil_war_low_chance_normal_chance; civil_war_low_chance_normal_chance; Default:0
Campaign Variable Tweakers; civil_war_low_chance_single_power; civil_war_low_chance_single_power; Default:0
Campaign Variable Tweakers; civil_war_low_chance_very_hard_chance; civil_war_low_chance_very_hard_chance; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_easy_chance; civil_war_medium_chance_easy_chance; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_fame_level; civil_war_medium_chance_fame_level; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_hard_chance; civil_war_medium_chance_hard_chance; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_legendary_chance; civil_war_medium_chance_legendary_chance; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_multi_power; civil_war_medium_chance_multi_power; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_normal_chance; civil_war_medium_chance_normal_chance; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_single_power; civil_war_medium_chance_single_power; Default:0
Campaign Variable Tweakers; civil_war_medium_chance_very_hard_chance; civil_war_medium_chance_very_hard_chance; Default:0
Campaign Variable Tweakers; civil_war_minimum_character_defection_percentage; civil_war_minimum_character_defection_percentage; Default:0
Campaign Variable Tweakers; civil_war_turns_between_civil_war_warnings; civil_war_turns_between_civil_war_warnings; Default:0
Campaign Variable Tweakers; consul_requirements_cursus_honorum; consul_requirements_cursus_honorum; Default:0
Campaign Variable Tweakers; consul_requirements_gravitas; consul_requirements_gravitas; Default:0
Campaign Variable Tweakers; consul_term; consul_term; Default:0
Campaign Variable Tweakers; desertion_morale_penalty_attrition_threshold; desertion_morale_penalty_attrition_threshold; Default:0
Campaign Variable Tweakers; desertion_morale_penalty_max; desertion_morale_penalty_max; Default:0
Campaign Variable Tweakers; desertion_morale_penalty_per_turn; desertion_morale_penalty_per_turn; Default:0
Campaign Variable Tweakers; dictator_requirements_cursus_honorum; dictator_requirements_cursus_honorum; Default:0
Campaign Variable Tweakers; dictator_requirements_gravitas; dictator_requirements_gravitas; Default:0
Campaign Variable Tweakers; dictator_term; dictator_term; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_client_state; diplomacy_can_offer_break_client_state; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_defensive_alliance; diplomacy_can_offer_break_defensive_alliance; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_military_alliance; diplomacy_can_offer_break_military_alliance; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_non_aggression_pact; diplomacy_can_offer_break_non_aggression_pact; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_soft_military_access; diplomacy_can_offer_break_soft_military_access; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_trade; diplomacy_can_offer_break_trade; Default:0
Campaign Variable Tweakers; diplomacy_can_offer_break_vassal; diplomacy_can_offer_break_vassal; Default:0
Campaign Variable Tweakers; diplomacy_client_states_must_be_invited_into_defensive_wars; diplomacy_client_states_must_be_invited_into_defensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_defensive_allies_must_be_invited_into_defensive_wars; diplomacy_defensive_allies_must_be_invited_into_defensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_alliance_broken_notification; diplomacy_major_factions_required_for_alliance_broken_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_alliance_notification; diplomacy_major_factions_required_for_alliance_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_became_client_state_notification; diplomacy_major_factions_required_for_became_client_state_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_became_vassal_notification; diplomacy_major_factions_required_for_became_vassal_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_client_state_rejected_protector_notification; diplomacy_major_factions_required_for_client_state_rejected_protector_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_join_war_notification; diplomacy_major_factions_required_for_join_war_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_liberation_notification; diplomacy_major_factions_required_for_liberation_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_master_liberated_vassal_notification; diplomacy_major_factions_required_for_master_liberated_vassal_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_peace_notification; diplomacy_major_factions_required_for_peace_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_protector_canceled_client_state_notification; diplomacy_major_factions_required_for_protector_canceled_client_state_notification; Default:0
Campaign Variable Tweakers; diplomacy_major_factions_required_for_satrapy_declares_war_on_master_notification; diplomacy_major_factions_required_for_satrapy_declares_war_on_master_notification; Default:0
Campaign Variable Tweakers; diplomacy_masters_must_be_invited_into_defensive_wars; diplomacy_masters_must_be_invited_into_defensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_masters_must_be_invited_into_offensive_wars; diplomacy_masters_must_be_invited_into_offensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_military_allies_must_be_invited_into_defensive_wars; diplomacy_military_allies_must_be_invited_into_defensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_military_allies_must_be_invited_into_offensive_wars; diplomacy_military_allies_must_be_invited_into_offensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_protectors_must_be_invited_into_defensive_wars; diplomacy_protectors_must_be_invited_into_defensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_client_state_in_defensive_war_breaks_treaty; diplomacy_refusing_to_join_client_state_in_defensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_client_state_in_defensive_war_declares_war; diplomacy_refusing_to_join_client_state_in_defensive_war_declares_war; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_defensive_ally_in_defensive_war_breaks_treaty; diplomacy_refusing_to_join_defensive_ally_in_defensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_master_in_defensive_war_breaks_treaty; diplomacy_refusing_to_join_master_in_defensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_master_in_defensive_war_declares_war; diplomacy_refusing_to_join_master_in_defensive_war_declares_war; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_master_in_offensive_war_breaks_treaty; diplomacy_refusing_to_join_master_in_offensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_master_in_offensive_war_declares_war; diplomacy_refusing_to_join_master_in_offensive_war_declares_war; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_military_ally_in_defensive_war_breaks_treaty; diplomacy_refusing_to_join_military_ally_in_defensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_military_ally_in_offensive_war_breaks_treaty; diplomacy_refusing_to_join_military_ally_in_offensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_protector_in_defensive_war_breaks_treaty; diplomacy_refusing_to_join_protector_in_defensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_protector_in_defensive_war_declares_war; diplomacy_refusing_to_join_protector_in_defensive_war_declares_war; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_vassal_in_defensive_war_breaks_treaty; diplomacy_refusing_to_join_vassal_in_defensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_vassal_in_defensive_war_declares_war; diplomacy_refusing_to_join_vassal_in_defensive_war_declares_war; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_vassal_in_offensive_war_breaks_treaty; diplomacy_refusing_to_join_vassal_in_offensive_war_breaks_treaty; Default:0
Campaign Variable Tweakers; diplomacy_refusing_to_join_vassal_in_offensive_war_declares_war; diplomacy_refusing_to_join_vassal_in_offensive_war_declares_war; Default:0
Campaign Variable Tweakers; diplomacy_regionless_factions_retain_clients_and_vassals; diplomacy_regionless_factions_retain_clients_and_vassals; Default:0
Campaign Variable Tweakers; diplomacy_show_trespass_message_each_turn; diplomacy_show_trespass_message_each_turn; Default:0
Campaign Variable Tweakers; diplomacy_turns_of_embargo_on_break_trade; diplomacy_turns_of_embargo_on_break_trade; Default:0
Campaign Variable Tweakers; diplomacy_use_war_override_messages; diplomacy_use_war_override_messages; Default:0
Campaign Variable Tweakers; diplomacy_vassals_must_be_invited_into_defensive_wars; diplomacy_vassals_must_be_invited_into_defensive_wars; Default:0
Campaign Variable Tweakers; diplomacy_vassals_must_be_invited_into_offensive_wars; diplomacy_vassals_must_be_invited_into_offensive_wars; Default:0
Campaign Variable Tweakers; dismantle_cult_building_public_order_reduction; dismantle_cult_building_public_order_reduction; Default:0
Campaign Variable Tweakers; display_camera_pre_battle_zoom; display_camera_pre_battle_zoom; Default:0
Campaign Variable Tweakers; display_movement_extents_fade_time; display_movement_extents_fade_time; Default:0
Campaign Variable Tweakers; display_movement_extents_interior_alpha; display_movement_extents_interior_alpha; Default:0
Campaign Variable Tweakers; display_movement_extents_origin_alpha; display_movement_extents_origin_alpha; Default:0
Campaign Variable Tweakers; display_movement_extents_origin_fringe_width; display_movement_extents_origin_fringe_width; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_border_colour_alpha; display_movement_extents_owned_border_colour_alpha; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_border_colour_blue; display_movement_extents_owned_border_colour_blue; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_border_colour_green; display_movement_extents_owned_border_colour_green; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_border_colour_red; display_movement_extents_owned_border_colour_red; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_fill_colour_blue; display_movement_extents_owned_fill_colour_blue; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_fill_colour_green; display_movement_extents_owned_fill_colour_green; Default:0
Campaign Variable Tweakers; display_movement_extents_owned_fill_colour_red; display_movement_extents_owned_fill_colour_red; Default:0
Campaign Variable Tweakers; display_movement_extents_perimeter_alpha; display_movement_extents_perimeter_alpha; Default:0
Campaign Variable Tweakers; display_movement_extents_perimeter_fringe_width; display_movement_extents_perimeter_fringe_width; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_border_colour_alpha; display_movement_extents_unowned_border_colour_alpha; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_border_colour_blue; display_movement_extents_unowned_border_colour_blue; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_border_colour_green; display_movement_extents_unowned_border_colour_green; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_border_colour_red; display_movement_extents_unowned_border_colour_red; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_fill_colour_blue; display_movement_extents_unowned_fill_colour_blue; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_fill_colour_green; display_movement_extents_unowned_fill_colour_green; Default:0
Campaign Variable Tweakers; display_movement_extents_unowned_fill_colour_red; display_movement_extents_unowned_fill_colour_red; Default:0
Campaign Variable Tweakers; display_settlement_area_land_border_colour_alpha; display_settlement_area_land_border_colour_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_land_border_colour_blue; display_settlement_area_land_border_colour_blue; Default:0
Campaign Variable Tweakers; display_settlement_area_land_border_colour_green; display_settlement_area_land_border_colour_green; Default:0
Campaign Variable Tweakers; display_settlement_area_land_border_colour_red; display_settlement_area_land_border_colour_red; Default:0
Campaign Variable Tweakers; display_settlement_area_land_fade_time; display_settlement_area_land_fade_time; Default:0
Campaign Variable Tweakers; display_settlement_area_land_fill_colour_blue; display_settlement_area_land_fill_colour_blue; Default:0
Campaign Variable Tweakers; display_settlement_area_land_fill_colour_green; display_settlement_area_land_fill_colour_green; Default:0
Campaign Variable Tweakers; display_settlement_area_land_fill_colour_red; display_settlement_area_land_fill_colour_red; Default:0
Campaign Variable Tweakers; display_settlement_area_land_interior_alpha; display_settlement_area_land_interior_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_land_origin_alpha; display_settlement_area_land_origin_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_land_origin_fringe_width; display_settlement_area_land_origin_fringe_width; Default:0
Campaign Variable Tweakers; display_settlement_area_land_perimeter_alpha; display_settlement_area_land_perimeter_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_land_perimeter_fringe_width; display_settlement_area_land_perimeter_fringe_width; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_border_colour_alpha; display_settlement_area_sea_border_colour_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_border_colour_blue; display_settlement_area_sea_border_colour_blue; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_border_colour_green; display_settlement_area_sea_border_colour_green; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_border_colour_red; display_settlement_area_sea_border_colour_red; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_fade_time; display_settlement_area_sea_fade_time; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_fill_colour_blue; display_settlement_area_sea_fill_colour_blue; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_fill_colour_green; display_settlement_area_sea_fill_colour_green; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_fill_colour_red; display_settlement_area_sea_fill_colour_red; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_interior_alpha; display_settlement_area_sea_interior_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_origin_alpha; display_settlement_area_sea_origin_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_origin_fringe_width; display_settlement_area_sea_origin_fringe_width; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_perimeter_alpha; display_settlement_area_sea_perimeter_alpha; Default:0
Campaign Variable Tweakers; display_settlement_area_sea_perimeter_fringe_width; display_settlement_area_sea_perimeter_fringe_width; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_and_neutral_blockaded_blue; display_trade_naval_route_colour_enemy_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_and_neutral_blockaded_green; display_trade_naval_route_colour_enemy_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_and_neutral_blockaded_red; display_trade_naval_route_colour_enemy_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_and_neutral_blue; display_trade_naval_route_colour_enemy_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_and_neutral_green; display_trade_naval_route_colour_enemy_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_and_neutral_red; display_trade_naval_route_colour_enemy_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_blue; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_green; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_red; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blue; display_trade_naval_route_colour_enemy_blockaded_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_and_neutral_green; display_trade_naval_route_colour_enemy_blockaded_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_and_neutral_red; display_trade_naval_route_colour_enemy_blockaded_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_blue; display_trade_naval_route_colour_enemy_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_green; display_trade_naval_route_colour_enemy_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blockaded_red; display_trade_naval_route_colour_enemy_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_blue; display_trade_naval_route_colour_enemy_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_green; display_trade_naval_route_colour_enemy_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_enemy_red; display_trade_naval_route_colour_enemy_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_neutral_blockaded_blue; display_trade_naval_route_colour_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_neutral_blockaded_green; display_trade_naval_route_colour_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_neutral_blockaded_red; display_trade_naval_route_colour_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_neutral_blue; display_trade_naval_route_colour_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_neutral_green; display_trade_naval_route_colour_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_neutral_red; display_trade_naval_route_colour_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_blue; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_green; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_red; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blue; display_trade_naval_route_colour_owned_and_enemy_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_and_neutral_green; display_trade_naval_route_colour_owned_and_enemy_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_and_neutral_red; display_trade_naval_route_colour_owned_and_enemy_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_blue; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_green; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_red; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blue; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_green; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_red; display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_blue; display_trade_naval_route_colour_owned_and_enemy_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_green; display_trade_naval_route_colour_owned_and_enemy_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blockaded_red; display_trade_naval_route_colour_owned_and_enemy_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_blue; display_trade_naval_route_colour_owned_and_enemy_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_green; display_trade_naval_route_colour_owned_and_enemy_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_enemy_red; display_trade_naval_route_colour_owned_and_enemy_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_neutral_blockaded_blue; display_trade_naval_route_colour_owned_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_neutral_blockaded_green; display_trade_naval_route_colour_owned_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_neutral_blockaded_red; display_trade_naval_route_colour_owned_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_neutral_blue; display_trade_naval_route_colour_owned_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_neutral_green; display_trade_naval_route_colour_owned_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_and_neutral_red; display_trade_naval_route_colour_owned_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_blue; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_green; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_red; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blue; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_green; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_red; display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_blue; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_green; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_red; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blue; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_green; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_red; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_blue; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_green; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_red; display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_blue; display_trade_naval_route_colour_owned_blockaded_and_enemy_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_green; display_trade_naval_route_colour_owned_blockaded_and_enemy_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_enemy_red; display_trade_naval_route_colour_owned_blockaded_and_enemy_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_blue; display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_green; display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_red; display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_neutral_blue; display_trade_naval_route_colour_owned_blockaded_and_neutral_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_neutral_green; display_trade_naval_route_colour_owned_blockaded_and_neutral_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_and_neutral_red; display_trade_naval_route_colour_owned_blockaded_and_neutral_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_blue; display_trade_naval_route_colour_owned_blockaded_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_green; display_trade_naval_route_colour_owned_blockaded_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blockaded_red; display_trade_naval_route_colour_owned_blockaded_red; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_blue; display_trade_naval_route_colour_owned_blue; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_green; display_trade_naval_route_colour_owned_green; Default:0
Campaign Variable Tweakers; display_trade_naval_route_colour_owned_red; display_trade_naval_route_colour_owned_red; Default:0
Campaign Variable Tweakers; display_trade_route_fade_distance; display_trade_route_fade_distance; Default:0
Campaign Variable Tweakers; display_trade_route_fade_time; display_trade_route_fade_time; Default:0
Campaign Variable Tweakers; display_trade_route_maximum_flow_scale; display_trade_route_maximum_flow_scale; Default:0
Campaign Variable Tweakers; display_trade_route_maximum_flow_time; display_trade_route_maximum_flow_time; Default:0
Campaign Variable Tweakers; display_trade_route_maximum_flow_value; display_trade_route_maximum_flow_value; Default:0
Campaign Variable Tweakers; display_trade_route_minimum_flow_scale; display_trade_route_minimum_flow_scale; Default:0
Campaign Variable Tweakers; display_trade_route_minimum_flow_time; display_trade_route_minimum_flow_time; Default:0
Campaign Variable Tweakers; display_trade_route_minimum_flow_value; display_trade_route_minimum_flow_value; Default:0
Campaign Variable Tweakers; display_trade_route_sea_cost; display_trade_route_sea_cost; Default:0
Campaign Variable Tweakers; display_trade_route_trader_offset; display_trade_route_trader_offset; Default:0
Campaign Variable Tweakers; display_trade_route_trader_speed; display_trade_route_trader_speed; Default:0
Campaign Variable Tweakers; display_zone_of_control_fade_time; display_zone_of_control_fade_time; Default:0
Campaign Variable Tweakers; display_zone_of_control_interior_alpha; display_zone_of_control_interior_alpha; Default:0
Campaign Variable Tweakers; display_zone_of_control_origin_alpha; display_zone_of_control_origin_alpha; Default:0
Campaign Variable Tweakers; display_zone_of_control_origin_fringe_width; display_zone_of_control_origin_fringe_width; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_border_colour_alpha; display_zone_of_control_owned_border_colour_alpha; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_border_colour_blue; display_zone_of_control_owned_border_colour_blue; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_border_colour_green; display_zone_of_control_owned_border_colour_green; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_border_colour_red; display_zone_of_control_owned_border_colour_red; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_fill_colour_blue; display_zone_of_control_owned_fill_colour_blue; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_fill_colour_green; display_zone_of_control_owned_fill_colour_green; Default:0
Campaign Variable Tweakers; display_zone_of_control_owned_fill_colour_red; display_zone_of_control_owned_fill_colour_red; Default:0
Campaign Variable Tweakers; display_zone_of_control_perimeter_alpha; display_zone_of_control_perimeter_alpha; Default:0
Campaign Variable Tweakers; display_zone_of_control_perimeter_fringe_width; display_zone_of_control_perimeter_fringe_width; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_border_colour_alpha; display_zone_of_control_unowned_border_colour_alpha; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_border_colour_blue; display_zone_of_control_unowned_border_colour_blue; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_border_colour_green; display_zone_of_control_unowned_border_colour_green; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_border_colour_red; display_zone_of_control_unowned_border_colour_red; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_fill_colour_blue; display_zone_of_control_unowned_fill_colour_blue; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_fill_colour_green; display_zone_of_control_unowned_fill_colour_green; Default:0
Campaign Variable Tweakers; display_zone_of_control_unowned_fill_colour_red; display_zone_of_control_unowned_fill_colour_red; Default:0
Campaign Variable Tweakers; economic_power_gdp_factor; economic_power_gdp_factor; Default:0
Campaign Variable Tweakers; economic_power_max; economic_power_max; Default:0
Campaign Variable Tweakers; economic_power_min; economic_power_min; Default:0
Campaign Variable Tweakers; economic_power_treasury_factor; economic_power_treasury_factor; Default:0
Campaign Variable Tweakers; economic_wealth_category_threshold_moderate; economic_wealth_category_threshold_moderate; Default:0
Campaign Variable Tweakers; economic_wealth_category_threshold_strong; economic_wealth_category_threshold_strong; Default:0
Campaign Variable Tweakers; economic_wealth_category_threshold_very_strong; economic_wealth_category_threshold_very_strong; Default:0
Campaign Variable Tweakers; economic_wealth_category_threshold_weak; economic_wealth_category_threshold_weak; Default:0
Campaign Variable Tweakers; economic_wealth_max_amount_moderate; economic_wealth_max_amount_moderate; Default:0
Campaign Variable Tweakers; economic_wealth_max_amount_strong; economic_wealth_max_amount_strong; Default:0
Campaign Variable Tweakers; economic_wealth_max_amount_very_strong; economic_wealth_max_amount_very_strong; Default:0
Campaign Variable Tweakers; economic_wealth_max_amount_very_weak; economic_wealth_max_amount_very_weak; Default:0
Campaign Variable Tweakers; economic_wealth_max_amount_weak; economic_wealth_max_amount_weak; Default:0
Campaign Variable Tweakers; faction_gdp_other; faction_gdp_other; Default:0
Campaign Variable Tweakers; faction_gdp_other_minor; faction_gdp_other_minor; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_acquired_vassal_clan; faction_leader_honour_effect_acquired_vassal_clan; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_assassination_attempt; faction_leader_honour_effect_assassination_attempt; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_becoming_christian; faction_leader_honour_effect_becoming_christian; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_being_christian; faction_leader_honour_effect_being_christian; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_crushing_defeat; faction_leader_honour_effect_crushing_defeat; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_dishonouring_alliance; faction_leader_honour_effect_dishonouring_alliance; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_eradicated_clan; faction_leader_honour_effect_eradicated_clan; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_heroic_victory; faction_leader_honour_effect_heroic_victory; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_looting_city; faction_leader_honour_effect_looting_city; Default:0
Campaign Variable Tweakers; faction_leader_honour_effect_threatening_with_empty_words; faction_leader_honour_effect_threatening_with_empty_words; Default:0
Campaign Variable Tweakers; faction_leader_management_level_0_to_value; faction_leader_management_level_0_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_1_to_value; faction_leader_management_level_1_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_2_to_value; faction_leader_management_level_2_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_3_to_value; faction_leader_management_level_3_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_4_to_value; faction_leader_management_level_4_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_5_to_value; faction_leader_management_level_5_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_6_to_value; faction_leader_management_level_6_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_7_to_value; faction_leader_management_level_7_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_8_to_value; faction_leader_management_level_8_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_level_9_to_value; faction_leader_management_level_9_to_value; Default:0
Campaign Variable Tweakers; faction_leader_management_value_mod_abs_monarchy; faction_leader_management_value_mod_abs_monarchy; Default:0
Campaign Variable Tweakers; faction_leader_management_value_mod_cons_monarchy; faction_leader_management_value_mod_cons_monarchy; Default:0
Campaign Variable Tweakers; faction_leader_management_value_mod_republic; faction_leader_management_value_mod_republic; Default:0
Campaign Variable Tweakers; family_age_of_adulthood; family_age_of_adulthood; Default:0
Campaign Variable Tweakers; family_age_of_guaranteed_adulthood; family_age_of_guaranteed_adulthood; Default:0
Campaign Variable Tweakers; family_base_child_chance; family_base_child_chance; Default:0
Campaign Variable Tweakers; family_base_child_chance_reduction_per_child; family_base_child_chance_reduction_per_child; Default:0
Campaign Variable Tweakers; family_base_illegitimate_child_chance; family_base_illegitimate_child_chance; Default:0
Campaign Variable Tweakers; family_base_illegitimate_child_chance_reduction_per_child; family_base_illegitimate_child_chance_reduction_per_child; Default:0
Campaign Variable Tweakers; family_base_spouse_chance; family_base_spouse_chance; Default:0
Campaign Variable Tweakers; family_bastard_gravitas_limit; family_bastard_gravitas_limit; Default:0
Campaign Variable Tweakers; family_chance_of_adulthood; family_chance_of_adulthood; Default:0
Campaign Variable Tweakers; family_emergent_faction_leader_maximum_age; family_emergent_faction_leader_maximum_age; Default:0
Campaign Variable Tweakers; family_emergent_faction_leader_minimum_age; family_emergent_faction_leader_minimum_age; Default:0
Campaign Variable Tweakers; family_emergent_spouse_maximum_age; family_emergent_spouse_maximum_age; Default:0
Campaign Variable Tweakers; family_husband_decreasing_child_chance_age; family_husband_decreasing_child_chance_age; Default:0
Campaign Variable Tweakers; family_husband_decreasing_child_chance_period; family_husband_decreasing_child_chance_period; Default:0
Campaign Variable Tweakers; family_husband_decreasing_child_chance_value; family_husband_decreasing_child_chance_value; Default:0
Campaign Variable Tweakers; family_infant_mortality_chance_very_young; family_infant_mortality_chance_very_young; Default:0
Campaign Variable Tweakers; family_infant_mortality_chance_young; family_infant_mortality_chance_young; Default:0
Campaign Variable Tweakers; family_male_child_chance; family_male_child_chance; Default:0
Campaign Variable Tweakers; family_maximum_child_chance_decrease_due_to_age; family_maximum_child_chance_decrease_due_to_age; Default:0
Campaign Variable Tweakers; family_maximum_number_of_children; family_maximum_number_of_children; Default:0
Campaign Variable Tweakers; family_minimum_hostage_age; family_minimum_hostage_age; Default:0
Campaign Variable Tweakers; family_retainer_faction_leader_maximum_age; family_retainer_faction_leader_maximum_age; Default:0
Campaign Variable Tweakers; family_retainer_faction_leader_minimum_age; family_retainer_faction_leader_minimum_age; Default:0
Campaign Variable Tweakers; family_retainer_spouse_maximum_age; family_retainer_spouse_maximum_age; Default:0
Campaign Variable Tweakers; family_rounds_between_bereavement_and_remarriage; family_rounds_between_bereavement_and_remarriage; Default:0
Campaign Variable Tweakers; family_rounds_between_children; family_rounds_between_children; Default:0
Campaign Variable Tweakers; family_rounds_between_marriage_and_first_child; family_rounds_between_marriage_and_first_child; Default:0
Campaign Variable Tweakers; family_rounds_between_spouse_offers; family_rounds_between_spouse_offers; Default:0
Campaign Variable Tweakers; family_spouse_chance_increase_period; family_spouse_chance_increase_period; Default:0
Campaign Variable Tweakers; family_spouse_chance_increase_value; family_spouse_chance_increase_value; Default:0
Campaign Variable Tweakers; family_turns_before_any_chance_of_adulthood; family_turns_before_any_chance_of_adulthood; Default:0
Campaign Variable Tweakers; family_wife_barren_age; family_wife_barren_age; Default:0
Campaign Variable Tweakers; food_shortage_system_food_cap; food_shortage_system_food_cap; Default:0
Campaign Variable Tweakers; food_shortage_system_growth_mod_cap; food_shortage_system_growth_mod_cap; Default:0
Campaign Variable Tweakers; food_shortage_system_public_order_exponent; food_shortage_system_public_order_exponent; Default:0
Campaign Variable Tweakers; food_shortage_system_public_order_negative_cap; food_shortage_system_public_order_negative_cap; Default:0
Campaign Variable Tweakers; food_shortage_system_replenishment_mod_cap; food_shortage_system_replenishment_mod_cap; Default:0
Campaign Variable Tweakers; food_surplus_town_wealth_multiplier; food_surplus_town_wealth_multiplier; Default:0
Campaign Variable Tweakers; general_admiral_action_point_bonus; general_admiral_action_point_bonus; Default:0
Campaign Variable Tweakers; general_promotion_cost; general_promotion_cost; Default:0
Campaign Variable Tweakers; gentleman_happiness_divisor; gentleman_happiness_divisor; Default:0
Campaign Variable Tweakers; gentleman_happiness_negative_limit; gentleman_happiness_negative_limit; Default:0
Campaign Variable Tweakers; gentleman_happiness_positive_limit; gentleman_happiness_positive_limit; Default:0
Campaign Variable Tweakers; gift_base_value_large; gift_base_value_large; Default:0
Campaign Variable Tweakers; gift_base_value_medium; gift_base_value_medium; Default:0
Campaign Variable Tweakers; gift_base_value_small; gift_base_value_small; Default:0
Campaign Variable Tweakers; government_reform_cost; government_reform_cost; Default:0
Campaign Variable Tweakers; government_reform_default_penalty_duration; government_reform_default_penalty_duration; Default:0
Campaign Variable Tweakers; government_reform_default_public_order_initial_penalty; government_reform_default_public_order_initial_penalty; Default:0
Campaign Variable Tweakers; government_reform_empire_penalty_duration; government_reform_empire_penalty_duration; Default:0
Campaign Variable Tweakers; government_reform_empire_public_order_initial_penalty; government_reform_empire_public_order_initial_penalty; Default:0
Campaign Variable Tweakers; hostage_turns; hostage_turns; Default:0
Campaign Variable Tweakers; ikko_ikki_incite_revolt_cost; ikko_ikki_incite_revolt_cost; Default:0
Campaign Variable Tweakers; immigration_capacity; immigration_capacity; Default:0
Campaign Variable Tweakers; losing_unit_minimum_strength; losing_unit_minimum_strength; Default:0
Campaign Variable Tweakers; loyalty_1_chance_of_defection; loyalty_1_chance_of_defection; Default:0
Campaign Variable Tweakers; loyalty_2_chance_of_defection; loyalty_2_chance_of_defection; Default:0
Campaign Variable Tweakers; loyalty_adjustment_general_married_daughter; loyalty_adjustment_general_married_daughter; Default:0
Campaign Variable Tweakers; loyalty_adjustment_lost_office_after_gaining_it; loyalty_adjustment_lost_office_after_gaining_it; Default:0
Campaign Variable Tweakers; loyalty_adjustment_lower_level_granted_office; loyalty_adjustment_lower_level_granted_office; Default:0
Campaign Variable Tweakers; loyalty_adjustment_son_became_heir; loyalty_adjustment_son_became_heir; Default:0
Campaign Variable Tweakers; loyalty_adjustment_son_replaced_as_heir; loyalty_adjustment_son_replaced_as_heir; Default:0
Campaign Variable Tweakers; maximum_attrition_pct; maximum_attrition_pct; Default:0
Campaign Variable Tweakers; maximum_faction_leader_honour; maximum_faction_leader_honour; Default:0
Campaign Variable Tweakers; maximum_loyalty; maximum_loyalty; Default:0
Campaign Variable Tweakers; migration_religion; migration_religion; Default:0
Campaign Variable Tweakers; migration_unhappiness; migration_unhappiness; Default:0
Campaign Variable Tweakers; minimum_faction_leader_honour; minimum_faction_leader_honour; Default:0
Campaign Variable Tweakers; minimum_loyalty; minimum_loyalty; Default:0
Campaign Variable Tweakers; minimum_population; minimum_population; Default:0
Campaign Variable Tweakers; minimum_population_after_recruitment; minimum_population_after_recruitment; Default:0
Campaign Variable Tweakers; minor_settlement_field_battle_percent; minor_settlement_field_battle_percent; Default:0
Campaign Variable Tweakers; mission_result_critical_failure_modifier; mission_result_critical_failure_modifier; Default:0
Campaign Variable Tweakers; mission_result_critical_success_modifier; mission_result_critical_success_modifier; Default:0
Campaign Variable Tweakers; mp_armour_cost_multiplier; mp_armour_cost_multiplier; Default:0
Campaign Variable Tweakers; mp_armour_fixed_cost; mp_armour_fixed_cost; Default:0
Campaign Variable Tweakers; mp_weapon_cost_multiplier; mp_weapon_cost_multiplier; Default:0
Campaign Variable Tweakers; mp_weapon_fixed_cost; mp_weapon_fixed_cost; Default:0
Campaign Variable Tweakers; naval_attrition_crew_max_damage; naval_attrition_crew_max_damage; Default:0
Campaign Variable Tweakers; naval_attrition_crew_min_damage; naval_attrition_crew_min_damage; Default:0
Campaign Variable Tweakers; naval_attrition_crew_min_pct; naval_attrition_crew_min_pct; Default:0
Campaign Variable Tweakers; naval_attrition_hull_max_damage; naval_attrition_hull_max_damage; Default:0
Campaign Variable Tweakers; naval_attrition_hull_min_damage; naval_attrition_hull_min_damage; Default:0
Campaign Variable Tweakers; naval_attrition_hull_min_pct; naval_attrition_hull_min_pct; Default:0
Campaign Variable Tweakers; ninja_action_point_bonus; ninja_action_point_bonus; Default:0
Campaign Variable Tweakers; non_general_faction_leader_starting_honour; non_general_faction_leader_starting_honour; Default:0
Campaign Variable Tweakers; occupation_decision_liberate_base_loot_income; occupation_decision_liberate_base_loot_income; Default:0
Campaign Variable Tweakers; occupation_decision_liberate_conquest_public_order_reduction; occupation_decision_liberate_conquest_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_liberate_public_order_reduction; occupation_decision_liberate_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_loot_building_damage_percent; occupation_decision_loot_building_damage_percent; Default:0
Campaign Variable Tweakers; occupation_decision_loot_building_damage_spread_percent; occupation_decision_loot_building_damage_spread_percent; Default:0
Campaign Variable Tweakers; occupation_decision_loot_conquest_public_order_reduction; occupation_decision_loot_conquest_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_loot_income_percentage_modifier; occupation_decision_loot_income_percentage_modifier; Default:0
Campaign Variable Tweakers; occupation_decision_occupation_base_loot_income; occupation_decision_occupation_base_loot_income; Default:0
Campaign Variable Tweakers; occupation_decision_occupation_conquest_public_order_reduction; occupation_decision_occupation_conquest_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_occupation_public_order_reduction_different_culture; occupation_decision_occupation_public_order_reduction_different_culture; Default:0
Campaign Variable Tweakers; occupation_decision_occupation_public_order_reduction_same_culture; occupation_decision_occupation_public_order_reduction_same_culture; Default:0
Campaign Variable Tweakers; occupation_decision_raze_base_loot_income; occupation_decision_raze_base_loot_income; Default:0
Campaign Variable Tweakers; occupation_decision_raze_conquest_public_order_reduction; occupation_decision_raze_conquest_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_raze_public_order_reduction; occupation_decision_raze_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_sack_base_loot_income; occupation_decision_sack_base_loot_income; Default:0
Campaign Variable Tweakers; occupation_decision_sack_building_damage_percent; occupation_decision_sack_building_damage_percent; Default:0
Campaign Variable Tweakers; occupation_decision_sack_building_damage_spread_percent; occupation_decision_sack_building_damage_spread_percent; Default:0
Campaign Variable Tweakers; occupation_decision_sack_conquest_public_order_reduction; occupation_decision_sack_conquest_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_sack_income_percentage_modifier; occupation_decision_sack_income_percentage_modifier; Default:0
Campaign Variable Tweakers; occupation_decision_sack_public_order_reduction; occupation_decision_sack_public_order_reduction; Default:0
Campaign Variable Tweakers; occupation_decision_vassal_base_loot_income; occupation_decision_vassal_base_loot_income; Default:0
Campaign Variable Tweakers; occupation_decision_vassal_public_order_reduction; occupation_decision_vassal_public_order_reduction; Default:0
Campaign Variable Tweakers; passive_spying_region_bonus; passive_spying_region_bonus; Default:0
Campaign Variable Tweakers; pathfinding_land_to_sea_beach_transition_action_point_cost; pathfinding_land_to_sea_beach_transition_action_point_cost; Default:0
Campaign Variable Tweakers; pathfinding_sea_to_land_beach_transition_action_point_cost; pathfinding_sea_to_land_beach_transition_action_point_cost; Default:0
Campaign Variable Tweakers; plague_force_to_force_battle_infectivity_multiplier; plague_force_to_force_battle_infectivity_multiplier; Default:0
Campaign Variable Tweakers; plague_force_to_force_infectivity_multiplier; plague_force_to_force_infectivity_multiplier; Default:0
Campaign Variable Tweakers; plague_force_to_region_infectivity_multiplier; plague_force_to_region_infectivity_multiplier; Default:0
Campaign Variable Tweakers; plague_region_to_force_infectivity_multiplier; plague_region_to_force_infectivity_multiplier; Default:0
Campaign Variable Tweakers; plague_region_to_region_infectivity_multiplier; plague_region_to_region_infectivity_multiplier; Default:0
Campaign Variable Tweakers; plague_sea_to_region_infectivity_multiplier; plague_sea_to_region_infectivity_multiplier; Default:0
Campaign Variable Tweakers; plague_trade_to_region_infectivity_multiplier; plague_trade_to_region_infectivity_multiplier; Default:0
Campaign Variable Tweakers; policing_automated_cap; policing_automated_cap; Default:0
Campaign Variable Tweakers; policing_automated_cost_per_pop; policing_automated_cost_per_pop; Default:0
Campaign Variable Tweakers; policing_garrison_cap; policing_garrison_cap; Default:0
Campaign Variable Tweakers; political_action_adopt_gravitas_cost; political_action_adopt_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_adopt_initiator_target_authority_zeal_delta_requirement; political_action_adopt_initiator_target_authority_zeal_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_adopt_other_children_gravitas_modifier; political_action_adopt_other_children_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_adopt_target_gravitas_modifier; political_action_adopt_target_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_adoption_multiplier; political_action_adoption_multiplier; Default:0
Campaign Variable Tweakers; political_action_assasinate_cost_base; political_action_assasinate_cost_base; Default:0
Campaign Variable Tweakers; political_action_assasinate_cost_mod; political_action_assasinate_cost_mod; Default:0
Campaign Variable Tweakers; political_action_assasinate_gravitas_cost; political_action_assasinate_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_assasinate_initiator_target_cunning_delta_requirement; political_action_assasinate_initiator_target_cunning_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_assassinate_spouse_gravitas_multiplier; political_action_assassinate_spouse_gravitas_multiplier; Default:0
Campaign Variable Tweakers; political_action_assassination_gravitas_multiplier; political_action_assassination_gravitas_multiplier; Default:0
Campaign Variable Tweakers; political_action_assassination_minimum_cost; political_action_assassination_minimum_cost; Default:0
Campaign Variable Tweakers; political_action_bribe_chance; political_action_bribe_chance; Default:0
Campaign Variable Tweakers; political_action_bribe_gravitas_multiplier; political_action_bribe_gravitas_multiplier; Default:0
Campaign Variable Tweakers; political_action_bribe_max_senators_gain; political_action_bribe_max_senators_gain; Default:0
Campaign Variable Tweakers; political_action_bribe_max_senators_gain_percentage_from_target_party; political_action_bribe_max_senators_gain_percentage_from_target_party; Default:0
Campaign Variable Tweakers; political_action_divorce_gravitas_cost; political_action_divorce_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_divorce_money_cost_base; political_action_divorce_money_cost_base; Default:0
Campaign Variable Tweakers; political_action_divorce_money_cost_mod; political_action_divorce_money_cost_mod; Default:0
Campaign Variable Tweakers; political_action_divorce_spouse_gravitas_loose; political_action_divorce_spouse_gravitas_loose; Default:0
Campaign Variable Tweakers; political_action_divorce_spouse_max_gravitas_requirement; political_action_divorce_spouse_max_gravitas_requirement; Default:0
Campaign Variable Tweakers; political_action_divorce_spouse_max_party_loyalty_requirement; political_action_divorce_spouse_max_party_loyalty_requirement; Default:0
Campaign Variable Tweakers; political_action_do_a_favour_cost_base; political_action_do_a_favour_cost_base; Default:0
Campaign Variable Tweakers; political_action_do_a_favour_cost_mod; political_action_do_a_favour_cost_mod; Default:0
Campaign Variable Tweakers; political_action_do_a_favour_gravitas_cost; political_action_do_a_favour_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_do_a_favour_initiator_target_authority_delta_requirement; political_action_do_a_favour_initiator_target_authority_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_do_a_favour_target_authority_gain; political_action_do_a_favour_target_authority_gain; Default:0
Campaign Variable Tweakers; political_action_do_a_favour_target_gravitas_gain; political_action_do_a_favour_target_gravitas_gain; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_base; political_action_embezzle_funds_base; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_gravitas_cost; political_action_embezzle_funds_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_initiator_authority_requirement; political_action_embezzle_funds_initiator_authority_requirement; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_initiator_cunning_requirement; political_action_embezzle_funds_initiator_cunning_requirement; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_initiator_zeal_requirement; political_action_embezzle_funds_initiator_zeal_requirement; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_multiplier; political_action_embezzle_funds_multiplier; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_success_chance_base; political_action_embezzle_funds_success_chance_base; Default:0
Campaign Variable Tweakers; political_action_embezzle_funds_success_chance_mod; political_action_embezzle_funds_success_chance_mod; Default:0
Campaign Variable Tweakers; political_action_entice_gravitas_cost; political_action_entice_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_entice_initiator_cunning_target_authority_min_delta_requirement; political_action_entice_initiator_cunning_target_authority_min_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_flirt_gravitas_cost; political_action_flirt_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_flirt_initiator_cunning_target_authority_delta_requirement; political_action_flirt_initiator_cunning_target_authority_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_gather_support_cost_base; political_action_gather_support_cost_base; Default:0
Campaign Variable Tweakers; political_action_gather_support_cost_mod; political_action_gather_support_cost_mod; Default:0
Campaign Variable Tweakers; political_action_gather_support_initiator_party_influence_perc; political_action_gather_support_initiator_party_influence_perc; Default:0
Campaign Variable Tweakers; political_action_gather_support_initiator_target_authority_requirement; political_action_gather_support_initiator_target_authority_requirement; Default:0
Campaign Variable Tweakers; political_action_gather_support_initiator_target_zeal_requirement; political_action_gather_support_initiator_target_zeal_requirement; Default:0
Campaign Variable Tweakers; political_action_get_into_position_multipler; political_action_get_into_position_multipler; Default:0
Campaign Variable Tweakers; political_action_insult_gravitas_cost; political_action_insult_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_insult_initiator_cunning_target_zeal_delta_requirement; political_action_insult_initiator_cunning_target_zeal_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_insult_party_members_gravitas_modifier; political_action_insult_party_members_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_insult_target_gravitas_modifier; political_action_insult_target_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_insult_target_zeal_modifier; political_action_insult_target_zeal_modifier; Default:0
Campaign Variable Tweakers; political_action_leisure_time_initiator_authority_requirement; political_action_leisure_time_initiator_authority_requirement; Default:0
Campaign Variable Tweakers; political_action_leisure_time_initiator_zeal_requirement; political_action_leisure_time_initiator_zeal_requirement; Default:0
Campaign Variable Tweakers; political_action_leisure_time_money_cost_base; political_action_leisure_time_money_cost_base; Default:0
Campaign Variable Tweakers; political_action_leisure_time_money_cost_mod; political_action_leisure_time_money_cost_mod; Default:0
Campaign Variable Tweakers; political_action_leisure_time_target_cunning_mod; political_action_leisure_time_target_cunning_mod; Default:0
Campaign Variable Tweakers; political_action_make_heir_children_gravitas_modifier; political_action_make_heir_children_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_make_heir_current_heir_gravitas_modifier; political_action_make_heir_current_heir_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_make_heir_gravitas_cost; political_action_make_heir_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_make_heir_initiator_target_max_zeal_delta_requirement; political_action_make_heir_initiator_target_max_zeal_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_make_heir_new_heir_gravitas_modifier; political_action_make_heir_new_heir_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_marriage_minimum_cost; political_action_marriage_minimum_cost; Default:0
Campaign Variable Tweakers; political_action_organize_games_base; political_action_organize_games_base; Default:0
Campaign Variable Tweakers; political_action_organize_games_multiplier; political_action_organize_games_multiplier; Default:0
Campaign Variable Tweakers; political_action_organize_games_target_char_gravitas_gain; political_action_organize_games_target_char_gravitas_gain; Default:0
Campaign Variable Tweakers; political_action_party_provoke_cost_base; political_action_party_provoke_cost_base; Default:0
Campaign Variable Tweakers; political_action_party_provoke_cost_modifier; political_action_party_provoke_cost_modifier; Default:0
Campaign Variable Tweakers; political_action_party_provoke_join_war_conspiracy_chance_multiplier; political_action_party_provoke_join_war_conspiracy_chance_multiplier; Default:0
Campaign Variable Tweakers; political_action_party_provoke_secession_chance_multiplier; political_action_party_provoke_secession_chance_multiplier; Default:0
Campaign Variable Tweakers; political_action_party_purge_cost_base; political_action_party_purge_cost_base; Default:0
Campaign Variable Tweakers; political_action_party_purge_cost_modifier; political_action_party_purge_cost_modifier; Default:0
Campaign Variable Tweakers; political_action_party_purge_target_party_senators_lost_fraction; political_action_party_purge_target_party_senators_lost_fraction; Default:0
Campaign Variable Tweakers; political_action_party_purge_target_party_senators_lost_max_fraction_of_total_senators; political_action_party_purge_target_party_senators_lost_max_fraction_of_total_senators; Default:0
Campaign Variable Tweakers; political_action_party_secure_loyalty_cost_base; political_action_party_secure_loyalty_cost_base; Default:0
Campaign Variable Tweakers; political_action_party_secure_loyalty_cost_modifier; political_action_party_secure_loyalty_cost_modifier; Default:0
Campaign Variable Tweakers; political_action_political_marriage_gravitas_cost; political_action_political_marriage_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_political_marriage_money_cost_base; political_action_political_marriage_money_cost_base; Default:0
Campaign Variable Tweakers; political_action_political_marriage_money_cost_mod; political_action_political_marriage_money_cost_mod; Default:0
Campaign Variable Tweakers; political_action_political_marriage_target_party_loyalty_requirement; political_action_political_marriage_target_party_loyalty_requirement; Default:0
Campaign Variable Tweakers; political_action_praise_gravitas_cost; political_action_praise_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_praise_initiator_target_zeal_cunning_delta_requirement; political_action_praise_initiator_target_zeal_cunning_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_praise_target_authority_modifier; political_action_praise_target_authority_modifier; Default:0
Campaign Variable Tweakers; political_action_praise_target_authority_modify_chance_perc; political_action_praise_target_authority_modify_chance_perc; Default:0
Campaign Variable Tweakers; political_action_praise_target_gravitas_modifier; political_action_praise_target_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_praise_target_zeal_modifier; political_action_praise_target_zeal_modifier; Default:0
Campaign Variable Tweakers; political_action_provoke_gravitas_cost; political_action_provoke_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_provoke_initiator_target_zeal_delta_requirement; political_action_provoke_initiator_target_zeal_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_provoke_target_cunning_lose; political_action_provoke_target_cunning_lose; Default:0
Campaign Variable Tweakers; political_action_secure_loyalty_cost_base; political_action_secure_loyalty_cost_base; Default:0
Campaign Variable Tweakers; political_action_secure_loyalty_cost_modifier; political_action_secure_loyalty_cost_modifier; Default:0
Campaign Variable Tweakers; political_action_secure_loyalty_gravitas_cost; political_action_secure_loyalty_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_secure_loyalty_initiator_target_zeal_authority_delta_requirement; political_action_secure_loyalty_initiator_target_zeal_authority_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_seek_spouse_gravitas_cost; political_action_seek_spouse_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_seek_spouse_money_cost; political_action_seek_spouse_money_cost; Default:0
Campaign Variable Tweakers; political_action_seek_spouse_spouse_gravitas_gain; political_action_seek_spouse_spouse_gravitas_gain; Default:0
Campaign Variable Tweakers; political_action_send_emissary_base; political_action_send_emissary_base; Default:0
Campaign Variable Tweakers; political_action_send_emissary_multiplier; political_action_send_emissary_multiplier; Default:0
Campaign Variable Tweakers; political_action_send_emissary_target_char_gravitas_gain; political_action_send_emissary_target_char_gravitas_gain; Default:0
Campaign Variable Tweakers; political_action_send_gift_initiator_gravitas_gain; political_action_send_gift_initiator_gravitas_gain; Default:0
Campaign Variable Tweakers; political_action_send_gift_money_cost; political_action_send_gift_money_cost; Default:0
Campaign Variable Tweakers; political_action_send_off_for_tutoring_gravitas_cost; political_action_send_off_for_tutoring_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_send_off_for_tutoring_money_cost_base; political_action_send_off_for_tutoring_money_cost_base; Default:0
Campaign Variable Tweakers; political_action_send_off_for_tutoring_money_cost_mod; political_action_send_off_for_tutoring_money_cost_mod; Default:0
Campaign Variable Tweakers; political_action_spread_rumours_gravitas_cost; political_action_spread_rumours_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_spread_rumours_initiator_cunning_target_zeal_delta_requirement; political_action_spread_rumours_initiator_cunning_target_zeal_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_spread_rumours_money_cost_base; political_action_spread_rumours_money_cost_base; Default:0
Campaign Variable Tweakers; political_action_spread_rumours_money_cost_mod; political_action_spread_rumours_money_cost_mod; Default:0
Campaign Variable Tweakers; political_action_spread_rumours_target_authority_modifier; political_action_spread_rumours_target_authority_modifier; Default:0
Campaign Variable Tweakers; political_action_suicide_initiator_max_gravitas_requirement; political_action_suicide_initiator_max_gravitas_requirement; Default:0
Campaign Variable Tweakers; political_action_suicide_party_members_gravitas_modifier; political_action_suicide_party_members_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_family_members_gravitas_modifier; political_action_usurp_legacy_family_members_gravitas_modifier; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_gravitas_cost; political_action_usurp_legacy_gravitas_cost; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_initiator_family_leader_authority_delta_requirement; political_action_usurp_legacy_initiator_family_leader_authority_delta_requirement; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_max_leader_gravitas_requirement; political_action_usurp_legacy_max_leader_gravitas_requirement; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_money_cost_base; political_action_usurp_legacy_money_cost_base; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_money_cost_mod; political_action_usurp_legacy_money_cost_mod; Default:0
Campaign Variable Tweakers; political_action_usurp_legacy_ruling_party_influence_mod_perc; political_action_usurp_legacy_ruling_party_influence_mod_perc; Default:0
Campaign Variable Tweakers; political_event_adoption_base_cost; political_event_adoption_base_cost; Default:0
Campaign Variable Tweakers; political_event_adoption_max_cost; political_event_adoption_max_cost; Default:0
Campaign Variable Tweakers; political_event_adoption_multiplier_cost; political_event_adoption_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_appreciation_attest_influence_gain_perc; political_event_appreciation_attest_influence_gain_perc; Default:0
Campaign Variable Tweakers; political_event_appreciation_attest_money_base_cost; political_event_appreciation_attest_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_appreciation_attest_money_max_cost; political_event_appreciation_attest_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_appreciation_attest_money_multiplier_cost; political_event_appreciation_attest_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_appreciation_disprove_gravitas_cost; political_event_appreciation_disprove_gravitas_cost; Default:0
Campaign Variable Tweakers; political_event_appreciation_donothing_parties_loyalty_gain; political_event_appreciation_donothing_parties_loyalty_gain; Default:0
Campaign Variable Tweakers; political_event_appreciation_donothing_parties_loyalty_gain_turns; political_event_appreciation_donothing_parties_loyalty_gain_turns; Default:0
Campaign Variable Tweakers; political_event_blackmail_base_cost; political_event_blackmail_base_cost; Default:0
Campaign Variable Tweakers; political_event_blackmail_max_cost; political_event_blackmail_max_cost; Default:0
Campaign Variable Tweakers; political_event_blackmail_multiplier_cost; political_event_blackmail_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_flirt_donothing_influence_lose_perc; political_event_flirt_donothing_influence_lose_perc; Default:0
Campaign Variable Tweakers; political_event_flirt_intervene_gravitas_cost; political_event_flirt_intervene_gravitas_cost; Default:0
Campaign Variable Tweakers; political_event_flirt_intervene_money_base_cost; political_event_flirt_intervene_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_flirt_intervene_money_max_cost; political_event_flirt_intervene_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_flirt_intervene_money_multiplier_cost; political_event_flirt_intervene_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_gather_support_donothing_influence_lose_perc; political_event_gather_support_donothing_influence_lose_perc; Default:0
Campaign Variable Tweakers; political_event_gather_support_instigate_influence_gain_perc; political_event_gather_support_instigate_influence_gain_perc; Default:0
Campaign Variable Tweakers; political_event_gather_support_instigate_money_base_cost; political_event_gather_support_instigate_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_gather_support_instigate_money_max_cost; political_event_gather_support_instigate_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_gather_support_instigate_money_multiplier_cost; political_event_gather_support_instigate_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_gift_received_accept_influence_gain_perc; political_event_gift_received_accept_influence_gain_perc; Default:0
Campaign Variable Tweakers; political_event_gift_received_accept_influence_lose_perc; political_event_gift_received_accept_influence_lose_perc; Default:0
Campaign Variable Tweakers; political_event_gift_received_accept_money_base_cost; political_event_gift_received_accept_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_gift_received_accept_money_max_cost; political_event_gift_received_accept_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_gift_received_accept_money_multiplier_cost; political_event_gift_received_accept_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_insult_affront_money_base_cost; political_event_insult_affront_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_insult_affront_money_max_cost; political_event_insult_affront_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_insult_affront_money_multiplier_cost; political_event_insult_affront_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_insult_affront_parties_loyalty_lose; political_event_insult_affront_parties_loyalty_lose; Default:0
Campaign Variable Tweakers; political_event_insult_affront_parties_loyalty_lose_turns; political_event_insult_affront_parties_loyalty_lose_turns; Default:0
Campaign Variable Tweakers; political_event_insult_donothing_gravitas_cost; political_event_insult_donothing_gravitas_cost; Default:0
Campaign Variable Tweakers; political_event_provoked_absolve_gravitas_gain; political_event_provoked_absolve_gravitas_gain; Default:0
Campaign Variable Tweakers; political_event_provoked_absolve_money_base_cost; political_event_provoked_absolve_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_provoked_absolve_money_max_cost; political_event_provoked_absolve_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_provoked_absolve_money_multiplier_cost; political_event_provoked_absolve_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_provoked_donothing_gravitas_cost; political_event_provoked_donothing_gravitas_cost; Default:0
Campaign Variable Tweakers; political_event_provoked_retaliate_influence_lose_perc; political_event_provoked_retaliate_influence_lose_perc; Default:0
Campaign Variable Tweakers; political_event_suicide_condolences_money_base_cost; political_event_suicide_condolences_money_base_cost; Default:0
Campaign Variable Tweakers; political_event_suicide_condolences_money_max_cost; political_event_suicide_condolences_money_max_cost; Default:0
Campaign Variable Tweakers; political_event_suicide_condolences_money_multiplier_cost; political_event_suicide_condolences_money_multiplier_cost; Default:0
Campaign Variable Tweakers; political_event_suicide_condolences_party_loyalty_gain; political_event_suicide_condolences_party_loyalty_gain; Default:0
Campaign Variable Tweakers; political_event_suicide_condolences_party_loyalty_gain_turns; political_event_suicide_condolences_party_loyalty_gain_turns; Default:0
Campaign Variable Tweakers; political_event_suicide_donothing_party_loyalty_lose; political_event_suicide_donothing_party_loyalty_lose; Default:0
Campaign Variable Tweakers; political_event_suicide_donothing_party_loyalty_lose_turns; political_event_suicide_donothing_party_loyalty_lose_turns; Default:0
Campaign Variable Tweakers; political_event_suicide_target_max_gravitas_requirement; political_event_suicide_target_max_gravitas_requirement; Default:0
Campaign Variable Tweakers; politician_bodyguard_replenishment_rate; politician_bodyguard_replenishment_rate; Default:0
Campaign Variable Tweakers; pop_growth_for_spawn; pop_growth_for_spawn; Default:0
Campaign Variable Tweakers; prestige_famous_battle_defeat_value; prestige_famous_battle_defeat_value; Default:0
Campaign Variable Tweakers; prestige_famous_battle_victory_value; prestige_famous_battle_victory_value; Default:0
Campaign Variable Tweakers; prestige_limit_faction_leader_honour; prestige_limit_faction_leader_honour; Default:0
Campaign Variable Tweakers; prestige_limit_famous_battles; prestige_limit_famous_battles; Default:0
Campaign Variable Tweakers; prestige_limit_infrastructure; prestige_limit_infrastructure; Default:0
Campaign Variable Tweakers; prestige_region_value_bonus_original_home_region; prestige_region_value_bonus_original_home_region; Default:0
Campaign Variable Tweakers; prestige_region_value_bonus_province_capital; prestige_region_value_bonus_province_capital; Default:0
Campaign Variable Tweakers; prestige_region_value_domination_easy; prestige_region_value_domination_easy; Default:0
Campaign Variable Tweakers; prestige_region_value_domination_hard; prestige_region_value_domination_hard; Default:0
Campaign Variable Tweakers; prestige_region_value_domination_normal; prestige_region_value_domination_normal; Default:0
Campaign Variable Tweakers; prestige_region_value_easy; prestige_region_value_easy; Default:0
Campaign Variable Tweakers; prestige_region_value_hard; prestige_region_value_hard; Default:0
Campaign Variable Tweakers; prestige_region_value_normal; prestige_region_value_normal; Default:0
Campaign Variable Tweakers; prestige_region_value_short_easy; prestige_region_value_short_easy; Default:0
Campaign Variable Tweakers; prestige_region_value_short_hard; prestige_region_value_short_hard; Default:0
Campaign Variable Tweakers; prestige_region_value_short_normal; prestige_region_value_short_normal; Default:0
Campaign Variable Tweakers; prestige_vassal_region_value; prestige_vassal_region_value; Default:0
Campaign Variable Tweakers; primary_slot_building_religion_conversion_cost_mod_lower_bound; primary_slot_building_religion_conversion_cost_mod_lower_bound; Default:0
Campaign Variable Tweakers; primary_slot_building_religion_conversion_cost_mod_upper_bound; primary_slot_building_religion_conversion_cost_mod_upper_bound; Default:0
Campaign Variable Tweakers; province_development_threshold_cal_points_addition; province_development_threshold_cal_points_addition; Default:0
Campaign Variable Tweakers; province_development_threshold_calc_points_multiplier; province_development_threshold_calc_points_multiplier; Default:0
Campaign Variable Tweakers; province_public_order_base_repression_threshold; province_public_order_base_repression_threshold; Default:0
Campaign Variable Tweakers; province_public_order_base_satisfaction_threshold; province_public_order_base_satisfaction_threshold; Default:0
Campaign Variable Tweakers; province_public_order_max_repression_threshold; province_public_order_max_repression_threshold; Default:0
Campaign Variable Tweakers; province_public_order_max_satisfaction_threshold; province_public_order_max_satisfaction_threshold; Default:0
Campaign Variable Tweakers; province_public_order_min_repression_threshold; province_public_order_min_repression_threshold; Default:0
Campaign Variable Tweakers; province_public_order_min_satisfaction_threshold; province_public_order_min_satisfaction_threshold; Default:0
Campaign Variable Tweakers; province_public_order_rebellion_defeated_region_not_owned_not_spawned_crackdown; province_public_order_rebellion_defeated_region_not_owned_not_spawned_crackdown; Default:0
Campaign Variable Tweakers; province_public_order_rebellion_defeated_region_not_owned_spawned_crackdown; province_public_order_rebellion_defeated_region_not_owned_spawned_crackdown; Default:0
Campaign Variable Tweakers; province_public_order_rebellion_defeated_region_owned_not_spawned_crackdown; province_public_order_rebellion_defeated_region_owned_not_spawned_crackdown; Default:0
Campaign Variable Tweakers; province_public_order_rebellion_defeated_region_owned_spawned_crackdown; province_public_order_rebellion_defeated_region_owned_spawned_crackdown; Default:0
Campaign Variable Tweakers; public_order_luxury_resource_available_attitude; public_order_luxury_resource_available_attitude; Default:0
Campaign Variable Tweakers; public_order_luxury_resource_production_attitude; public_order_luxury_resource_production_attitude; Default:0
Campaign Variable Tweakers; public_order_luxury_resource_value; public_order_luxury_resource_value; Default:0
Campaign Variable Tweakers; raid_faction_diplomatic_penalty; raid_faction_diplomatic_penalty; Default:0
Campaign Variable Tweakers; raid_faction_province_development_penalty; raid_faction_province_development_penalty; Default:0
Campaign Variable Tweakers; raid_faction_province_public_order_penalty; raid_faction_province_public_order_penalty; Default:0
Campaign Variable Tweakers; raid_max_radius; raid_max_radius; Default:0
Campaign Variable Tweakers; raid_own_faction_trade_route_value_mod; raid_own_faction_trade_route_value_mod; Default:0
Campaign Variable Tweakers; raid_radius; raid_radius; Default:0
Campaign Variable Tweakers; raid_settlement_base_value; raid_settlement_base_value; Default:0
Campaign Variable Tweakers; raid_settlement_trade_income_percentage; raid_settlement_trade_income_percentage; Default:0
Campaign Variable Tweakers; raid_trade_route_base_value; raid_trade_route_base_value; Default:0
Campaign Variable Tweakers; raid_trade_route_value_percentage; raid_trade_route_value_percentage; Default:0
Campaign Variable Tweakers; raze_main_and_port_building_damage_level; raze_main_and_port_building_damage_level; Default:0
Campaign Variable Tweakers; rebel_budget_factor_army; rebel_budget_factor_army; Default:0
Campaign Variable Tweakers; rebel_budget_factor_garrison; rebel_budget_factor_garrison; Default:0
Campaign Variable Tweakers; rebel_budget_factor_settlement_buildings; rebel_budget_factor_settlement_buildings; Default:0
Campaign Variable Tweakers; rebel_budget_factor_settlement_slot; rebel_budget_factor_settlement_slot; Default:0
Campaign Variable Tweakers; rebel_budget_factor_unhappiness; rebel_budget_factor_unhappiness; Default:0
Campaign Variable Tweakers; recruitment_population_cost; recruitment_population_cost; Default:0
Campaign Variable Tweakers; region_development_growth_base_point; region_development_growth_base_point; Default:0
Campaign Variable Tweakers; region_gdp_trade_piracy_effect_contested; region_gdp_trade_piracy_effect_contested; Default:0
Campaign Variable Tweakers; region_gdp_trade_piracy_effect_controlled; region_gdp_trade_piracy_effect_controlled; Default:0
Campaign Variable Tweakers; region_gdp_trade_piracy_effect_shared; region_gdp_trade_piracy_effect_shared; Default:0
Campaign Variable Tweakers; region_sanitation_plague_chance_modifier; region_sanitation_plague_chance_modifier; Default:0
Campaign Variable Tweakers; reinforcement_radius; reinforcement_radius; Default:0
Campaign Variable Tweakers; religion_drift; religion_drift; Default:0
Campaign Variable Tweakers; replenishment_base_land; replenishment_base_land; Default:0
Campaign Variable Tweakers; replenishment_base_sea; replenishment_base_sea; Default:0
Campaign Variable Tweakers; replenishment_bonus_land_can_recruit_unit_owned_region; replenishment_bonus_land_can_recruit_unit_owned_region; Default:0
Campaign Variable Tweakers; replenishment_bonus_land_garrisoned_in_owned_province; replenishment_bonus_land_garrisoned_in_owned_province; Default:0
Campaign Variable Tweakers; replenishment_bonus_land_garrisoned_in_shared_province; replenishment_bonus_land_garrisoned_in_shared_province; Default:0
Campaign Variable Tweakers; replenishment_bonus_land_owned_region; replenishment_bonus_land_owned_region; Default:0
Campaign Variable Tweakers; replenishment_bonus_sea_can_recruit_unit_owned_sea_region; replenishment_bonus_sea_can_recruit_unit_owned_sea_region; Default:0
Campaign Variable Tweakers; replenishment_bonus_sea_garrisoned_in_owned_sea_region; replenishment_bonus_sea_garrisoned_in_owned_sea_region; Default:0
Campaign Variable Tweakers; replenishment_bonus_sea_garrisoned_in_shared_sea_region; replenishment_bonus_sea_garrisoned_in_shared_sea_region; Default:0
Campaign Variable Tweakers; replenishment_bonus_sea_owned_sea_region; replenishment_bonus_sea_owned_sea_region; Default:0
Campaign Variable Tweakers; rounds_between_taking_kyoto_and_becoming_shogun; rounds_between_taking_kyoto_and_becoming_shogun; Default:0
Campaign Variable Tweakers; rounds_to_hold_office_before_loss_hits_loyalty; rounds_to_hold_office_before_loss_hits_loyalty; Default:0
Campaign Variable Tweakers; sea_region_control_status_contested_recruitment_cost_mod; sea_region_control_status_contested_recruitment_cost_mod; Default:0
Campaign Variable Tweakers; sea_region_control_status_controlled_recruitment_cost_mod; sea_region_control_status_controlled_recruitment_cost_mod; Default:0
Campaign Variable Tweakers; sea_region_control_status_shared_recruitment_cost_mod; sea_region_control_status_shared_recruitment_cost_mod; Default:0
Campaign Variable Tweakers; settlement_auto_repair_building_health_points_per_round; settlement_auto_repair_building_health_points_per_round; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_1; settlement_development_point_cost_secondary_slot_1; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_1_province_capital; settlement_development_point_cost_secondary_slot_1_province_capital; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_2; settlement_development_point_cost_secondary_slot_2; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_2_province_capital; settlement_development_point_cost_secondary_slot_2_province_capital; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_3; settlement_development_point_cost_secondary_slot_3; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_3_province_capital; settlement_development_point_cost_secondary_slot_3_province_capital; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_4; settlement_development_point_cost_secondary_slot_4; Default:0
Campaign Variable Tweakers; settlement_development_point_cost_secondary_slot_4_province_capital; settlement_development_point_cost_secondary_slot_4_province_capital; Default:0
Campaign Variable Tweakers; settlement_looting_base_loot; settlement_looting_base_loot; Default:0
Campaign Variable Tweakers; settlement_looting_pct_region_gdp; settlement_looting_pct_region_gdp; Default:0
Campaign Variable Tweakers; settlement_looting_pct_region_gdp_reduction; settlement_looting_pct_region_gdp_reduction; Default:0
Campaign Variable Tweakers; settlement_looting_publicorder_reduction; settlement_looting_publicorder_reduction; Default:0
Campaign Variable Tweakers; settlement_looting_region_gdp_reduction_turns; settlement_looting_region_gdp_reduction_turns; Default:0
Campaign Variable Tweakers; settlement_looting_surrender_publicorder_reduction; settlement_looting_surrender_publicorder_reduction; Default:0
Campaign Variable Tweakers; slave_points_mod; slave_points_mod; Default:0
Campaign Variable Tweakers; stand_and_fight_max_unit_health_percentage; stand_and_fight_max_unit_health_percentage; Default:0
Campaign Variable Tweakers; state_gift_multiplier_linear; state_gift_multiplier_linear; Default:0
Campaign Variable Tweakers; state_gift_multiplier_quadratic; state_gift_multiplier_quadratic; Default:0
Campaign Variable Tweakers; state_religion_conversion_bonus; state_religion_conversion_bonus; Default:0
Campaign Variable Tweakers; tax_efficiency_province_capital_score; tax_efficiency_province_capital_score; Default:0
Campaign Variable Tweakers; tax_efficiency_regions_maximum; tax_efficiency_regions_maximum; Default:0
Campaign Variable Tweakers; tax_efficiency_regions_middle; tax_efficiency_regions_middle; Default:0
Campaign Variable Tweakers; tax_efficiency_regions_minimum; tax_efficiency_regions_minimum; Default:0
Campaign Variable Tweakers; tax_efficiency_result_maximum_reduction; tax_efficiency_result_maximum_reduction; Default:0
Campaign Variable Tweakers; tax_efficiency_result_middle_reduction; tax_efficiency_result_middle_reduction; Default:0
Campaign Variable Tweakers; tax_efficiency_result_minimum_reduction; tax_efficiency_result_minimum_reduction; Default:0
Campaign Variable Tweakers; tech_first_in_culture_prestige_multiplier; tech_first_in_culture_prestige_multiplier; Default:0
Campaign Variable Tweakers; threat_effect_maximum; threat_effect_maximum; Default:0
Campaign Variable Tweakers; threat_effect_minimum; threat_effect_minimum; Default:0
Campaign Variable Tweakers; threat_effect_no_threat_multiplier; threat_effect_no_threat_multiplier; Default:0
Campaign Variable Tweakers; threat_reputation_maximum; threat_reputation_maximum; Default:0
Campaign Variable Tweakers; threat_reputation_minimum; threat_reputation_minimum; Default:0
Campaign Variable Tweakers; threat_reputation_reduction; threat_reputation_reduction; Default:0
Campaign Variable Tweakers; threat_reputation_rounds_before_required_war; threat_reputation_rounds_before_required_war; Default:0
Campaign Variable Tweakers; threaten_modifier_ally_fame_multiplier; threaten_modifier_ally_fame_multiplier; Default:0
Campaign Variable Tweakers; threaten_modifier_base; threaten_modifier_base; Default:0
Campaign Variable Tweakers; threaten_modifier_fame_contribution_base; threaten_modifier_fame_contribution_base; Default:0
Campaign Variable Tweakers; threaten_modifier_maximum; threaten_modifier_maximum; Default:0
Campaign Variable Tweakers; threaten_modifier_minimum; threaten_modifier_minimum; Default:0
Campaign Variable Tweakers; town_wealth_growth_discontent_reduction; town_wealth_growth_discontent_reduction; Default:0
Campaign Variable Tweakers; trade_commerce_raiding_maximum_raiding_permille; trade_commerce_raiding_maximum_raiding_permille; Default:0
Campaign Variable Tweakers; trade_commerce_raiding_reduction_per_ship; trade_commerce_raiding_reduction_per_ship; Default:0
Campaign Variable Tweakers; trade_demand_multiplier; trade_demand_multiplier; Default:0
Campaign Variable Tweakers; trade_luxury_resource_strategic_value; trade_luxury_resource_strategic_value; Default:0
Campaign Variable Tweakers; trade_price_large_change_threshold; trade_price_large_change_threshold; Default:0
Campaign Variable Tweakers; trade_price_small_change_threshold; trade_price_small_change_threshold; Default:0
Campaign Variable Tweakers; trade_resource_region_gdp_contribution; trade_resource_region_gdp_contribution; Default:0
Campaign Variable Tweakers; trade_route_internat_sea_length_limit; trade_route_internat_sea_length_limit; Default:0
Campaign Variable Tweakers; trade_route_land_sea_bias; trade_route_land_sea_bias; Default:0
Campaign Variable Tweakers; trade_route_value_accumulator_proportion; trade_route_value_accumulator_proportion; Default:0
Campaign Variable Tweakers; trade_route_value_combined_gdp_proportion; trade_route_value_combined_gdp_proportion; Default:0
Campaign Variable Tweakers; trade_ship_resource_volume; trade_ship_resource_volume; Default:0
Campaign Variable Tweakers; unilateral_diplomatic_gift_state_gift_proportion; unilateral_diplomatic_gift_state_gift_proportion; Default:0
Campaign Variable Tweakers; unit_first_in_culture_prestige_multiplier; unit_first_in_culture_prestige_multiplier; Default:0
Campaign Variable Tweakers; unit_minimum_strength; unit_minimum_strength; Default:0
Campaign Variable Tweakers; unit_stat_accuracy_bonus_threshold_level_1; unit_stat_accuracy_bonus_threshold_level_1; Default:0
Campaign Variable Tweakers; unit_stat_accuracy_bonus_threshold_level_2; unit_stat_accuracy_bonus_threshold_level_2; Default:0
Campaign Variable Tweakers; unit_stat_armour_bonus_threshold_level_1; unit_stat_armour_bonus_threshold_level_1; Default:0
Campaign Variable Tweakers; unit_stat_armour_bonus_threshold_level_2; unit_stat_armour_bonus_threshold_level_2; Default:0
Campaign Variable Tweakers; unit_stat_charge_bonus_threshold_level_1; unit_stat_charge_bonus_threshold_level_1; Default:0
Campaign Variable Tweakers; unit_stat_charge_bonus_threshold_level_2; unit_stat_charge_bonus_threshold_level_2; Default:0
Campaign Variable Tweakers; unit_stat_melee_bonus_threshold_level_1; unit_stat_melee_bonus_threshold_level_1; Default:0
Campaign Variable Tweakers; unit_stat_melee_bonus_threshold_level_2; unit_stat_melee_bonus_threshold_level_2; Default:0
Campaign Variable Tweakers; unit_stat_morale_bonus_threshold_level_1; unit_stat_morale_bonus_threshold_level_1; Default:0
Campaign Variable Tweakers; unit_stat_morale_bonus_threshold_level_2; unit_stat_morale_bonus_threshold_level_2; Default:0
Campaign Variable Tweakers; upkeep_army_percent_for_enslaved_captured_units; upkeep_army_percent_for_enslaved_captured_units; Default:0
Campaign Variable Tweakers; upkeep_army_percent_for_killed_captured_units; upkeep_army_percent_for_killed_captured_units; Default:0
Campaign Variable Tweakers; upkeep_army_percent_for_released_captured_units; upkeep_army_percent_for_released_captured_units; Default:0
Campaign Variable Tweakers; zone_of_control_land_radius; zone_of_control_land_radius; Default:0
Campaign Variable Tweakers; zone_of_control_naval_radius; zone_of_control_naval_radius; Default:0
Campaign; agent_los_scale; Line of sight scale multiplier for campaign agents; Default:1
DEFENSIVE_STANCE_FORMATION_UNIT_CONTROLLER; DSFC_BREAK_ON_RUN; prototype; Default:1
Database; UNIT_SPECIAL_ABILITIES_TABLE_OUTPUT; Do we want to output the ability details; Default:0
Diamond Square Noise Multiplier; DS_mulitplier; Diamond Square Noise Multiplier; Default:0.5
EMPIRE_BATTLE; aec_add_asserts_for_towers; Should we assert about tower specific info?; Default:0
EMPIRE_BATTLE; aec_cancel_on_move; Do we exit the tower on a move order?; Default:0
EMPIRE_BATTLE; aec_display_debug_lines; Should we draw debug lines for siege equipment information?; Default:0
EMPIRE_BATTLE; aec_dock_plat_wall; When attached to the wall, should we use the wall or tower platforms?; Default:0
EMPIRE_BATTLE; aec_engine_attach; if the equipment is an engine, do we attach like a normal engine?; Default:1
EMPIRE_BATTLE; aec_following_always_squared; How close to the destination should the following squad be to alway re-intercept?; Default:1
EMPIRE_BATTLE; aec_following_intercept_angle_rad; How far off the facing does the following squad have to be to-reintercept?; Default:0.1
EMPIRE_BATTLE; aec_following_intercept_dist; How far away does the following squad have to be to-reintercept?; Default:4
EMPIRE_BATTLE; aec_following_squad_width_ratio; How wide is the following squad relative to the equipment's radius?; Default:2.8
EMPIRE_BATTLE; aec_intercept_distance_from_dock; If intercepting first, how far (directly) away from the dock point do we go?; Default:1.5
EMPIRE_BATTLE; aec_move_following_squad; Does the squad moving on the ground follow the tower?; Default:1
EMPIRE_BATTLE; aec_move_without_position; Can the tower be moved even if everyone isn't in it?; Default:0
EMPIRE_BATTLE; aec_ram_attack_speed_secs; How fast does the ram attack?; Default:3.7
EMPIRE_BATTLE; aec_ram_first_attack_time_secs; How fast does the ram attack?; Default:1.8
EMPIRE_BATTLE; aec_tower_radius_increase_for_ramp; How many extra meters do we make the tower's radius so it moved back from the wall?; Default:1.85
ENTITY; BEING_CHARGED_REACTION_CHANCE; Chance of playing a reaction animation when being charged; Default:0.6
ENTITY; ENTITY_SPEED_MODIFIER; Modifier for tweaking move speed for testing and cinematic capture; Default:1
ENTITY; ENT_HOARDE_DEBUG_TIME; How long do we render the debug text; Default:2.5
ENTITY; ENT_HOARDE_debug_row_num; When debugging, do we render the row of the entities instead of offset amount; Default:1
ENTITY; ENT_HOARDE_draw_debug; Draw debugging information, offset amount for the entities; Default:0
ENTITY; ENT_HOARDE_max; When in a horde, how far away pretend maximum row, so large ranks don't go too far away; Default:5
ENTITY; ENT_HOARDE_min; When in a horde, what is the pretend minimum row, so the front rows get an offset; Default:2
ENTITY; ENT_HOARDE_offset_ratio; When in a horde, how far away should each entity be placed (relative to their rank/row); Default:0.25
ENTITY; ENT_HOARDE_use_always; Does every unit move in a horde?; Default:0
ENTITY; ENT_HOARDE_use_row_for_offset; When in a horde, just use the base row value, not the ratio; Default:0
ENTITY; GIANT_ENEMY_NEAR_REACTION_CHANCE; Chance of playing a reaction animation when giant enemy is near; Default:0.3
ENTITY; LARGE_UNIT_NEARBY_REACTIVATE_DELAY; How many seconds after a large unit encountered before we react to another one; Default:10
ENTITY; LARGE_UNIT_NEARBY_TRIGGER_DISTANCE; If a large unit comes closer to the unit than this distance (meters), a reaction animation may be triggered; Default:30
ENTITY; MORALE_SHAKEN_REACTION_CHANCE; Chance of playing a reaction animation when morale is shaken; Default:0.1
ENTITY; MORALE_WAVERING_REACTION_CHANCE; Chance of playing a reaction animation when morale wavering; Default:0.2
ENTITY; NEIGHBOUR_DEAD_FLINCH_CHANCE; Chance of playing a flinch animation when one of our neighbour man was hit to dead; Default:0.5
ENTITY; NEIGHBOUR_HIT_FLINCH_CHANCE; Chance of playing a flinch animation when one of our neighbour man was hit; Default:0
ENTITY; NEIGHBOUR_HIT_FLINCH_RADIUS; How close reacting men should be to the man being hit. Radius in meters; Default:2
ENTITY; SHIP_RAMMED_STUMBLE_CHANCE; Chance of playing a stumble animation by the crew men when their ship is being rammed; Default:0.5
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_AWARENESS_DISTANCE; Range within which entity will be aware of target (m); Default:3
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_COMBAT_DISTANCE; Range within which target will be considered for attack (m); Default:2.5
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_CORRIDOR_FACTOR_LAND; Friendly collision corridor check factor, to determine whether there is space to advance, for land units; Default:1.1
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_CORRIDOR_FACTOR_NAVAL; Friendly collision corridor check factor, to determine whether there is space to advance, for naval units; Default:0.25
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_MELEE_PUSH_DISTANCE; Melee push distance (m); Default:2
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_RUN_DISTANCE; Range beyond which to run (m); Default:10
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_STOP_DISTANCE; Stop distance (m); Default:2
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_STRAFE_DISTANCE; Range below which to strafe (m); Default:3
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_TARGET_WITHDRAW_DISTANCE; Target withdraw distance (m); Default:1.5
ENTITY_ACTION_ATTACK; ENTITY_ACTION_ATTACK_WITHDRAW_DISTANCE; Friendly withdraw distance (m); Default:0.05
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_CONE_COSINE; Angle cosine within which to look for targets; Default:0.866
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_CORRIDOR_WIDTH; Corridor within which to look for targets (if no target assigned) (m); Default:1
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_DISTANCE; Range within which to look for targets; Default:8
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_BELOW_MIN_SPEED_TIMEOUT; Minimum speed timeout to finish charge (s); Default:0
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_THRESHOLD; Number of entities in close proximity to consider finishing charge; Default:10
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_CAVALRY; Close proximity timeout to finish charge (s); Default:10
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_ELEPHANTS; Close proximity timeout to finish charge (s); Default:10
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_FORMED; Close proximity timeout to finish charge (s); Default:2
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_UNFORMED; Close proximity timeout to finish charge (s); Default:10
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_MIN_RANGE; Range to target to initiate charge movement (m); Default:3
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_MIN_SPEED; Minimum speed to continue charge (m/s); Default:2
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_RESUSAL_RANGE; Range to enemy to start checking for refusals; Default:10
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_TARGET_MATCHUP_RANGE; Range to trigger combat (m); Default:10
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_TIMEOUT_TOLERANCE; Timeout tolerance to finish charge (s); Default:2
ENTITY_ACTION_CHARGE_ATTACK; ENTITY_ACTION_CHARGE_ATTACK_VEER_ROTATION_DELTA; Rotation delta for veering (rad); Default:0.0349066
ENTITY_ACTION_THROW_GRENADE; DISPLAY_GRENADES_AIMING_DEBUG_DISPLAY; draw a debug line showing where grenadiers are throwing to; Default:0
ENTITY_ORDER_ATTACK; DEFAULT_FORMED_ATTACK_TETHER_DISTANCE; Dictates how far an entity can deviate from his formation position when in formed attack; Default:2
Empire_Multiplayer; log_metrics_to_file; Should we create a log file [The Creative Assembly\ <Game Title> \logs]; Default:0
Famous battle system; casualties_famous_weighting; Max amount of battles on map; Default:4
Famous battle system; chance_of_adding_AI_battle; Chance of adding a fully AI battle; Default:0
Famous battle system; famous_battles_max_allowed; Max amount of battles on map; Default:1e+006
Famous battle system; famous_battles_start_amount; Starting amount of battles on map; Default:4
Famous battle system; force_size_famous_weighting; Max amount of battles on map; Default:4
Famous battle system; minimum_casualties_required; Minimum total casualties required; Default:1000
Famous battle system; minimum_force_required; Minimum men required (per side); Default:1000
Famous battle system; minimum_units_per_side; Minimum units required (per side); Default:8
Frontend; napoleons_battles_unlocked; Unlocks all of napoleons battles for dev purposes; Default:0
Frontend; show_frontend_movies; Use to disable intro movies; Default:1
GROUP_FORMATION_TEMPLATE_ASSIGNMENT_DEBUG; GROUP_FORMATION_TEMPLATE_ASSIGNMENT_DEBUG; GROUP_FORMATION_TEMPLATE_ASSIGNMENT_DEBUG; Default:0
Gesture controls; USE_GESTURES; do we handle gestures?; Default:1
HDR; hdr_level; ; Default:3
KV Tweakers; admiral_influence_range; admiral_influence_range; Default:400
KV Tweakers; archery_dojo_ammo_replenish_rate_local_modifier; archery_dojo_ammo_replenish_rate_local_modifier; Default:0.07
KV Tweakers; archery_dojo_reload_skill_global_modifier; archery_dojo_reload_skill_global_modifier; Default:20
KV Tweakers; armour_melee_penetrating_divisor; armour_melee_penetrating_divisor; Default:4
KV Tweakers; armour_melee_piercing_divisor; armour_melee_piercing_divisor; Default:2
KV Tweakers; armour_missile_penetrating_divisor; armour_missile_penetrating_divisor; Default:4
KV Tweakers; armour_missile_piercing_divisor; armour_missile_piercing_divisor; Default:2
KV Tweakers; army_destruction_alliance_strength_ratio; army_destruction_alliance_strength_ratio; Default:0.2
KV Tweakers; army_destruction_enemy_strength_ratio; army_destruction_enemy_strength_ratio; Default:3.2
KV Tweakers; artillery_near_miss_distance_squared; artillery_near_miss_distance_squared; Default:144
KV Tweakers; attackpower_extreme_range_multplier; attackpower_extreme_range_multplier; Default:0.7
KV Tweakers; attackpower_long_range_multiplier; attackpower_long_range_multiplier; Default:0.85
KV Tweakers; battle_camera_max_distance_from_army; battle_camera_max_distance_from_army; Default:200
KV Tweakers; battlefield_zone_slot_threshold; battlefield_zone_slot_threshold; Default:60
KV Tweakers; bayonet_melee_attack_bonus; bayonet_melee_attack_bonus; Default:0
KV Tweakers; bayonet_ring_reload_time_penalty; bayonet_ring_reload_time_penalty; Default:0
KV Tweakers; blood_bonus_12; blood_bonus_12; Default:15
KV Tweakers; blood_bonus_5; blood_bonus_5; Default:5
KV Tweakers; blood_bonus_7; blood_bonus_7; Default:10
KV Tweakers; boarding_bonus_time; boarding_bonus_time; Default:60
KV Tweakers; boarding_melee_attack_bonus; boarding_melee_attack_bonus; Default:10
KV Tweakers; boarding_melee_defense_bonus; boarding_melee_defense_bonus; Default:10
KV Tweakers; boiling_oil_distance_multiplier; boiling_oil_distance_multiplier; Default:0.4
KV Tweakers; bracing_calibration_ranks; bracing_calibration_ranks; Default:8
KV Tweakers; bracing_calibration_ranks_multiplier; bracing_calibration_ranks_multiplier; Default:3
KV Tweakers; bracing_immovable_by_small_entity_mass; bracing_immovable_by_small_entity_mass; Default:400
KV Tweakers; bracing_max_multiplier_clamp; bracing_max_multiplier_clamp; Default:10
KV Tweakers; break_off_ignore_collision_time; break_off_ignore_collision_time; Default:0
KV Tweakers; break_off_speed_and_direction_checks; break_off_speed_and_direction_checks; Default:0
KV Tweakers; broadsides_accuracy_modifier; broadsides_accuracy_modifier; Default:0.1
KV Tweakers; broadsides_damage_modifier; broadsides_damage_modifier; Default:1.25
KV Tweakers; broken_finish_base_timeout; broken_finish_base_timeout; Default:300
KV Tweakers; building_ignition_rain_multiplier; building_ignition_rain_multiplier; Default:0.25
KV Tweakers; captured_key_building; captured_key_building; Default:80
KV Tweakers; captured_victory_location; captured_victory_location; Default:160
KV Tweakers; cavalry_effect_range; cavalry_effect_range; Default:20
KV Tweakers; charge_bonus; charge_bonus; Default:15
KV Tweakers; charge_cool_down_time; charge_cool_down_time; Default:10
KV Tweakers; charge_timeout; charge_timeout; Default:40
KV Tweakers; charging; charging; Default:10
KV Tweakers; climbing_ladder_fast_speed_modifier; climbing_ladder_fast_speed_modifier; Default:1.5
KV Tweakers; climbing_ladder_normal_speed_modifier; climbing_ladder_normal_speed_modifier; Default:1
KV Tweakers; climbing_walls; climbing_walls; Default:8
KV Tweakers; climbing_walls_fall_chance_ashigaru; climbing_walls_fall_chance_ashigaru; Default:0.012
KV Tweakers; climbing_walls_fall_chance_samurai; climbing_walls_fall_chance_samurai; Default:0.008
KV Tweakers; climbing_walls_fast_speed_modifier; climbing_walls_fast_speed_modifier; Default:2.25
KV Tweakers; climbing_walls_min_width; climbing_walls_min_width; Default:20
KV Tweakers; climbing_walls_normal_speed_modifier; climbing_walls_normal_speed_modifier; Default:0.6
KV Tweakers; collision_damage_armour_penetration_ratio; collision_damage_armour_penetration_ratio; Default:0.3
KV Tweakers; collision_damage_default; collision_damage_default; Default:20
KV Tweakers; collision_damage_maximum; collision_damage_maximum; Default:250
KV Tweakers; collision_damage_modifier; collision_damage_modifier; Default:3
KV Tweakers; collision_damage_normaliser; collision_damage_normaliser; Default:0.7
KV Tweakers; combat; combat; Default:6
KV Tweakers; defense_melee_penetrating_divisor; defense_melee_penetrating_divisor; Default:4
KV Tweakers; defense_melee_piercing_divisor; defense_melee_piercing_divisor; Default:2
KV Tweakers; defense_missile_penetrating_divisor; defense_missile_penetrating_divisor; Default:4
KV Tweakers; defense_missile_piercing_divisor; defense_missile_piercing_divisor; Default:2
KV Tweakers; enemy_control_land_defender_land_force_strength_modifier; enemy_control_land_defender_land_force_strength_modifier; Default:100
KV Tweakers; enemy_effect_range; enemy_effect_range; Default:80
KV Tweakers; extended_casualties_penalty_10; extended_casualties_penalty_10; Default:-5
KV Tweakers; extended_casualties_penalty_15; extended_casualties_penalty_15; Default:-10
KV Tweakers; extended_casualties_penalty_33; extended_casualties_penalty_33; Default:-25
KV Tweakers; extended_casualties_penalty_50; extended_casualties_penalty_50; Default:-50
KV Tweakers; extended_casualties_penalty_80; extended_casualties_penalty_80; Default:-50
KV Tweakers; factor_attackdir_flankleft; factor_attackdir_flankleft; Default:15
KV Tweakers; factor_attackdir_flankright; factor_attackdir_flankright; Default:15
KV Tweakers; factor_attackdir_front; factor_attackdir_front; Default:0
KV Tweakers; factor_attackdir_rear; factor_attackdir_rear; Default:35
KV Tweakers; farmhouse_fatigue_modifier; farmhouse_fatigue_modifier; Default:-0.35
KV Tweakers; farmhouse_speed_global_modifier; farmhouse_speed_global_modifier; Default:0.15
KV Tweakers; fear_effect_range; fear_effect_range; Default:40
KV Tweakers; fighting_cavalry; fighting_cavalry; Default:-20
KV Tweakers; fire_damage_building_modifier; fire_damage_building_modifier; Default:20
KV Tweakers; fire_damage_deployable_modifier; fire_damage_deployable_modifier; Default:5
KV Tweakers; fire_damage_siege_vehicle_modifier; fire_damage_siege_vehicle_modifier; Default:20
KV Tweakers; fire_on_walls_accuracy_modifier; fire_on_walls_accuracy_modifier; Default:0
KV Tweakers; fire_on_walls_range_modifier; fire_on_walls_range_modifier; Default:0
KV Tweakers; fire_on_walls_reload_modifier; fire_on_walls_reload_modifier; Default:0
KV Tweakers; fire_volley_arrow_min_threshold; fire_volley_arrow_min_threshold; Default:0.1
KV Tweakers; fire_volley_gun_min_threshold; fire_volley_gun_min_threshold; Default:0.025
KV Tweakers; fire_volley_max_aim_delay_training_ratio; fire_volley_max_aim_delay_training_ratio; Default:0.11
KV Tweakers; firing_drill_improved_platoon_fire_reload_modifier; firing_drill_improved_platoon_fire_reload_modifier; Default:50
KV Tweakers; firing_drill_mass_fire_reload_modifier; firing_drill_mass_fire_reload_modifier; Default:0
KV Tweakers; firing_drill_platoon_fire_reload_modifier; firing_drill_platoon_fire_reload_modifier; Default:0
KV Tweakers; firing_drill_rank_fire_reload_modifier; firing_drill_rank_fire_reload_modifier; Default:0
KV Tweakers; first_to_enter_enemy_fort; first_to_enter_enemy_fort; Default:200
KV Tweakers; fort_tower_fire_frequency_large; fort_tower_fire_frequency_large; Default:4
KV Tweakers; fort_tower_fire_frequency_medium; fort_tower_fire_frequency_medium; Default:6
KV Tweakers; fort_tower_fire_frequency_small; fort_tower_fire_frequency_small; Default:8
KV Tweakers; fort_tower_fire_frequency_ultra; fort_tower_fire_frequency_ultra; Default:2
KV Tweakers; gate_capture_time; gate_capture_time; Default:20
KV Tweakers; general_aura_radius; general_aura_radius; Default:75
KV Tweakers; gradient_shallow_movement_multiplier; gradient_shallow_movement_multiplier; Default:125
KV Tweakers; gradient_steep_movement_multiplier; gradient_steep_movement_multiplier; Default:150
KV Tweakers; gradient_very_steep_movement_multiplier; gradient_very_steep_movement_multiplier; Default:200
KV Tweakers; hnbonus_bayonet; hnbonus_bayonet; Default:0
KV Tweakers; hnbonus_melee_cavalry_v_infantry; hnbonus_melee_cavalry_v_infantry; Default:5
KV Tweakers; hnbonus_melee_cavalry_v_squareinfantry; hnbonus_melee_cavalry_v_squareinfantry; Default:0
KV Tweakers; hnbonus_melee_loose_formation; hnbonus_melee_loose_formation; Default:10
KV Tweakers; idle; idle; Default:-12
KV Tweakers; idle_in_building; idle_in_building; Default:-10
KV Tweakers; idle_rain; idle_rain; Default:-4
KV Tweakers; idle_snow; idle_snow; Default:-2
KV Tweakers; impact_reflection_attack_cooldown_timer; impact_reflection_attack_cooldown_timer; Default:2.1
KV Tweakers; impact_reflection_final_damage_modifier; impact_reflection_final_damage_modifier; Default:1
KV Tweakers; impact_reflection_knockback_chance; impact_reflection_knockback_chance; Default:75
KV Tweakers; impact_reflection_velocity_bonus_damage_modifier; impact_reflection_velocity_bonus_damage_modifier; Default:3
KV Tweakers; keep_capture_time; keep_capture_time; Default:60
KV Tweakers; key_building_capture_time; key_building_capture_time; Default:110
KV Tweakers; kill_and_damage_bonus_12; kill_and_damage_bonus_12; Default:4
KV Tweakers; kill_and_damage_bonus_5; kill_and_damage_bonus_5; Default:2
KV Tweakers; kill_and_damage_bonus_7; kill_and_damage_bonus_7; Default:1
KV Tweakers; killed_enemy_commander_base; killed_enemy_commander_base; Default:200
KV Tweakers; killed_enemy_commander_per_star; killed_enemy_commander_per_star; Default:50
KV Tweakers; killed_enemy_faction_leader; killed_enemy_faction_leader; Default:500
KV Tweakers; killed_enemy_family_member; killed_enemy_family_member; Default:200
KV Tweakers; knockdown_getting_up_delay_armour_multiplier; knockdown_getting_up_delay_armour_multiplier; Default:0.08
KV Tweakers; knockdown_getting_up_delay_max; knockdown_getting_up_delay_max; Default:4
KV Tweakers; knockdown_getting_up_delay_min; knockdown_getting_up_delay_min; Default:2
KV Tweakers; last_stand_siege_attacker; last_stand_siege_attacker; Default:15
KV Tweakers; last_stand_siege_defender; last_stand_siege_defender; Default:-10
KV Tweakers; limbering; limbering; Default:6
KV Tweakers; local_bonus_radius; local_bonus_radius; Default:55
KV Tweakers; losing_combat; losing_combat; Default:-15
KV Tweakers; losing_combat_significantly; losing_combat_significantly; Default:-25
KV Tweakers; magazine_explosion_interrupt_chance; magazine_explosion_interrupt_chance; Default:15
KV Tweakers; magazine_explosion_radius; magazine_explosion_radius; Default:25
KV Tweakers; max_routing_enemies_to_consider; max_routing_enemies_to_consider; Default:9
KV Tweakers; max_routing_friends_to_consider; max_routing_friends_to_consider; Default:9
KV Tweakers; melee_attack_interval; melee_attack_interval; Default:0.7
KV Tweakers; melee_charge_factor_power_divisor; melee_charge_factor_power_divisor; Default:1
KV Tweakers; melee_defence_direction_penalty_coefficient_flank; melee_defence_direction_penalty_coefficient_flank; Default:0.5
KV Tweakers; melee_defence_direction_penalty_coefficient_rear; melee_defence_direction_penalty_coefficient_rear; Default:0
KV Tweakers; melee_defence_formed_attack_bonus; melee_defence_formed_attack_bonus; Default:0
KV Tweakers; melee_entrenchement_level_multiplier; melee_entrenchement_level_multiplier; Default:3
KV Tweakers; melee_environment_forest_multiplier; melee_environment_forest_multiplier; Default:0.2
KV Tweakers; melee_formed_charge_matched_combat_percentage; melee_formed_charge_matched_combat_percentage; Default:20
KV Tweakers; melee_formed_vs_formed_matched_combat_percentage; melee_formed_vs_formed_matched_combat_percentage; Default:40
KV Tweakers; melee_formed_vs_free_matched_combat_percentage; melee_formed_vs_free_matched_combat_percentage; Default:60
KV Tweakers; melee_height_damage_modifier_max_coefficient; melee_height_damage_modifier_max_coefficient; Default:0.3
KV Tweakers; melee_height_damage_modifier_max_difference; melee_height_damage_modifier_max_difference; Default:1
KV Tweakers; melee_hit_chance_base; melee_hit_chance_base; Default:40
KV Tweakers; melee_hit_chance_max; melee_hit_chance_max; Default:75
KV Tweakers; melee_hit_chance_min; melee_hit_chance_min; Default:15
KV Tweakers; melee_hit_chance_normalisation_coefficient; melee_hit_chance_normalisation_coefficient; Default:1
KV Tweakers; melee_hn_to_xholds_0_max; melee_hn_to_xholds_0_max; Default:-6
KV Tweakers; melee_hn_to_xholds_1_max; melee_hn_to_xholds_1_max; Default:0
KV Tweakers; melee_hn_to_xholds_2_max; melee_hn_to_xholds_2_max; Default:6
KV Tweakers; melee_hn_to_xholds_3_max; melee_hn_to_xholds_3_max; Default:12
KV Tweakers; melee_matched_combat_percentage; melee_matched_combat_percentage; Default:100
KV Tweakers; melee_on_damage_effect_knockback_chance; melee_on_damage_effect_knockback_chance; Default:0.7
KV Tweakers; melee_on_damage_effect_knockback_threshold; melee_on_damage_effect_knockback_threshold; Default:0.33
KV Tweakers; melee_on_damage_effect_knockdown_chance; melee_on_damage_effect_knockdown_chance; Default:0.05
KV Tweakers; melee_on_damage_effect_knockdown_threshold; melee_on_damage_effect_knockdown_threshold; Default:0.9
KV Tweakers; melee_outnumbered_defence_penalty; melee_outnumbered_defence_penalty; Default:1
KV Tweakers; melee_secondary_attack_probability; melee_secondary_attack_probability; Default:1
KV Tweakers; melee_xholds_knockback_0; melee_xholds_knockback_0; Default:70
KV Tweakers; melee_xholds_knockback_1; melee_xholds_knockback_1; Default:90
KV Tweakers; melee_xholds_knockback_2; melee_xholds_knockback_2; Default:110
KV Tweakers; melee_xholds_knockback_3; melee_xholds_knockback_3; Default:150
KV Tweakers; melee_xholds_knockback_4; melee_xholds_knockback_4; Default:200
KV Tweakers; melee_xholds_knockdown_0; melee_xholds_knockdown_0; Default:30
KV Tweakers; melee_xholds_knockdown_1; melee_xholds_knockdown_1; Default:50
KV Tweakers; melee_xholds_knockdown_2; melee_xholds_knockdown_2; Default:60
KV Tweakers; melee_xholds_knockdown_3; melee_xholds_knockdown_3; Default:80
KV Tweakers; melee_xholds_knockdown_4; melee_xholds_knockdown_4; Default:100
KV Tweakers; melee_xholds_stepback_0; melee_xholds_stepback_0; Default:70
KV Tweakers; melee_xholds_stepback_1; melee_xholds_stepback_1; Default:90
KV Tweakers; melee_xholds_stepback_2; melee_xholds_stepback_2; Default:130
KV Tweakers; melee_xholds_stepback_3; melee_xholds_stepback_3; Default:185
KV Tweakers; melee_xholds_stepback_4; melee_xholds_stepback_4; Default:270
KV Tweakers; minimium_increment_update_per_tick; minimium_increment_update_per_tick; Default:1
KV Tweakers; misfire_cannon_flintlock; misfire_cannon_flintlock; Default:0
KV Tweakers; misfire_cannon_matchlock; misfire_cannon_matchlock; Default:0
KV Tweakers; misfire_musket_flintlock; misfire_musket_flintlock; Default:0
KV Tweakers; misfire_musket_matchlock; misfire_musket_matchlock; Default:0
KV Tweakers; misfire_musket_percussion_cap; misfire_musket_percussion_cap; Default:0
KV Tweakers; missile_armour_penetrating_coefficient; missile_armour_penetrating_coefficient; Default:0.25
KV Tweakers; missile_armour_piercing_coefficient; missile_armour_piercing_coefficient; Default:0.5
KV Tweakers; missile_cover_factor_excellent; missile_cover_factor_excellent; Default:0
KV Tweakers; missile_cover_factor_good; missile_cover_factor_good; Default:0
KV Tweakers; missile_cover_factor_none; missile_cover_factor_none; Default:0
KV Tweakers; missile_cover_factor_slight; missile_cover_factor_slight; Default:0
KV Tweakers; missile_cover_factor_some; missile_cover_factor_some; Default:0
KV Tweakers; missile_heavy_fog_accuracy_multiplier; missile_heavy_fog_accuracy_multiplier; Default:1
KV Tweakers; missile_heavy_rain_accuracy_multiplier; missile_heavy_rain_accuracy_multiplier; Default:1
KV Tweakers; missile_heavy_snow_accuracy_multiplier; missile_heavy_snow_accuracy_multiplier; Default:1
KV Tweakers; missile_height_damage_modifier_max_coefficient; missile_height_damage_modifier_max_coefficient; Default:0.3
KV Tweakers; missile_height_damage_modifier_max_difference; missile_height_damage_modifier_max_difference; Default:40
KV Tweakers; missile_hn_to_xholds_0_max; missile_hn_to_xholds_0_max; Default:-6
KV Tweakers; missile_hn_to_xholds_1_max; missile_hn_to_xholds_1_max; Default:0
KV Tweakers; missile_hn_to_xholds_2_max; missile_hn_to_xholds_2_max; Default:6
KV Tweakers; missile_hn_to_xholds_3_max; missile_hn_to_xholds_3_max; Default:12
KV Tweakers; missile_lethality_coefficient_effective_range; missile_lethality_coefficient_effective_range; Default:40
KV Tweakers; missile_lethality_coefficient_extreme_range; missile_lethality_coefficient_extreme_range; Default:120
KV Tweakers; missile_light_fog_accuracy_multiplier; missile_light_fog_accuracy_multiplier; Default:1
KV Tweakers; missile_light_rain_accuracy_multiplier; missile_light_rain_accuracy_multiplier; Default:1
KV Tweakers; missile_light_snow_accuracy_multiplier; missile_light_snow_accuracy_multiplier; Default:1
KV Tweakers; missile_medium_fog_accuracy_multiplier; missile_medium_fog_accuracy_multiplier; Default:1
KV Tweakers; missile_medium_rain_accuracy_multiplier; missile_medium_rain_accuracy_multiplier; Default:1
KV Tweakers; missile_medium_snow_accuracy_multiplier; missile_medium_snow_accuracy_multiplier; Default:1
KV Tweakers; missile_saving_bonus_base; missile_saving_bonus_base; Default:20
KV Tweakers; missile_saving_bonus_coefficient; missile_saving_bonus_coefficient; Default:0.5
KV Tweakers; missile_shield_piercing_coefficient; missile_shield_piercing_coefficient; Default:0.5
KV Tweakers; missile_target_in_cover_penalty; missile_target_in_cover_penalty; Default:0.2
KV Tweakers; missile_xholds_knockdown_0; missile_xholds_knockdown_0; Default:35
KV Tweakers; missile_xholds_knockdown_1; missile_xholds_knockdown_1; Default:40
KV Tweakers; missile_xholds_knockdown_2; missile_xholds_knockdown_2; Default:47
KV Tweakers; missile_xholds_knockdown_3; missile_xholds_knockdown_3; Default:55
KV Tweakers; missile_xholds_knockdown_4; missile_xholds_knockdown_4; Default:65
KV Tweakers; morale_base; morale_base; Default:30
KV Tweakers; naval_incendiary_projectile_chance_high; naval_incendiary_projectile_chance_high; Default:40
KV Tweakers; naval_incendiary_projectile_chance_low; naval_incendiary_projectile_chance_low; Default:5
KV Tweakers; naval_incendiary_projectile_chance_medium; naval_incendiary_projectile_chance_medium; Default:15
KV Tweakers; naval_incendiary_projectile_chance_very_high; naval_incendiary_projectile_chance_very_high; Default:80
KV Tweakers; naval_incendiary_projectile_chance_very_low; naval_incendiary_projectile_chance_very_low; Default:0.1
KV Tweakers; neighbour_effect_range; neighbour_effect_range; Default:160
KV Tweakers; open_flanks_effect_range; open_flanks_effect_range; Default:200
KV Tweakers; percent_update_per_tick; percent_update_per_tick; Default:0.15
KV Tweakers; pike_attack_zone_cosine_angle; pike_attack_zone_cosine_angle; Default:0.945
KV Tweakers; pike_attack_zone_depth; pike_attack_zone_depth; Default:1
KV Tweakers; pike_lower_bearing_tolerance; pike_lower_bearing_tolerance; Default:0.7854
KV Tweakers; pike_lower_delay_combat; pike_lower_delay_combat; Default:20
KV Tweakers; pike_lower_delay_turn_rate_multiplier; pike_lower_delay_turn_rate_multiplier; Default:1.5
KV Tweakers; post_rally_no_rout_timer; post_rally_no_rout_timer; Default:45
KV Tweakers; projectile_damage_accuracy_multiplier; projectile_damage_accuracy_multiplier; Default:0.25
KV Tweakers; projectile_damage_armour_divisor; projectile_damage_armour_divisor; Default:0.5
KV Tweakers; projectile_damage_base_multiplier; projectile_damage_base_multiplier; Default:60
KV Tweakers; projectile_damage_defense_divisor; projectile_damage_defense_divisor; Default:4
KV Tweakers; projectile_damage_distance_multiplier; projectile_damage_distance_multiplier; Default:2
KV Tweakers; projectile_damage_shield_divisor; projectile_damage_shield_divisor; Default:1
KV Tweakers; projectile_environment_forest_multiplier; projectile_environment_forest_multiplier; Default:0.2
KV Tweakers; ready; ready; Default:-1
KV Tweakers; recent_casualties_penalty_10; recent_casualties_penalty_10; Default:0
KV Tweakers; recent_casualties_penalty_15; recent_casualties_penalty_15; Default:0
KV Tweakers; recent_casualties_penalty_33; recent_casualties_penalty_33; Default:0
KV Tweakers; recent_casualties_penalty_50; recent_casualties_penalty_50; Default:0
KV Tweakers; recent_casualties_penalty_6; recent_casualties_penalty_6; Default:0
KV Tweakers; recent_casualties_shock_threshold; recent_casualties_shock_threshold; Default:20
KV Tweakers; relative_melee_experience_multiplier; relative_melee_experience_multiplier; Default:2
KV Tweakers; reload_rate_bow_modifier_rain; reload_rate_bow_modifier_rain; Default:0
KV Tweakers; reload_rate_bow_modifier_snow; reload_rate_bow_modifier_snow; Default:0
KV Tweakers; reload_rate_gun_modifier_rain; reload_rate_gun_modifier_rain; Default:-6
KV Tweakers; reload_rate_gun_modifier_snow; reload_rate_gun_modifier_snow; Default:0
KV Tweakers; reloading; reloading; Default:2
KV Tweakers; reloading_artillery; reloading_artillery; Default:4
KV Tweakers; routing_enemies_effect_weighting; routing_enemies_effect_weighting; Default:1.2
KV Tweakers; routing_friends_effect_weighting; routing_friends_effect_weighting; Default:2.5
KV Tweakers; routing_unit_effect_distance_flank; routing_unit_effect_distance_flank; Default:100
KV Tweakers; routing_unit_effect_distance_front; routing_unit_effect_distance_front; Default:75
KV Tweakers; running; running; Default:7
KV Tweakers; running_artillery_horse; running_artillery_horse; Default:4
KV Tweakers; running_cavalry; running_cavalry; Default:2
KV Tweakers; running_cavalry_light; running_cavalry_light; Default:2
KV Tweakers; settlement_location_capture_time; settlement_location_capture_time; Default:60
KV Tweakers; settlement_victory_condition_time; settlement_victory_condition_time; Default:30
KV Tweakers; ship_bonus_close_mod; ship_bonus_close_mod; Default:1
KV Tweakers; ship_bonus_range; ship_bonus_range; Default:0
KV Tweakers; ship_broken_finish_base_timeout; ship_broken_finish_base_timeout; Default:600
KV Tweakers; ship_casualty_surrender_threshold; ship_casualty_surrender_threshold; Default:6
KV Tweakers; ship_chance_of_fire_rain_multiplier; ship_chance_of_fire_rain_multiplier; Default:0.5
KV Tweakers; ship_combustion_rain_multiplier; ship_combustion_rain_multiplier; Default:2
KV Tweakers; ship_extended_casualties_penalty_13; ship_extended_casualties_penalty_13; Default:-6
KV Tweakers; ship_extended_casualties_penalty_22; ship_extended_casualties_penalty_22; Default:-8
KV Tweakers; ship_extended_casualties_penalty_30; ship_extended_casualties_penalty_30; Default:-10
KV Tweakers; ship_extended_casualties_penalty_50; ship_extended_casualties_penalty_50; Default:-12
KV Tweakers; ship_extended_casualties_penalty_7; ship_extended_casualties_penalty_7; Default:-1
KV Tweakers; ship_extended_damage_penalty_10; ship_extended_damage_penalty_10; Default:-2
KV Tweakers; ship_extended_damage_penalty_20; ship_extended_damage_penalty_20; Default:-3
KV Tweakers; ship_extended_damage_penalty_40; ship_extended_damage_penalty_40; Default:-5
KV Tweakers; ship_extended_damage_penalty_5; ship_extended_damage_penalty_5; Default:-1
KV Tweakers; ship_fear_range; ship_fear_range; Default:180
KV Tweakers; ship_inspiration_range; ship_inspiration_range; Default:180
KV Tweakers; ship_morale_base; ship_morale_base; Default:0
KV Tweakers; ship_neighbourhood_range; ship_neighbourhood_range; Default:300
KV Tweakers; ship_on_fire_combustion_modifier; ship_on_fire_combustion_modifier; Default:0.5
KV Tweakers; ship_on_fire_hit_points_per_second_multiplier; ship_on_fire_hit_points_per_second_multiplier; Default:0.01
KV Tweakers; ship_operational_guns_penalty_40; ship_operational_guns_penalty_40; Default:-4
KV Tweakers; ship_operational_guns_penalty_75; ship_operational_guns_penalty_75; Default:-8
KV Tweakers; ship_penalty_far_mod; ship_penalty_far_mod; Default:0.9
KV Tweakers; ship_penalty_range; ship_penalty_range; Default:0
KV Tweakers; ship_recent_casualties_penalty_13; ship_recent_casualties_penalty_13; Default:-4
KV Tweakers; ship_recent_casualties_penalty_22; ship_recent_casualties_penalty_22; Default:-8
KV Tweakers; ship_recent_casualties_penalty_2; ship_recent_casualties_penalty_2; Default:-2
KV Tweakers; ship_recent_casualties_penalty_30; ship_recent_casualties_penalty_30; Default:-12
KV Tweakers; ship_recent_casualties_penalty_7; ship_recent_casualties_penalty_7; Default:-2
KV Tweakers; ship_recent_casualties_shock_threshold; ship_recent_casualties_shock_threshold; Default:30
KV Tweakers; ship_recent_damage_penalty_10; ship_recent_damage_penalty_10; Default:-2
KV Tweakers; ship_recent_damage_penalty_15; ship_recent_damage_penalty_15; Default:-3
KV Tweakers; ship_recent_damage_penalty_30; ship_recent_damage_penalty_30; Default:-6
KV Tweakers; ship_recent_damage_penalty_6; ship_recent_damage_penalty_6; Default:-1
KV Tweakers; ship_repair_max_percentage; ship_repair_max_percentage; Default:0.75
KV Tweakers; ship_repair_percentage_per_update; ship_repair_percentage_per_update; Default:0.125
KV Tweakers; ship_repair_rate; ship_repair_rate; Default:4
KV Tweakers; ship_total_casualties_penalty_20; ship_total_casualties_penalty_20; Default:-10
KV Tweakers; ship_total_casualties_penalty_40; ship_total_casualties_penalty_40; Default:-35
KV Tweakers; ship_total_casualties_penalty_60; ship_total_casualties_penalty_60; Default:-80
KV Tweakers; ship_total_casualties_penalty_80; ship_total_casualties_penalty_80; Default:-120
KV Tweakers; ship_total_casualties_penalty_90; ship_total_casualties_penalty_90; Default:-150
KV Tweakers; ship_total_damage_penalty_10; ship_total_damage_penalty_10; Default:-2
KV Tweakers; ship_total_damage_penalty_20; ship_total_damage_penalty_20; Default:-3
KV Tweakers; ship_total_damage_penalty_40; ship_total_damage_penalty_40; Default:-5
KV Tweakers; ship_total_damage_penalty_5; ship_total_damage_penalty_5; Default:-1
KV Tweakers; ship_total_damage_penalty_60; ship_total_damage_penalty_60; Default:-12
KV Tweakers; ship_waver_base_timeout; ship_waver_base_timeout; Default:60
KV Tweakers; shooting; shooting; Default:6
KV Tweakers; shrine_morale_global_modifier; shrine_morale_global_modifier; Default:4
KV Tweakers; shrine_morale_local_modifier; shrine_morale_local_modifier; Default:0
KV Tweakers; sme_concerned_admiral_dead; sme_concerned_admiral_dead; Default:-2
KV Tweakers; sme_concerned_admiral_dead_ai; sme_concerned_admiral_dead_ai; Default:-2
KV Tweakers; sme_concerned_admiral_died_recently; sme_concerned_admiral_died_recently; Default:-4
KV Tweakers; sme_concerned_admiral_died_recently_ai; sme_concerned_admiral_died_recently_ai; Default:-4
KV Tweakers; sme_concerned_admiral_fled_recently; sme_concerned_admiral_fled_recently; Default:-3
KV Tweakers; sme_concerned_admiral_fled_recently_ai; sme_concerned_admiral_fled_recently_ai; Default:-3
KV Tweakers; sme_concerned_demasted; sme_concerned_demasted; Default:-7
KV Tweakers; sme_concerned_frightened; sme_concerned_frightened; Default:-6
KV Tweakers; sme_concerned_on_fire; sme_concerned_on_fire; Default:-2
KV Tweakers; sme_concerned_panic; sme_concerned_panic; Default:-30
KV Tweakers; sme_concerned_rear_attacked; sme_concerned_rear_attacked; Default:-4
KV Tweakers; sme_concerned_rear_exposed; sme_concerned_rear_exposed; Default:-1
KV Tweakers; sme_concerned_under_attack; sme_concerned_under_attack; Default:-2
KV Tweakers; sme_encouraged_boarding; sme_encouraged_boarding; Default:2
KV Tweakers; sme_encouraged_inspired; sme_encouraged_inspired; Default:5
KV Tweakers; sme_encouraged_rear_secure; sme_encouraged_rear_secure; Default:3
KV Tweakers; sms_broken_threshold_lower; sms_broken_threshold_lower; Default:-25
KV Tweakers; sms_broken_threshold_upper; sms_broken_threshold_upper; Default:-4
KV Tweakers; sms_confident_threshold_lower; sms_confident_threshold_lower; Default:8
KV Tweakers; sms_confident_threshold_upper; sms_confident_threshold_upper; Default:20
KV Tweakers; sms_eager_threshold_lower; sms_eager_threshold_lower; Default:20
KV Tweakers; sms_shaken_threshold_lower; sms_shaken_threshold_lower; Default:-3
KV Tweakers; sms_shaken_threshold_upper; sms_shaken_threshold_upper; Default:4
KV Tweakers; sms_steady_threshold_lower; sms_steady_threshold_lower; Default:0
KV Tweakers; sms_steady_threshold_upper; sms_steady_threshold_upper; Default:10
KV Tweakers; sms_wavering_threshold_lower; sms_wavering_threshold_lower; Default:-5
KV Tweakers; sms_wavering_threshold_upper; sms_wavering_threshold_upper; Default:-1
KV Tweakers; surprise_timeout; surprise_timeout; Default:200
KV Tweakers; sword_dojo_charge_bonus_global_modifier; sword_dojo_charge_bonus_global_modifier; Default:5
KV Tweakers; sword_dojo_charge_bonus_local_modifier; sword_dojo_charge_bonus_local_modifier; Default:0
KV Tweakers; sword_dojo_melee_attack_global_modifier; sword_dojo_melee_attack_global_modifier; Default:2
KV Tweakers; sword_dojo_melee_attack_local_modifier; sword_dojo_melee_attack_local_modifier; Default:0
KV Tweakers; threshold_active; threshold_active; Default:4400
KV Tweakers; threshold_exhausted; threshold_exhausted; Default:22000
KV Tweakers; threshold_fresh; threshold_fresh; Default:0
KV Tweakers; threshold_max; threshold_max; Default:28800
KV Tweakers; threshold_tired; threshold_tired; Default:13200
KV Tweakers; threshold_very_tired; threshold_very_tired; Default:17600
KV Tweakers; threshold_winded; threshold_winded; Default:8800
KV Tweakers; tickets_multiple_victory_points; tickets_multiple_victory_points; Default:150
KV Tweakers; tickets_single_victory_point; tickets_single_victory_point; Default:150
KV Tweakers; tight_formation; tight_formation; Default:6
KV Tweakers; total_casualties_penalty_20; total_casualties_penalty_20; Default:0
KV Tweakers; total_casualties_penalty_40; total_casualties_penalty_40; Default:-5
KV Tweakers; total_casualties_penalty_60; total_casualties_penalty_60; Default:-25
KV Tweakers; total_casualties_penalty_80; total_casualties_penalty_80; Default:-50
KV Tweakers; total_casualties_penalty_90; total_casualties_penalty_90; Default:-100
KV Tweakers; tower_capture_time; tower_capture_time; Default:30
KV Tweakers; ume_concerned_army_destruction; ume_concerned_army_destruction; Default:-75
KV Tweakers; ume_concerned_attacked_by_artillery; ume_concerned_attacked_by_artillery; Default:-10
KV Tweakers; ume_concerned_attacked_by_projectile; ume_concerned_attacked_by_projectile; Default:-10
KV Tweakers; ume_concerned_captain_died_recently; ume_concerned_captain_died_recently; Default:-5
KV Tweakers; ume_concerned_damaged_by_artillery; ume_concerned_damaged_by_artillery; Default:-15
KV Tweakers; ume_concerned_elephants_frightened; ume_concerned_elephants_frightened; Default:-30
KV Tweakers; ume_concerned_exhausted; ume_concerned_exhausted; Default:-25
KV Tweakers; ume_concerned_flanks_exposed_multiple; ume_concerned_flanks_exposed_multiple; Default:0
KV Tweakers; ume_concerned_flanks_exposed_single; ume_concerned_flanks_exposed_single; Default:0
KV Tweakers; ume_concerned_general_dead; ume_concerned_general_dead; Default:-15
KV Tweakers; ume_concerned_general_dead_ai; ume_concerned_general_dead_ai; Default:-10
KV Tweakers; ume_concerned_general_died_recently; ume_concerned_general_died_recently; Default:-30
KV Tweakers; ume_concerned_general_died_recently_ai; ume_concerned_general_died_recently_ai; Default:-15
KV Tweakers; ume_concerned_general_fled_recently; ume_concerned_general_fled_recently; Default:-30
KV Tweakers; ume_concerned_general_fled_recently_ai; ume_concerned_general_fled_recently_ai; Default:-15
KV Tweakers; ume_concerned_horses_frightened; ume_concerned_horses_frightened; Default:-20
KV Tweakers; ume_concerned_night_battle_unprepared; ume_concerned_night_battle_unprepared; Default:-5
KV Tweakers; ume_concerned_panic; ume_concerned_panic; Default:-50
KV Tweakers; ume_concerned_surprised; ume_concerned_surprised; Default:-30
KV Tweakers; ume_concerned_tired; ume_concerned_tired; Default:-5
KV Tweakers; ume_concerned_under_friendly_fire; ume_concerned_under_friendly_fire; Default:-5
KV Tweakers; ume_concerned_unit_frightened; ume_concerned_unit_frightened; Default:-15
KV Tweakers; ume_concerned_very_tired; ume_concerned_very_tired; Default:-10
KV Tweakers; ume_encouraged_flanks_secure; ume_encouraged_flanks_secure; Default:5
KV Tweakers; ume_encouraged_fortification; ume_encouraged_fortification; Default:8
KV Tweakers; ume_encouraged_fortification_compromised; ume_encouraged_fortification_compromised; Default:3
KV Tweakers; ume_encouraged_inspired; ume_encouraged_inspired; Default:20
KV Tweakers; ume_encouraged_on_the_hill; ume_encouraged_on_the_hill; Default:10
KV Tweakers; ume_encouraged_settlement_plaza; ume_encouraged_settlement_plaza; Default:15
KV Tweakers; ume_inspiration_effect_base; ume_inspiration_effect_base; Default:5
KV Tweakers; ums_broken_threshold_lower; ums_broken_threshold_lower; Default:-100
KV Tweakers; ums_broken_threshold_upper; ums_broken_threshold_upper; Default:5
KV Tweakers; ums_confident_threshold_lower; ums_confident_threshold_lower; Default:0.65
KV Tweakers; ums_confident_threshold_upper; ums_confident_threshold_upper; Default:1
KV Tweakers; ums_eager_threshold_lower; ums_eager_threshold_lower; Default:0.9
KV Tweakers; ums_eager_threshold_upper; ums_eager_threshold_upper; Default:1.1
KV Tweakers; ums_impetuous_threshold_lower; ums_impetuous_threshold_lower; Default:1.1
KV Tweakers; ums_shaken_threshold_lower; ums_shaken_threshold_lower; Default:15
KV Tweakers; ums_shaken_threshold_upper; ums_shaken_threshold_upper; Default:32
KV Tweakers; ums_steady_threshold_lower; ums_steady_threshold_lower; Default:30
KV Tweakers; ums_steady_threshold_upper; ums_steady_threshold_upper; Default:0.8
KV Tweakers; ums_wavering_threshold_lower; ums_wavering_threshold_lower; Default:0
KV Tweakers; ums_wavering_threshold_upper; ums_wavering_threshold_upper; Default:20
KV Tweakers; under_fire_artillery; under_fire_artillery; Default:6
KV Tweakers; under_fire_small_arms; under_fire_small_arms; Default:5
KV Tweakers; unit_max_drag_width; unit_max_drag_width; Default:38
KV Tweakers; unit_max_drag_width_loose_formation; unit_max_drag_width_loose_formation; Default:60
KV Tweakers; walking; walking; Default:-1
KV Tweakers; walking_artillery; walking_artillery; Default:12
KV Tweakers; walking_horse_artillery; walking_horse_artillery; Default:2
KV Tweakers; warcry_effect_range; warcry_effect_range; Default:225
KV Tweakers; was_attacked_in_flank; was_attacked_in_flank; Default:0
KV Tweakers; was_attacked_in_front; was_attacked_in_front; Default:0
KV Tweakers; was_attacked_in_rear; was_attacked_in_rear; Default:-30
KV Tweakers; waver_base_timeout; waver_base_timeout; Default:60
KV Tweakers; winning_combat; winning_combat; Default:10
KV Tweakers; winning_combat_significantly; winning_combat_significantly; Default:20
KV Tweakers; winning_combat_slightly; winning_combat_slightly; Default:5
KV Tweakers; working; working; Default:20
KV Tweakers; workshop_armour_global_modifier; workshop_armour_global_modifier; Default:2
KV Tweakers; workshop_armour_local_modifier; workshop_armour_local_modifier; Default:0
KV Tweakers; workshop_defence_global_modifier; workshop_defence_global_modifier; Default:3
KV Tweakers; workshop_defence_local_modifier; workshop_defence_local_modifier; Default:0
Limit shader recompilations to those whose namescontain this string; shader_compile_filter; ; Default:
Locomotion Action; campaign_agent_locomotion_speed; Multiplier for distance travelled per loco update; Default:1.25
MAXIMUM_PASSABLE_SLOPE_ANGLE_DEGREES; MAXIMUM_PASSABLE_SLOPE_ANGLE_DEGREES; Sets the slope which defines no go regions; Default:30
PROJECTILE; PROJECTILE_BOUNCE_DAMAGE_SPEED_THRESHOLD; Speed threshold for bouncing projectiles to do damage to structures (m/s); Default:10
PROJECTILE; PROJECTILE_GRENADE_FUSE_TIME; Fuse time for grenade (s); Default:3
PROJECTILE; PROJECTILE_METAL_FRONT_ANGLE; Angle for playing metal sounds for the front of heavy siege equipment; Default:0
PROJECTILE; PROJECTILE_ROLLING_FRICTION; Rolling friction of projectile; Default:0.4
PROJECTILE; PROJECTILE_ROLLING_FRICTION_FIREBALL; Rolling friction of projectile; Default:0.86
PROJECTILE; PROJECTILE_STATIONARY_FUSE_TIME; Fuse time for stationary projectile (s); Default:20
PROJECTILE; PROJECTILE_STICKING_FUSE_TIME; Fuse time for sticking projectile (s); Default:20
Property Bag (xml); OUTPUT_XML_LOG; in the debugger, this outputs all the xml data; Default:1
RAMMING_IMPULSE_FUDGE_FACTOR; RAMMING_IMPULSE_FUDGE_FACTOR; RAMMING_IMPULSE_FUDGE_FACTOR; Default:2.5
SHIP_BOARDING_ACCELERATION_MAGNITUDE_FACTOR; SHIP_BOARDING_ACCELERATION_MAGNITUDE_FACTOR; ; Default:0.18
SHIP_BOARDING_IMMOBILISER_ACCELERATION_MAGNITUDE_FACTOR; SHIP_BOARDING_IMMOBILISER_ACCELERATION_MAGNITUDE_FACTOR; ; Default:0.07
SHIP_BOARDING_MAX_ACCELERATION_MAGNITUDE; SHIP_BOARDING_MAX_ACCELERATION_MAGNITUDE; ; Default:6.5
SHIP_BUOYANCY_POSITION_DAMPENING_TWEAKER; SHIP_BUOYANCY_POSITION_DAMPENING_TWEAKER; dampens the buoyancy effect on position; Default:0.001
SHIP_BUOYANCY_ROTATION_DAMPENING_TWEAKER; SHIP_BUOYANCY_ROTATION_DAMPENING_TWEAKER; dampens the buoyancy effect on rotation; Default:0.001
SHIP_ENTITY; PROJECTILES_FORCE_SHIP_FIRE; PROJECTILES_FORCE_SHIP_FIRE; Default:0
SHIP_ENTITY; SHIP_ENTITY_BEARING_BLEND_FACTOR; SHIP_ENTITY_BEARING_BLEND_FACTOR; Default:0.1
SHIP_ENTITY; SHIP_ENTITY_MIN_TURNING_SPEED; SHIP_ENTITY_BEARING_BLEND_FACTOR; Default:0.5
SHIP_ENTITY; SHIP_FIRE_DESTRUCTION_TICKS; SHIP_FIRE_DESTRUCTION_TICKS; Default:150
SHIP_FORCE_FIELD_MAX_TURN_RATE; SHIP_FORCE_FIELD_MAX_TURN_RATE; ; Default:0.122173
SHIP_FORCE_FIELD_TURN_MIN_ANGLE; SHIP_FORCE_FIELD_TURN_MIN_ANGLE; ; Default:0.174533
SHIP_FORCE_FIELD_TURN_RATE; SHIP_FORCE_FIELD_TURN_RATE; ; Default:0.0698132
SQUAD; RUN_SPEED_MODIFIER; Modifier for tweaking run speed for testing and cinematic capture; Default:1
SQUAD; WALK_SPEED_MODIFIER; Modifier for tweaking walk speed for testing and cinematic capture; Default:1
SSArbitration; g_casa_url; The remote server url for all serverside arbitration requests; Default:http://ec2-176-34-92-149.eu-west-1.compute.amazonaws.com:55565
SSMatchmaking; g_camm_url; The remote server url for all serverside matchmaking requests; Default:http://ec2-176-34-92-149.eu-west-1.compute.amazonaws.com:55560
Ship; abandon_when_on_fire; toggle abandon_when_on_fire; Default:1
Ship; boarding_circle_sectors; boarding_circle_sectors; Default:0
Ship; break_on_cannon_id; break_on_cannon_id; Default:160
Ship; cannon_crew_validity; toggle_cannon_crew_validity; Default:0
Ship; cannon_impulse; cannon_impulse; Default:1000
Ship; collision_rot; alters collision rotation; Default:0
Ship; collision_rot_flag; toggle collision rotation; Default:1
Ship; fire_now; broadsides fires immediately; Default:1
Ship; maximum_boarding_interval_angle; maximum_boarding_interval_angle; Default:1.4
Ship; no_clip; toggle clip; Default:0
Ship; projectile_impulse; projectile_impulse; Default:25
Ship; reload_display_variance; the amount to change the reload time, for display purposes only; Default:1.05
Ship; rotational_acceleration; rotational_acceleration; Default:1
Ship; rotational_acceleration_value; rotational_acceleration_value; Default:10
Ship; ship_to_ship_damage; toggle ship_to_ship_damage; Default:1
Ship; should_circle_to_board_angle; should_circle_to_board_angle; Default:40
Ship; source_ship_angle_to_boarding_target; source_ship_angle_to_boarding_target; Default:90
Ship; source_ship_obtuse_angle_to_boarding_target; source_ship_obtuse_angle_to_boarding_target; Default:160
Ship; target_ship_angle_to_boarding_target; target_ship_angle_to_boarding_target; Default:50
Ship; throwing_grapples_max_angle; throwing_grapples_max_angle; Default:18
Ship; throwing_grapples_max_distance; throwing_grapples_max_distance; Default:15
Spotting; NIGHT_SPOT_DISTANCE_REDUCTION; how much less range you ahve for spotting at night; Default:0.8
TORPEDO_BUOYANCY; TORPEDO_BUOYANCY; TORPEDO_BUOYANCY; Default:10
TORPEDO_BUOYANCY_HEIGHT; TORPEDO_BUOYANCY_HEIGHT; TORPEDO_BUOYANCY_HEIGHT; Default:0
Texture Manager; test_minspec_compliance; test minspec compliance test; Default:0
Texture Manager; texture_manager_async_cache; enable async cache~loading of textures; Default:1
Texture Manager; texture_manager_async_report_not_ready; enable async load of textures; Default:0
Texture Manager; texture_manager_async_wait_timeout; Timeout while waiting for texture loads to complete, in milliseconds; Default:1000
Texture Manager; texture_manager_enable_async_load; enable async load of textures; Default:0
Texture Manager; texture_manager_enable_async_update; enable async update of textures; Default:0
Texture Manager; texture_manager_enable_cache_update; enable texture manager cache; Default:1
Texture Manager; texture_manager_enable_delay_load; enable delay load of textures; Default:0
Texture Manager; verbose_texture_manager_reporting; enable verbose texture manager reporting; Default:0
Texture; texture_filename_break; break on texture; Default:#########
Texture; texture_manager_filename_break; break on texture; Default:#########
UI; report_ui_loc_errors; ; Default:0
UI_SKIN_DIRECTORY_TWEAK; UI_SKIN_DIRECTORY_TWEAK; Allows you to specify the Skin directory, relative to the Skin folder (currently only effects start-up); Default:
Unassigned Category; CAMPAIGN_BLEND_LENGTH_SECONDS; ; Default:0.5
Unassigned Category; CHARACTER_MODEL_SCALE; ; Default:1
Unassigned Category; ENABLE_HIDE_WHILE_RUN; ; Default:1
Unassigned Category; FORCE_IDLE; ; Default:0
Unassigned Category; SHIP_MODEL_SCALE; ; Default:0.45
Unassigned Category; SHOW_COMMAND_RESPONSIVENESS_TIMING; ; Default:0
Unassigned Category; SPECIAL_ABILITY_SMALL_RECHARGE; ; Default:0
Unassigned Category; begin_battle_with_camera_faded; ; Default:1
Unassigned Category; bombard_projectile; ; Default:fireball
Unassigned Category; bottom_scaler; ; Default:0.35
Unassigned Category; campaign_character_fade_per_second; ; Default:2
Unassigned Category; campaign_character_force_fade; ; Default:0
Unassigned Category; campaign_character_master_alpha_fade_in_seconds; ; Default:0.2
Unassigned Category; campaign_character_render_active_log; ; Default:0
Unassigned Category; campaign_character_render_bone_names; ; Default:0
Unassigned Category; campaign_character_render_bones; ; Default:0
Unassigned Category; campaign_character_render_effects_debug; ; Default:0
Unassigned Category; campaign_character_render_locomotion_tween; ; Default:0
Unassigned Category; campaign_dead_character_fade_s; ; Default:5
Unassigned Category; campaign_shroud_display_suppress; ; Default:0
Unassigned Category; campaign_view_query_ray_intersection_test_radius; ; Default:10
Unassigned Category; character_porthole_camera_dist_max; ; Default:0.95
Unassigned Category; character_porthole_camera_dist_min; ; Default:0.85
Unassigned Category; character_porthole_camera_fov; ; Default:30
Unassigned Category; character_porthole_camera_phi_max; ; Default:210
Unassigned Category; character_porthole_camera_phi_min; ; Default:150
Unassigned Category; character_porthole_camera_theta_max; ; Default:210
Unassigned Category; character_porthole_camera_theta_min; ; Default:150
Unassigned Category; character_render_equipment_test; ; Default:0
Unassigned Category; character_render_test; ; Default:0
Unassigned Category; clipping_plane_distance; ; Default:120
Unassigned Category; conversion_constants_conversion_points_base; ; Default:1.9
Unassigned Category; conversion_constants_conversion_points_mult; ; Default:2.4
Unassigned Category; conversion_constants_conversion_points_zeal_mult; ; Default:0.05
Unassigned Category; conversion_constants_pop_added; ; Default:200
Unassigned Category; conversion_constants_pop_mult; ; Default:0.004
Unassigned Category; cull_clouds_scale; ; Default:2
Unassigned Category; debug_add_battle_fog; ; Default:1
Unassigned Category; debug_fill_faces; ; Default:0
Unassigned Category; debug_gbuffer_point_light; ; Default:0
Unassigned Category; decal_angle; ; Default:0
Unassigned Category; defrag_free_immediate; ; Default:0
Unassigned Category; defrag_incremental_enable; ; Default:1
Unassigned Category; defrag_per_frame_count; ; Default:1
Unassigned Category; disable_battle_morale; ; Default:0
Unassigned Category; disable_prebattle_speeches; ; Default:1
Unassigned Category; dump_buffer_usage_stats; ; Default:0
Unassigned Category; enable_foam_test; ; Default:1
Unassigned Category; enable_stencil_clear; ; Default:1
Unassigned Category; force_out_of_video_memory_at; ; Default:0
Unassigned Category; force_total_video_memory; ; Default:0
Unassigned Category; force_unit_imposters; ; Default:0
Unassigned Category; g_deep_choppy_scale; ; Default:10
Unassigned Category; g_deep_dispersion_scale; ; Default:3
Unassigned Category; g_deep_fold_scale; ; Default:0.4
Unassigned Category; g_deep_phillips_constant; ; Default:8e-010
Unassigned Category; g_deep_regen; ; Default:1
Unassigned Category; g_deep_smallwaves_cutoff; ; Default:1500
Unassigned Category; g_deep_wind_dependency; ; Default:0.4
Unassigned Category; g_deep_wind_dir_x; ; Default:1
Unassigned Category; g_deep_wind_dir_y; ; Default:0
Unassigned Category; g_deep_wind_speed; ; Default:32
Unassigned Category; g_shallow_choppy_scale; ; Default:1
Unassigned Category; g_shallow_dispersion_scale; ; Default:2
Unassigned Category; g_shallow_fold_scale; ; Default:0.02
Unassigned Category; g_shallow_phillips_constant; ; Default:8e-010
Unassigned Category; g_shallow_regen; ; Default:1
Unassigned Category; g_shallow_smallwaves_cutoff; ; Default:1500
Unassigned Category; g_shallow_wind_dependency; ; Default:0.8
Unassigned Category; g_shallow_wind_dir_x; ; Default:1
Unassigned Category; g_shallow_wind_dir_y; ; Default:0
Unassigned Category; g_shallow_wind_speed; ; Default:10
Unassigned Category; g_water_repeat_time; ; Default:5
Unassigned Category; hdr_gametime; ; Default:0
Unassigned Category; imposter_min_offset; ; Default:1
Unassigned Category; load_campaign_trees; ; Default:1
Unassigned Category; out_of_video_memory; ; Default:0
Unassigned Category; quadtree_disable_cache; ; Default:0
Unassigned Category; r_deep_waves_scale; ; Default:4
Unassigned Category; r_deep_waves_scale_xz; ; Default:8
Unassigned Category; r_shallow_waves_scale; ; Default:4
Unassigned Category; r_shallow_waves_scale_xz; ; Default:4
Unassigned Category; render_campaign_trees; ; Default:1
Unassigned Category; render_clouds; ; Default:1
Unassigned Category; render_debug_lines; ; Default:0
Unassigned Category; render_enable_draw; ; Default:1
Unassigned Category; render_imposters; ; Default:1
Unassigned Category; render_skip_disabled_techniques; ; Default:1
Unassigned Category; render_skydome; ; Default:1
Unassigned Category; render_stats_ui; ; Default:0
Unassigned Category; render_tree_bounds; ; Default:0
Unassigned Category; reset_max_map_count; ; Default:0
Unassigned Category; save_deferred_fog; ; Default:0
Unassigned Category; save_deferred_lighting; ; Default:0
Unassigned Category; save_envmap; ; Default:0
Unassigned Category; save_skymap; ; Default:0
Unassigned Category; show_campaign_selection_bounds; ; Default:0
Unassigned Category; simulation_patch_meters; ; Default:1000
Unassigned Category; skip_all_autoresolver_battles; ; Default:0
Unassigned Category; skip_model_shadow; ; Default:0
Unassigned Category; sky_hdr_scaler; ; Default:1
Unassigned Category; spatial_system_ray_intersection_visualiser; ; Default:0
Unassigned Category; tbb_update_cloud_instances_grain_size; ; Default:40
Unassigned Category; validate_commit_changes; ; Default:0
Unit xp; XP_GROWTH_RATE; The curve increase is defined by this value; Default:0.35
Unit xp; XP_GROWTH_SCALAR; The curve increase is multiplied by this value; Default:1.25
VFS; exclude_pack_files; Toggle the inclusion or exclusion of pack files from the VFS.; Default:0
VFS; load_pack_files; At startup, the pack files are scanned and loaded. Set to false to prevent this.; Default:1
VFS; max_async_file_requests; ; Default:120
VFS; max_async_files_reserve; ; Default:10
VFS; max_premapped_blocks_reserve; ; Default:8
VFS; max_premapped_files_per_block_reserve; ; Default:4096
VFS; perform_preindexed_filecheck; Set/reset the collection of unpacked files for file_exists calls (default true); Default:1
VFS; use_vfs_cacheing; Turn on the scoped VFS caches; Default:1
VFS; vfs_overloading_folder; folder that overloads all file access; Default:
Vehicle Display; DRAW_VEHICLE_DEBUG_LINES; Do we want to draw boxes around vehicle pieces; Default:0
all; AGENT_INDICATOR_ARMY_OFFSET_FROM_EACHOTHER_Z; ; Default:0.42
all; AGENT_INDICATOR_ARMY_OFFSET_X; ; Default:-0.75
all; AGENT_INDICATOR_ARMY_OFFSET_Y; ; Default:0
all; AGENT_INDICATOR_ARMY_OFFSET_Z; ; Default:2.8
all; AGENT_INDICATOR_FACTION_OFFSET_Z; ; Default:2.2
all; AGENT_INDICATOR_FACTION_SCALE; ; Default:1.75
all; AGENT_INDICATOR_NAVY_OFFSET_FROM_EACHOTHER_Z; ; Default:0.42
all; AGENT_INDICATOR_NAVY_OFFSET_X; ; Default:0.9
all; AGENT_INDICATOR_NAVY_OFFSET_Y; ; Default:0.3
all; AGENT_INDICATOR_NAVY_OFFSET_Z; ; Default:2.5
all; AGENT_INDICATOR_OFFSET_FROM_EACHOTHER_SETTLEMENT_OFFSET_Z; Settlement agent indicator separation on Z; Default:0.42
all; AGENT_INDICATOR_OFFSET_FROM_EACHOTHER_UNOCCUPIED_SETTLEMENT_OFFSET_Z; Unoccupied settlement agent indicator separation on Z; Default:0.42
all; AGENT_INDICATOR_SETTLEMENT_OFFSET_X; Settlement agent indicator x offset; Default:-0.7
all; AGENT_INDICATOR_SETTLEMENT_OFFSET_Y; Settlement agent indicator y offset; Default:0
all; AGENT_INDICATOR_SETTLEMENT_OFFSET_Z; Settlement agent indicator z offset; Default:5.1
all; AGENT_INDICATOR_SETTLEMENT_SCALE; Settlement agent indicator x offset; Default:0.8
all; AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_X; Unoccupied settlement agent indicator x offset; Default:-0.3
all; AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_Y; Unoccupied settlement agent indicator y offset; Default:0
all; AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_Z; Unoccupied settlement agent indicator z offset; Default:3.2
all; AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_SCALE; Unoccupied settlement agent indicator x offset; Default:1.3
all; ARMY_FLAG_SCALE; Flag scale for an army; Default:1
all; ARMY_FLAG_WIND_STRENGTH; Flag wind strength; Default:0.2
all; ARMY_FLAG_Y_OFFSET; Y offset for an army; Default:0.4
all; COMMAND_STAR_ARMY_OFFSET_FROM_EACHOTHER_Z; ; Default:0.35
all; COMMAND_STAR_ARMY_OFFSET_X; ; Default:0.9
all; COMMAND_STAR_ARMY_OFFSET_Y; ; Default:0
all; COMMAND_STAR_ARMY_OFFSET_Z; ; Default:2.3
all; COMMAND_STAR_ARMY_SCALE; ; Default:0.6
all; COMMAND_STAR_NAVY_OFFSET_FROM_EACHOTHER_Z; ; Default:0.35
all; COMMAND_STAR_NAVY_OFFSET_X; ; Default:0.6
all; COMMAND_STAR_NAVY_OFFSET_Y; ; Default:0
all; COMMAND_STAR_NAVY_OFFSET_Z; ; Default:1.95
all; FLAG_ALPHA_BLEND_END; FLAG_ALPHA_BLEND_END; Default:2
all; FLAG_ALPHA_BLEND_START; FLAG_ALPHA_BLEND_START; Default:5
all; FLAG_AND_INDICATOR_MASTER_SCALE; Master scale; Default:1
all; FRONTEND_BACKDROP_BUILDING_LOD_THRESHOLD; ; Default:0
all; FRONTEND_BACKDROP_MAX_TREE_SCALE; ; Default:1.2
all; FRONTEND_BACKDROP_MIN_TREE_SCALE; ; Default:0.8
all; NAVY_FLAG_SCALE; Flag scale for a navy; Default:1
all; NAVY_FLAG_WIND_STRENGTH; Flag wind strength; Default:0.2
all; NAVY_FLAG_Y_OFFSET; Y offset for a navy; Default:0.4
all; OCCUPIED_SETTLEMENT_FLAG_SCALE; Flag scale for an occupied settlement; Default:1
all; OCCUPIED_SETTLEMENT_FLAG_Y_OFFSET; Y offset for an occupied settlement; Default:0.5
all; SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z; SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z; Default:2
all; SETTLEMENT_FLAG_WIND_STRENGTH; Flag wind strength; Default:0.15
all; SETTLEMENT_FLAG_X_OFFSET; X flag offset for a settlement; Default:0
all; SETTLEMENT_FLAG_Z_OFFSET; Z flag offset for a settlement; Default:0
all; SLOT_CAN_CONSTRUCT_OFFSET_Z; SLOT_CAN_CONSTRUCT_OFFSET_Z; Default:1.6
all; SLOT_FLAG_SCALE; Flag scale for a slot; Default:0.3
all; SLOT_FLAG_WIND_STRENGTH; Flag wind strength; Default:0.15
all; SLOT_FLAG_X_OFFSET; X flag offset for a Slot; Default:0
all; SLOT_FLAG_Y_OFFSET; Y flag offset for a Slot; Default:-0.3
all; SLOT_FLAG_Z_OFFSET; Z flag offset for a Slot; Default:0
all; TRANSPORTED_ARMY_FLAG_WIND_STRENGTH; Flag wind strength; Default:0.2
all; UNOCCUPIED_SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z; UNOCCUPIED_SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z; Default:1.6
all; UNOCCUPIED_SETTLEMENT_FLAG_SCALE; Flag scale for an unoccupied settlement; Default:1
all; debug_female_chance_to_spawn; What is the chance in percents to spawn a female, used for testing; Default:-1
all; force_frontend_backdrop_season; ; Default:random
all; map_image_region_colour_opacity; ; Default:160
all; map_zoom_increment; ; Default:1
all; map_zoom_speed; ; Default:0.5
all; max_ancillaries; How many ancillaries a character can have at any one time; Default:3
all; max_traits; Define how many traits a character can have at any one time; Default:6
all; region_growth_display_max; ; Default:5
all; region_happiness_display_max; ; Default:20
all; region_wealth_display_max; ; Default:5000
battle abilities; use_prototype_spells; do we want to prototype some spells; Default:0
battle bombard manager; barrage_arrival_time_sec; how long it takes for a bombard to arrive on the battlefield; Default:2
battle bombard manager; barrage_radius; how wide the area of effect is for barrages; Default:16
battle bombard manager; bombard_recharge_time_sec; how long it takes for a bombard to be ready; Default:2
battle bombard manager; draw_debug_bombard; for testing, draw debug lines; Default:0
battle bombard manager; inaccurate_mode_radius_ratio_increase; how much should the bombard circle be extendded if set to inaccurate mode; Default:3
battle bombard manager; projectile_spawn_height; how high should the projectiles spawn from; Default:250
battle bombard manager; ranging_shot_arrival_time_sec; how long it takes for a bombard to arrive on the battlefield; Default:0.1
battle bombard manager; shells_per_barrage; how many shells are spawned per barrage; Default:8
battle bombard manager; use_debug_bombard_settings; for testing, use basic settings (independant of battle type); Default:0
battle camera; BATTLE_CAMERA_EDGE_SCROLL_BORDER_BOTTOM; Distance from bottom edge of screen before camera scroll triggered; Default:0.01
battle camera; BATTLE_CAMERA_EDGE_SCROLL_BORDER_LEFT; Distance from left edge of screen before camera scroll triggered; Default:0.01
battle camera; BATTLE_CAMERA_EDGE_SCROLL_BORDER_RIGHT; Distance from right edge of screen before camera scroll triggered; Default:0.01
battle camera; BATTLE_CAMERA_EDGE_SCROLL_BORDER_TOP; Distance from top edge of screen before camera scroll triggered; Default:0.01
battle camera; BATTLE_CAMERA_EDGE_SCROLL_DEBUG_BORDER; If true, debug lines drawn to show scroll borders so easier to determine when will hit; Default:0
battle camera; BATTLE_CAMERA_EDGE_SCROLL_DELAY_BOTTOM; Delay before camera starts scrolling after mousing over bottom scroll border; Default:0
battle camera; BATTLE_CAMERA_EDGE_SCROLL_DELAY_LEFT; Delay before camera starts scrolling after mousing over left scroll border; Default:0
battle camera; BATTLE_CAMERA_EDGE_SCROLL_DELAY_RIGHT; Delay before camera starts scrolling after mousing over right scroll border; Default:0
battle camera; BATTLE_CAMERA_EDGE_SCROLL_DELAY_TOP; Delay before camera starts scrolling after mousing over top scroll border; Default:0
battle camera; BATTLE_CAMERA_SMOOTHING_DECAY; Determines smoothing decay for battle camera (should be negative number); Default:-15
battle setup; sp_lobby_enable_reinforcements; Set true to have extra armies come on as reinforcement; Default:0
battle setup; sp_lobby_reinforcement_0_angle_deg; Set the approach angle in degrees for the first reinforcement army; Default:0
battle setup; sp_lobby_reinforcement_1_angle_deg; Set the approach angle in degrees for the second reinforcement army; Default:0
battle setup; sp_lobby_reinforcement_2_angle_deg; Set the approach angle in degrees for the third reinforcement army; Default:0
battle ui; ALLIANCE_COLOUR_ALLY; Determines colour used for allys alliance; Default:0.333333 0.686275 0.901961
battle ui; ALLIANCE_COLOUR_DESTROYED; Determines colour used for destroyed alliance; Default:0.501961 0.501961 0.501961
battle ui; ALLIANCE_COLOUR_ENEMY; Determines colour used for enemys alliance; Default:0.768627 0.0784314 0
battle ui; ALLIANCE_COLOUR_NEUTRAL; Determines colour used for neutral alliance; Default:1 1 1
battle ui; ALLIANCE_COLOUR_PLAYER; Determines colour used for players alliance; Default:1 0.72549 0
battle ui; FORCE_REALISM_MODE; Forces realism mode to be on; Default:0
battle; TACTICAL_MAP_DOUBLE_CLICK_THRESH_MS; determines time in ms as what counts as double click for tactical toggle; Default:500
battle; TACTICAL_MAP_DRAG_SPEED; how quick mbutton dragging moves camera; Default:4
battle; TACTICAL_MAP_FACE_CURRENT_DIRECTION; if true, camera direction will be in direction battle camera was in. Otherwise always faces 'north' so like radar; Default:1
battle; TACTICAL_MAP_FAR_PLANE; far plane distance; Default:10000
battle; TACTICAL_MAP_HEIGHT_MOVE_WEIGHT; how much impact height has on movement speed (the higher the bigger impact); Default:0.01
battle; TACTICAL_MAP_HEIGHT_ZOOM_WEIGHT; how much impact height (size of map in this case) has on zoom speed (the higher the bigger impact); Default:1000
battle; TACTICAL_MAP_HELD_THRESH_MS; determines time in ms as what counts as holding down tactical toggle (to avoid flicker when double tapping); Default:100
battle; TACTICAL_MAP_IS_MOVEABLE; if true, allows to control camera movement with wasd/mouse scroll; Default:1
battle; TACTICAL_MAP_LIGHTING_USE_FILE; if true, lighting will use lighting file. Otherwise will use main lighting settings but with fog disabled; Default:0
battle; TACTICAL_MAP_LIGHT_CHANGE_DURATION_MS; how long takes for lighting setting to change (fog to clear); Default:1000
battle; TACTICAL_MAP_LOAD_TRANSITION_DURATION_S; how long loading screen camera pan takes in secs; Default:6
battle; TACTICAL_MAP_MAX_HEIGHT; used to define max height can zoom out (used for e3 so couldnt zoom out fully); Default:99999
battle; TACTICAL_MAP_MAX_HEIGHT_TWEAK; extra height added onto height calculated can see whole battlefield; Default:100
battle; TACTICAL_MAP_MIN_HEIGHT; how much can zoom in when moveable, value is distance from highest point on map can zoom into; Default:400
battle; TACTICAL_MAP_MOVE_SPEED_MULITPLIER; how quick moves with wasd in tac map; Default:4
battle; TACTICAL_MAP_NEAR_PLANE; near plane distance; Default:50
battle; TACTICAL_MAP_ROTATE_SPEED; how fast rotates; Default:0.1
battle; TACTICAL_MAP_SCROLL_SPEED; how much scroll changes height when zoom; Default:100
battle; TACTICAL_MAP_SCROLL_THRESHOLD; determines how much have to scroll to enable tacmap; Default:10
battle; TACTICAL_MAP_SCROLL_TRANSITION_ENABLED; when enabled, will autotransition tacmap in and out when using mouse wheel to scroll; Default:0
battle; TACTICAL_MAP_SMOOTHING_DECAY; determines smoothing applied to tacmap movement; Default:-8
battle; TACTICAL_MAP_STARTS_LOW; if true, camera starts at most zoomed point; Default:0
battle; TACTICAL_MAP_TRANSITION_DURATION_S; how long camera pan takes in secs; Default:0.5
battle; TACTICAL_MAP_TRANSITION_IS_INSTANT; if true, no camera pans, just instant; Default:0
battle; TACTICAL_MAP_ZOOM_TO_CURSOR; if true, camera zooms towards cursor, otherwise zooms straight down; Default:1
battle_ai; AI_FORCE_ATTACK_PLAN; Forces the AI to go on the attack and forego any analysis of its own; Default:0
battle_ai; AI_FORCE_DEFENCE_PLAN; Forces the AI to go on the defence and forego any analysis of its own; Default:0
battle_ai; AI_FORCE_WITHDRAW_PLAN; Forces the AI to withraw and forego any analysis of its own; Default:0
battle_ai; BATTLE_AI_EXCLUSIVE; AI versus AI (no manual player control); Default:0
battle_ai; BATTLE_AI_INVERT; Inversely defaults the AI-controlled force to be the 'other' one; Default:0
battle_ai; BATTLE_AI_LOG_MELEE; Spools Melee Manager decision-making. WARNING - May cripple the frame-rate!; Default:0
battle_ai; allow_ai_deployment; Setting this to false would make the ai armies use deployment.; Default:1
battle_bombard_manager; bombard_time_frame_sec; the timeframe duration a shell could arrive within; Default:6
battle_log; BATTLE_LOG_DEBUGDRAW; Enables rendering of the Battle Log Messages to the display in world-space; Default:0
battle_log; BATTLE_LOG_SPOOL; Enables spooling output of Battle Log Messages; Default:0
battle_logic; BATTLE_TERRAIN_DISPLAY_DEPLOYMENT_AREA_HEIGHT; The height of the coloured deployment spline; Default:4
battle_logic; BERSERK_KILL_RATIO; how many kills to we have to make to go berserk (relative to our numbers); Default:0.35
battle_logic; BERSERK_TICK_TIMEOUT; how long do we wait before berserk times-out; Default:100
battle_logic; CANTABRIAN_DISTANCE_TO_SKIRMISH_AWAY; How far away should the circle be palces if the unit is in skirmish interrupt; Default:5
battle_logic; CANTABRIAN_MAXIMUM_RADIUS; What is the absolute maximum size of the circle; Default:28
battle_logic; CANTABRIAN_MINIMUM_RADIUS; What is the absolute minimum size of the circle; Default:9
battle_logic; CANTABRIAN_MIN_MOVE_AWAY_DISTANCE; Should the unit use it's own position to updated the desired position; Default:2
battle_logic; CANTABRIAN_NEW_MOVE; Should we use the new movement mode; Default:1
battle_logic; CANTABRIAN_NO_FIRE; Don't fire your weapons; Default:0
battle_logic; CANTABRIAN_RADIUS_RATIO_TO_MEN; How fast should the cantabrian circle increase each frame; Default:0.7
battle_logic; CANTABRIAN_ROTATE_INCREASE_EACH_FRAME; How fast should the cantabrian circle increase each frame; Default:0.4
battle_logic; CANTABRIAN_ROTATION_SKIRMISH_RATIO; How much faster should the circle rotate while in skirmish interrupt; Default:1.1
battle_logic; CANTABRIAN_SINE_WAVE_AMPLITUDE; If we're using a sin wave to move around the circle, what's it's amplitude; Default:1.5
battle_logic; CANTABRIAN_SINE_WAVE_FREQUENCY; If we're using a sin wave to move around the circle, what's it's frequency; Default:100.01
battle_logic; CANTABRIAN_SKIRMISH_RADIAN_INCREASE; How much extra should we increase each frame(during skirmish); Default:0.04
battle_logic; CANTABRIAN_SPEED_RUN; Should we run when in Cantabrian circle; Default:1
battle_logic; CANTABRIAN_UPDATE_POSITION; Should the unit use it's own position to updated the desired position; Default:1
battle_logic; CANTABRIAN_USE_SINE_OFFSET; Should we add a sin wave offset to the position; Default:1
battle_logic; DEBUG_FIELD_WALLS; Add debug lines for field walls; Default:0
battle_logic; DEBUG_SKIRMISH_INTERRUPT; Do we want debug lines (where available) for skirmish; Default:0
battle_logic; DEPLOYMENT_AREA_DISTANCE_BETWEEN_FLAGS; The distance bewtween the flags showing deployment areas; Default:10
battle_logic; DEPLOYMENT_AREA_DRAW_FLAGS; Draw flags around deployment zones; Default:0
battle_logic; DEPLOYMENT_AREA_DRAW_SPLINES; Draw old deployment splines; Default:1
battle_logic; DRAW_ALL_CANTABRIAN_DESTINATIONS; Should we draw loadsa destinations for the men in a unit; Default:1
battle_logic; DRAW_CANTABRIAN_DESTINATIONS; Should we draw destinations for the men in a unit; Default:0
battle_logic; ENRAGED_LEAVE_RATIO; the relative ratio at which we leave berserk; Default:0.75
battle_logic; ENRAGED_THRESHOLD; How many amok points we need to accrue to run amok (per entity); Default:60
battle_logic; ENRAGED_UPDATE_POINTS_LOSS; the amount of rage points we lose when cooling off; Default:5
battle_logic; EZ_SENTINAL_RANGE; The range between each set of deployable exclusion zones; Default:6.25
battle_logic; FORCE_CAPTURE_LOCATIONS_VICTORY; In the event that a map has capture locations and this is set; set the victory type to capturing the majority of locations; Default:0
battle_logic; MELEE_ATTACK_THRESHOLD_MINIMUM; minimum value that MELEE_ATTACK_THRESHOLD_MODIFIER is clamped to; Default:4
battle_logic; MELEE_ATTACK_THRESHOLD_MODIFIER_IDLE; modifier applied to the number of entities in a unit to calculate how many entities have to be in combat to react - when the unit is idle; Default:0.25
battle_logic; MELEE_ATTACK_THRESHOLD_MODIFIER_ORDERED; modifier applied to the number of entities in a unit to calculate how many entities have to be in combat to react - when the unit is idle; Default:0.05
battle_logic; NO_CANTABRIAN_INCREMENT; Should we not rotate the men in a cantabrian circle; Default:0
battle_logic; OP_RAGE_INFO; Debug output rage values; Default:0
battle_logic; RAGE_DIRECTION_UPDATE_INTERVAL; means that all of the units have been updated once in x tick time; Default:100
battle_logic; SHOW_VALIDATE_TARGET_TESTS; draw debug lines for fire tests; Default:0
battle_logic; SKIRMISH_BUFFER_TIME; the extra buffer time to add to skirmishing whilst being chased; Default:6
battle_logic; SKIRMISH_COLLISION_TIME; the time to forward predict being hit; to start skirmishing; Default:10
battle_logic; THROW_TORCHES_DOCKING_PUSH_IN_RATIO; we request to intercept slightly closer, so there'll be a re-intercept if at max range; Default:0.75
battle_logic; THROW_TORCHES_INTERCEPT_PUSH_IN_RATIO; we request to intercept slightly closer, so there'll be a re-intercept if at max range; Default:0.75
battle_logic; VS_ELEPHANT_DAMAGE_RATIO; how much extra rage do projectiles with damage vs elephants cause (relative to their extra damage); Default:3
battle_logic; ability_stance_tracking_duration; How many ticks does an ability stance stay tracked; Default:100
battle_logic; turn_off_defensibles_shooting; This is a dev only command, where defensible won't shoot; Default:0
battle_logic; use_accurate_spatial_query_check; should we use the OBB for testing?; Default:1
battle_logic; use_autotrigger_abilities; Use the prototype for autotriggering of abilities; Default:1
battle_replay; ALWAYS_SAVE_BATTLE_REPLAY; Ensures that even in Final Release Builds a battle replay is saved; Default:0
battle_replay; BATTLE_REPLAY_TIMESTAMP; Appends the battle replay filename with the date/time to prevent future overwriting; Default:0
building_destruction_anims; building_destruction_anims; building_destruction_anims are loaded up and played; Default:1
building_destruction_emitters; building_destruction_emitters; building_destruction_emitters are loaded up and played; Default:1
buoyancy; MIN_FLOODED_DISPLAY_VALUE; ship flooded display; Default:0.3
buoyancy; SHIP_FLOODED_DISPLAY_SCALAR; ship flooded display; Default:10.5
buoyancy; downflow_rate; Rate of flow of water downwards; Default:0.5
buoyancy; intake_rate; Rate of intake of water through a 1 metre breach; Default:0.5
buoyancy; upflow_rate; Rate of flow of water upwards; Default:0.1
cai; CAI_BDI_COMPLETION_REPORTER_PRIORITY; On related component completion reports this to the console.; Default:10000
cai; CAI_BDI_WORLD_AND_ANALYSIS_BELIEF_PRIORITY; Externally managed world and analysis elements are system 'beliefs', these are considered at this arbitrary priority; Default:100
cai; CAI_DIPLOMACY_NEGOTIATION_DISPLAYED_LIKELIHOOD_THRESHOLD_HIGH; Deals above this value will be displayed as likely to be accepted; Default:4
cai; CAI_DIPLOMACY_NEGOTIATION_DISPLAYED_LIKELIHOOD_THRESHOLD_LOW; Deals below this value will be displayed as unlikely to be accepted; Default:-4
cai; CAI_MAXIMUM_NUMBER_OF_ROUNDS_TO_RETAIN_GOAL_FAILURE_MEMORY; Length of failed goal memory in rounds. anything older than this is removed; Default:10
cai; CAI_MILITARY_GENERATOR_EXPLORATION_BIAS; Exploration bias of the military generator MCTS search; Default:0.5
cai; CAI_MILITARY_GENERATOR_HEURISTIC_BIAS; Heuristic bias of the military generator MCTS search; Default:1
cai; CAI_MILITARY_GENERATOR_RANDOM_BIAS; Random bias of the military generator MCTS search; Default:0.4
cai; CAI_MILITARY_GENERATOR_SIZE_PENALTY; Score penalty for recruiting less than the requested amount of units in the military generator MCTS search; Default:0.5
cai; CAI_STRENGTH_AUTORESOLVER_TEST; Controls whether autoresolver bonuses & personality parameters that affect attack chance are disabled for testing.; Default:0
camera; CAMPAIGN_CAMERA_FAR_Z; Sets the far plane distance of the campaign camera; Default:500
camera; CAMPAIGN_CAMERA_FOV; Sets the field of view angle of the campaign camera; Default:1.2
camera; CAMPAIGN_CAMERA_HEIGHTMAP_ENABLED; Does the campaign camera use the heightmap png to adjust its height to the terrain?; Default:1
camera; CAMPAIGN_CAMERA_MAXIMUM_DISTANCE; Sets the distance from the campaign camera to the target when fully zoomed out; Default:50
camera; CAMPAIGN_CAMERA_MAXIMUM_DISTANCE_HIGHER; Sets the distance from the campaign camera to the target when fully zoomed out; Default:68
camera; CAMPAIGN_CAMERA_MAXIMUM_DISTANCE_LOWER; Sets the distance from the campaign camera to the target when fully zoomed out; Default:50
camera; CAMPAIGN_CAMERA_MAXIMUM_TILT_ANGLE; Sets the maximum tilt angle of the campaign camera relative to -y; Default:1.15
camera; CAMPAIGN_CAMERA_MINIMUM_DISTANCE; Sets the distance from the campaign camera to the target when fully zoomed in; Default:8
camera; CAMPAIGN_CAMERA_MINIMUM_TILT_ANGLE; Sets the minimum tilt angle of the campaign camera relative to -y; Default:0.15
camera; CAMPAIGN_CAMERA_NEAR_Z; Sets the near plane distance of the campaign camera; Default:1
camera; CAMPAIGN_CAMERA_PAN_SPEED; Sets the pan speed of the campaign camera; Default:50
camera; CAMPAIGN_CAMERA_SMOOTHING_DECAY; Determines smoothing decay for campaign camera (should be negative number); Default:-10
camera; CAMPAIGN_CAMERA_TACTICAL_TRANSITION_DURATION; Duration in seconds tactical map transition lasts; Default:0.5
camera; CAMPAIGN_CAMERA_TILT_SPEED; Sets the tilt speed of the campaign camera; Default:100
camera_speed; CAMERA_SPEED; camera_speed; Default:1.5
campaign debug ui; CAMPAIGN_TELEPORT_ACTIVE; When active teleport mode will be enabled by default (this is for userscript not console; Default:0
campaign; pass_all_ancillaries; pass_all_ancillaries; Default:0
campaign; pass_all_traits; pass_all_traits; Default:0
campaign_dynamic_resource_tweakers; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_0; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_0; Default:85
campaign_dynamic_resource_tweakers; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_1; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_1; Default:90
campaign_dynamic_resource_tweakers; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_2; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_2; Default:95
campaign_dynamic_resource_tweakers; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_3; AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_3; Default:100
campaign_dynamic_resource_tweakers; AREA_PERCENT_FULL_THRESHOLD_LEVEL_1; AREA_PERCENT_FULL_THRESHOLD_LEVEL_1; Default:90
campaign_dynamic_resource_tweakers; AREA_PERCENT_FULL_THRESHOLD_LEVEL_2; AREA_PERCENT_FULL_THRESHOLD_LEVEL_2; Default:95
campaign_dynamic_resource_tweakers; AREA_PERCENT_FULL_THRESHOLD_LEVEL_3; AREA_PERCENT_FULL_THRESHOLD_LEVEL_3; Default:100
campaign_dynamic_resource_tweakers; CHANCE_TO_DEVELOP_NEW_HEX; CHANCE_TO_DEVELOP_NEW_HEX; Default:100
campaign_dynamic_resource_tweakers; CHANCE_TO_OPEN_EXPLORATION_POINT; CHANCE_TO_OPEN_EXPLORATION_POINT; Default:10
campaign_dynamic_resource_tweakers; HEX_DEVELOPED_EXPLORATION_POINT_CHANCE_INCREASE; HEX_DEVELOPED_EXPLORATION_POINT_CHANCE_INCREASE; Default:5
campaign_dynamic_resource_tweakers; HEX_DEVELOPED_HEX_DEVELOPMENT_CHANCE_REDUCTION; HEX_DEVELOPED_HEX_DEVELOPMENT_CHANCE_REDUCTION; Default:5
campaign_dynamic_resource_tweakers; NEW_AREA_CHANCE; NEW_AREA_CHANCE; Default:10
campaign_dynamic_resource_tweakers; NEW_AREA_CHANCE_WITH_NO_OPEN_AREAS_INCREASE; NEW_AREA_CHANCE_WITH_NO_OPEN_AREAS_INCREASE; Default:75
campaign_dynamic_resource_tweakers; NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MAX; NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MAX; Default:8
campaign_dynamic_resource_tweakers; NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MIN; NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MIN; Default:4
campaign_ninja_rank_up_tick; campaign_general_rank_up_tick; campaign_ninja_rank_up_tick; Default:12
campaign_ninja_rank_up_tick; campaign_ninja_rank_up_tick; campaign_ninja_rank_up_tick; Default:16
capture points; force_generate_win_on_timeout_capture_location; forces the generation of a win on timeout capture location; Default:0
check_cross_frame_dependencies; check_for_cross_frame_dependencies; ; Default:0
cindy; cindy_draw_handles; cindy_draw_handles; Default:0
cindy_smooth_parameter; cindy_smoothing_parameter; cindy_smooth_parameter; Default:0.3
cinematic_editor; CINDY_ENABLE_BOX_RENDER; CINDY_ENABLE_BOX_RENDER; Default:0
cinematic_editor; CINDY_OFFSET_MULTIPLIER; CINDY_OFFSET_MULTIPLIER; Default:0
climbing; min_gradient_for_climbing; ; Default:-0.2
combat witness; COMBAT_WITNESS_CHAINING_SELECTION_BIAS; selection weight bias for chaining animations; Default:0.1
combat witness; COMBAT_WITNESS_CHAIN_PROBABILITY; probability of allowing chaining attacks; Default:1
combat witness; COMBAT_WITNESS_DISMEMBER_SELECTION_BIAS; selection weight bias for dismembering animations; Default:0.2
combat witness; COMBAT_WITNESS_DURATION_WEIGHT_THRESHOLD; matched combat duration threshold above which selection weight will be reduced; Default:2
combat witness; COMBAT_WITNESS_NAVAL_SKIP_NON_KILL_PROBABILITY; probability of skipping non-killing animations for naval boarding; Default:0.8
combat witness; COMBAT_WITNESS_RADIUS_WEIGHT_THRESHOLD; matched combat radius threshold above which selection weight will be reduced; Default:1
combat witness; COMBAT_WITNESS_RESTRICT_SPACE; restrict space available for matched combat; Default:1
combat witness; COMBAT_WITNESS_USE_FLEEING_MATCHED_COMBAT; use matched combat against fleeing enemy; else use motion syncher; Default:0
combat witness; combat_witness_assert_no_animation; assert when no matched combat or syncher animations are found; Default:0
combat witness; combat_witness_kill_without_animation; kill when no matched combat or syncher animations are found; Default:0
command_responsiveness_timing_output_unit_id; command_responsiveness_timing_output_unit_id; command_responsiveness_timing_output_unit_id; Default:-1
decal; DECAL_MIN_PROJECTILE_SPEED; min projectile speed to trigger decal; Default:2
enable_rendered_visibility; enable_rendered_visibility; enable_rendered_visibility; Default:1
entity display; ALL_UNITS_VISIBLE; all units visible; Default:0
entity display; ENTITY_FIREARC_COLOUR; Colour of firearcs; Default:0.784314 0 0
entity display; ENTITY_LOD_OVERRIDE; use explicit lod distances from tweakers; Default:0
entity display; FACIAL_ANIMATION_DISTANCE; facial animation distance; Default:10
entity display; FOOTSTEP_VFX_DISTANCE; footstep vfx distance; Default:25
entity display; HANDS_ANIMATION_DISTANCE; hands animation distance; Default:10
entity display; HUGE_IMPOSTER_DISTANCE; huge imposter distance; Default:1000
entity display; HUGE_SHARED_POSE_DISTANCE; huge shared pose distance; Default:500
entity display; IMPOSTER_FOV_SCALE; imposter fov scale; Default:1
entity display; LARGE_IMPOSTER_DISTANCE; large imposter distance; Default:250
entity display; LARGE_SHARED_POSE_DISTANCE; large shared pose distance; Default:75
entity display; MEDIUM_IMPOSTER_DISTANCE; medium imposter distance; Default:150
entity display; MEDIUM_SHARED_POSE_DISTANCE; medium shared pose distance; Default:50
entity display; NO_VARIANT_DISTANCE; no variant distance; Default:100
entity display; SHIP_MARKER_HEIGHT_OFFSET; height offset for ship mouseover/selection markers; Default:0.8
entity display; SHIP_MARKER_PADDING; how much larger than ships width/length we make ship mouseover/selection markers (so not so close to ship as cant see); Default:10
entity display; SHOW_ENEMY_UI_SPLINES; when true splines for enemy units will be registered so can see their ui when switching armies; Default:0
entity display; SHOW_PRECURSOR_FIREARCS; if true, firearcs will be shown for precursor units; Default:0
entity display; SMALL_IMPOSTER_DISTANCE; small imposter distance; Default:100
entity display; SMALL_SHARED_POSE_DISTANCE; small shared pose distance; Default:50
entity display; render_entities; force-disable entity display; Default:1
entity man tracker; ALWAYS_OVERRIDE_FACIAL_ANIMATION; always override facial animation regardless of camera distance; Default:0
entity man tracker; HEAD_TRACKING; enable head tracking; Default:1
environment variable; adc_enabled; Determines if aide de camp is enabled; Default:1
environment variable; advisor_mode; Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both; Default:2
environment variable; app_multirun; Allow multiple instances of the application; Default:0
environment variable; audio_mute_in_background; Mute game audio when not in focus; Default:1
environment variable; audio_quality; 0 = high(default), 1 = low; Default:0
environment variable; audio_sink_type; 0 = detect, 1 = XAudio2, 2 = DirectSound; Default:0
environment variable; audio_speaker_configuration; 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1; Default:0
environment variable; automanage_regions; Let the AI manage taxes etc in players regions; Default:0
environment variable; autoresolve_difficulty; Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy; Default:0
environment variable; autosave_to_disk_and_cloud; Save a copy of autosaves to the cloud; Default:0
environment variable; batter_meter; Show battery status; Default:1
environment variable; battle_advice_level; Sets advice level in the battle game; Default:2
environment variable; battle_camera_decrease_min_distance; Makes the battle camera to go down even more; Default:1
environment variable; battle_camera_increase_max_distance; Makes the battle camera to go up even more; Default:1
environment variable; battle_camera_shake_enabled; Enable battle camera shake effects; Default:1
environment variable; battle_difficulty; Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy; Default:0
environment variable; battle_left_click_drag_move_delay; Number of seconds have to have mouse clicked down still on unit before initiates a left click drag action (as some people who use drag select a lot prefer to have a delay, but the delay makes the move less responsive obviously); Default:0
environment variable; battle_realism_mode; Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera; Default:0
environment variable; battle_time_limit; Sets the time (in minutes) for each battle. -1 for unlimited; Default:60
environment variable; bink_use_thread; tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true); Default:1
environment variable; browser_window_height_scale; browser windows dimensions on screen; Default:1.05251
environment variable; browser_window_pos_x; browser windows position on screen; Default:788
environment variable; browser_window_pos_y; browser windows position on screen; Default:72
environment variable; browser_window_width_scale; browser windows dimensions on screen; Default:1.5
environment variable; camera_move_speed; Set camera movement speed; Default:100
environment variable; camera_turn_speed; Set camera turn speed; Default:5
environment variable; campaign_advice_level; Sets advice level in the campaign game; Default:2
environment variable; campaign_camera_edge_scroll_delay; Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement.; Default:0.2
environment variable; campaign_camera_increase_max_distance; Campaign camera can go up even more; Default:1
environment variable; campaign_difficulty; Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy; Default:0
environment variable; campaign_tick_pause; Set default for if the model should tick for campaign; Default:0
environment variable; campaign_time_limit; Sets the time (in minutes) for each round of the campaign. -1 for unlimited; Default:-1
environment variable; campaign_zocs_always_shown_for_selected_force; Always displays the zone of control for the selected force, not just when the mouse is over it.; Default:0
environment variable; chat_window_height_scale; chat windows dimensions on screen; Default:1.91667
environment variable; chat_window_pos_x; chat windows position on screen; Default:715
environment variable; chat_window_pos_y; chat windows position on screen; Default:375
environment variable; chat_window_width_scale; chat windows dimensions on screen; Default:1.10227
environment variable; default_camera_type; default battle camera: 0-totalwar 1-rts 2-debug; Default:1
environment variable; enable_sound; enables all audio content (default = true). If disabled none of the database or sound pack files are loaded.; Default:1
environment variable; enable_steam_update_thread; Enable Steam Update Thread; Default:1
environment variable; explicit_thread_affinity; Enable thread affinity; Default:1
environment variable; external_browser; Use external browser for encylopaedia, internal browser if set to false; Default:0
environment variable; fix_res; Forbid window resizing; Default:1
environment variable; fix_window_pos; Forbid window repositioning; Default:1
environment variable; frontend_theme_index; Index of theme for frontend/loading screen images; Default:0
environment variable; gfx_aa; Set antialiasing, 0-no, 1-MLAA, 2-MSAA x2, 3-MSAA x4, 4-MSAA x8; Default:3
environment variable; gfx_alpha_blend; Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT; Default:0
environment variable; gfx_blood_effects; Enable Blood effects; Default:1
environment variable; gfx_brightness_setting; Set brightness; Default:1.2
environment variable; gfx_building_quality; Set the quality of buildings. 0 - low, 5 - extreme; Default:5
environment variable; gfx_cloud_shadows; Enable cloud shadows; Default:0
environment variable; gfx_depth_of_field; Set depth of field quality 0 - off, 2 - high; Default:0
environment variable; gfx_device_type; Set device type, 0-D3D9, 1-D3D11, 2-GL3; Default:1
environment variable; gfx_direct_resource_access; Enable Direct Resource Access; Default:0
environment variable; gfx_distortion; Enable Distortion Effect buffer; Default:1
environment variable; gfx_effects_quality; Set effects quality. 0 - low, 5 - extreme; Default:5
environment variable; gfx_fade_near_units; Enable fading of units near the camera; Default:1
environment variable; gfx_first_run; First time application run; Default:0
environment variable; gfx_fleet_size; Set fleet size. 0 - small, 2 - large; Default:2
environment variable; gfx_fullscreen; Run the application in fullscreen or not; Default:0
environment variable; gfx_gamma_setting; Set gamma correction; Default:2
environment variable; gfx_god_rays; Enable god rays; Default:0
environment variable; gfx_gpu; The GPU description; Default:NVIDIA
environment variable; gfx_gpu_select; Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ...; Default:0
environment variable; gfx_grain; Enable film grain; Default:0
environment variable; gfx_grass_quality; Set grass quality. 0 - low, 5 - extreme; Default:5
environment variable; gfx_hdr; Set high dynamic range rendering quality; Default:0
environment variable; gfx_hide_dead_bodies; Enable hiding of dead bodies on the battlefield; Default:0
environment variable; gfx_hide_foliage; Hide foliage around the camera; Default:0
environment variable; gfx_lightning; Control possibility of lightnings when the weather is rainy; Default:0
environment variable; gfx_nightmare_mode; Enable Halloween visuals; Default:0
environment variable; gfx_screenshot_folder; Folder to where save screenshots relative to Empire directory; Default:./screenshots
environment variable; gfx_shadermodel; Set shader model, 0-SM3, 1-SM4, 2-SM4.1, 3-SM5; Default:3
environment variable; gfx_shadow_quality; Set shadow quality. 0 - off, 5 - extreme; Default:2
environment variable; gfx_sky_quality; Set the quality of sky. 0 - low, 5 - extreme; Default:5
environment variable; gfx_ssao; Enable Screen Space Ambient Occlusion buffer; Default:1
environment variable; gfx_terrain_quality; Set terrain quality. 0 - low, 5 - extreme; Default:5
environment variable; gfx_tesselation; Enable tesselation; Default:0
environment variable; gfx_texture_filtering; Set texture filtering, 0-trilinear, 4- anisotropic 16x; Default:1
environment variable; gfx_texture_quality; Set the quality of textures. 0 - lowest, 3 - ultra; Default:3
environment variable; gfx_tree_quality; Set tree quality. 0 - low, 5 - extreme; Default:5
environment variable; gfx_unit_quality; Set the quality of units. 0 - low, 5 - extreme; Default:5
environment variable; gfx_unit_size; Set unit size. 0 - small, 3 - ultra; Default:3
environment variable; gfx_unlimited_video_memory; Enable unlimited video memory allocation; Default:1
environment variable; gfx_video_memory; Override available video memory (bytes); Default:0
environment variable; gfx_vignette; Enable vignette; Default:0
environment variable; gfx_vsync; vertical synchronization; Default:0
environment variable; gfx_water_quality; Set the quality of water. 0 - low, 5 - extreme; Default:5
environment variable; invert_cam_x_axis; invert camera tilting up/down; Default:0
environment variable; invert_cam_y_axis; invert camera panning left/right; Default:0
environment variable; last_version; used for version change detection; Default:19534
environment variable; mouse_wheel_sensitivity; mouse wheel sensitivity: <0-100> default value = 50 ; Default:50
environment variable; multithreaded_model_enabled; Run the battle model on a separate thread; Default:1
environment variable; number_of_threads; Set the number of threads <= 0 - automatic, >0 = explicit number ; Default:0
environment variable; number_of_threads_for_campaign_pathfinder_cache; Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number ; Default:-32
environment variable; override_autoresolve_handicap; Enable/disable use of autoresolve_difficulty setting (otherwise uses battle setting); Default:0
environment variable; roomlist_window_pos_x; roomlist windows position on screen; Default:1026
environment variable; roomlist_window_pos_y; roomlist windows position on screen; Default:212
environment variable; show_cpu_moves; Show/hide the movement of the ai pieces on the campaign map; Default:1
environment variable; show_cpu_moves_level; Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown; Default:1
environment variable; show_path_markers; Show paths in naval battles; Default:1
environment variable; show_projectile_trails; Show projectile trails...; Default:1
environment variable; show_selection_markers; Show the selection markers under the units; Default:1
environment variable; show_target_zones; Show firing arcs etc; Default:1
environment variable; sound_advisor_enabled; advisor sound enabled; Default:1
environment variable; sound_advisor_volume; advisor sound volume 0-100; Default:100
environment variable; sound_master_enabled; master sound enabled; Default:1
environment variable; sound_master_volume; master sound volume 0-100; Default:100
environment variable; sound_music_enabled; music sound enabled; Default:0
environment variable; sound_music_volume; music sound volume 0-100; Default:0
environment variable; sound_previous_advisor_volume; Last modified sound value; Default:100
environment variable; sound_previous_master_volume; Last modified sound value; Default:100
environment variable; sound_previous_music_volume; Last modified sound value; Default:75
environment variable; sound_previous_sfx_volume; Last modified sound value; Default:100
environment variable; sound_previous_vo_volume; Last modified sound value; Default:100
environment variable; sound_setting_version; Version of current audio settings to handle reseting some default values between updates; Default:2
environment variable; sound_sfx_enabled; sfx sound volume enabled; Default:0
environment variable; sound_sfx_volume; sfx sound volume 0-100; Default:0
environment variable; sound_vo_enabled; vo sound enabled; Default:1
environment variable; sound_vo_volume; vo sound volume 0-100; Default:100
environment variable; subtitles; Display subtitles during movies; Default:1
environment variable; twitch_bitrate; Twitch streaming bit rate, max kbps (230 - 3500); Default:1500
environment variable; twitch_fps; Twitch frames-per-second for broadcast (10-60); Default:30
environment variable; twitch_game_volume; Volume of system to be sent through twitch stream (0-1); Default:1
environment variable; twitch_mic_volume; Volume of microphone to be sent through twitch stream (0-1); Default:1
environment variable; twitch_remember_account; Determines whether game should remember twitch account; Default:1
environment variable; twitch_server_name; Name of ingest server to use for twitch. If non will use default as dictated by twitch; Default:
environment variable; twitch_stream_title; Title of stream show on website for viewers; Default:Total War: Rome 2
environment variable; twitch_user_name; Twitch account user name that is remembered; Default:
environment variable; twitch_user_password_encrypted; Twitch account password that is remembered and encrypted; Default:
environment variable; ui_card_mode; Determines if card panel shown or minimised; Default:1
environment variable; ui_land_unit_ids; 0 = always, 1 = on mouse over, 2 = never; Default:0
environment variable; ui_mouse_scroll; Allow/disallow scrolling of the map by putting the cursor at the edge of the screen; Default:1
environment variable; ui_onscreen_kb; Enable on-screen keyboard for touch; Default:0
environment variable; ui_porthole_default_page; 0 = model page, 1 = stats page; Default:1
environment variable; ui_porthole_mode; Determines if porthole panel shown or minimised; Default:0
environment variable; ui_radar_mode; Determines if radar panel shown or minimised; Default:1
environment variable; ui_radar_scale; Scale of battle radar; Default:1
environment variable; ui_scale; Scale of UI, 1 is default size. Can range between 0.5-2, 0.5 being half size and 2 being double size, but can only scale up if running 1440p or larger res; Default:1
environment variable; ui_show_campaign_labels; Show/hide the labels under settlements; Default:1
environment variable; ui_show_help_markers; Show/hide the markers that indicate various things such as disembark zones and bastions; Default:1
environment variable; ui_show_input_method; Show current input method; Default:0
environment variable; ui_telestration_always_on; Enables telestration for single player (for if want to draw for replays, or videos, etc); Default:0
environment variable; ui_touch_enabled; Enable touch controls; Default:1
environment variable; ui_touch_last_used; is_touch_last_used; Default:0
environment variable; ui_unit_id_scale; Sets scale of unit banners; Default:0.8
environment variable; ui_unit_tooltip_expand_mode; 0 = never expand, 1 = delayed expand, 2 = always expand; Default:1
environment variable; unit_test; unit test (for daily build); Default:0
environment variable; unitcard_numbers_visible; Shows unit numbers on unit cards; Default:0
environment variable; vfs_log_level; 0 - off, 1 - mod-user, 2 - dev; Default:0
environment variable; voice_chat_enable; Enables VOIP functionality in Steam. (default = true); Default:1
environment variable; voice_chat_microphone_gain; voice_chat_microphone_gain (0-100).; Default:100
environment variable; voice_chat_microphone_gain_boost; Boost microphone gain.; Default:1
environment variable; voice_chat_transmit_only_when_key_pressed; voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting).; Default:1
environment variable; voice_chat_volume; Voice chat volume (0-100).; Default:100
environment variable; write_preferences_at_exit; Write preferences at exit; Default:1
environment variable; x_pos; Window position; Default:0
environment variable; x_res; Fixed window width; Default:1920
environment variable; y_pos; Window position; Default:0
environment variable; y_res; Fixed window height; Default:1080
extents; RENDER_MOVEMENT_EXTENTS_BORDERS; enable/disable debug display of movement extent splines; Default:0
extents; RENDER_MOVEMENT_EXTENTS_BOUNDS; enable/disable debug display of inner and outer bounds for movement extent splines; Default:0
extents; RENDER_MOVEMENT_EXTENTS_CONTROL_POINTS; enable/disable debug display of movement extent spline segment control points; Default:0
extents; RENDER_MOVEMENT_EXTENTS_LINES; enable/disable debug display of start and endpoint of movement extent spline segments; Default:0
extents; RENDER_MOVEMENT_EXTENTS_SPLINE; enable/disable display of movement extent splines; Default:1
extents; RENDER_MOVEMENT_EXTENTS_TRIANGLES; enable/disable debug display of movement extents triangles; Default:0
extents; RENDER_MOVEMENT_EXTENTS_TRIANGLE_ID; id of movement extents triangle to display (-1 = all); Default:-1
far_buildings; far_buildings; far_buildings are loaded up; Default:1
formation layout display; DRAGOUT_ENTITY_OPACITY; Determines opacity of drag out entity models; Default:0.85
formation layout display; DRAGOUT_RENDER_ENTITIES; When set to true, formation layout displays entities instead of icons. Entities more expensive but look a lot better.; Default:1
gestures; GESTURE_ZOOM_SCALAR; gesture pinch / zoom; Default:0.4
ignore_victory_conditions; ignore_victory_conditions; ignores victory conditions; Default:0
jumping; max_dist_for_jumping; ; Default:6
jumping_height; height_diff_for_using_grapple_ropes; ; Default:3
jumping_height; max_height_above_deck_for_jumping_from; ; Default:5
jumping_height; max_height_for_jumping_up_to_grapple_rope; ; Default:2
jumping_height; min_height_diff_for_using_grapple_ropes; ; Default:1
locomotive; LOCOMOTIVE_FORCE_STRAFE; Forces locomotives to strafe; Default:0
memory; strong_heap_verification; Dictates whether or not strong heap verification is carried out at the end of every main loop; Default:0
min_ship_sink_speed; MIN_SHIP_SINK_SPEED; when sinking ships will sink at this speed at minimum, bobbies sink sets maximum; Default:0.125
naval; KNOT_DISTANCE; knot distance; Default:50
naval; ROPE_DISTANCE; rope distance; Default:200
naval; ROPE_DISTANCE_FADEOUT; rope distance fade out start; Default:150
naval_ai; NAVAL_AI_EXCLUSIVE_BOARD; Prioritises AI behaviour towards boarding the enemy; Default:0
naval_ai; NAVAL_AI_FIRE_REPAIR_TIRGGER; When the fire reaches this state, AI stop whatever it is doing and repair (goes from -1 to 0, 0 is when they abandon ship; Default:-0.3
naval_ai; NAVAL_AI_FIRE_RETREAT_TIRGGER; When the fire reaches this state, AI back off from combat (goes from -1 to 0, 0 is when they abandon ship; Default:-0.7
naval_display; MAX_OAR_ANIM_OFFSET; MAX_OAR_ANIM_OFFSET; Default:0.25
play_destruction_vfx; play_destruction_vfx; destruction vfx plays; Default:1
prevent_misfires ; PREVENT_MISFIRES; Prevent engines from misfiring; Default:0
render; block_ui_lighting_changes; ; Default:0
render; cache_constants; ; Default:1
render; cache_ps_resources; ; Default:1
render; cache_render_states; ; Default:1
render; cache_shader; ; Default:1
render; cloud_shade_battle_scale; ; Default:0.0005
render; cloud_shade_battle_speed; ; Default:50
render; cloud_shade_campaign_scale; ; Default:0.01
render; cloud_shade_campaign_speed; ; Default:50
render; console_log_technique_compiling; ; Default:1
render; console_log_technique_loading; ; Default:0
render; cull_sea; ; Default:1
render; d3d11_always_update_cb; ; Default:0
render; d3d11_double_buffer; ; Default:1
render; d3d11_enable_10_0_device; ; Default:0
render; d3d11_enable_10_1_device; ; Default:0
render; d3d11_enable_debug_device; ; Default:0
render; d3d11_enable_draw; ; Default:1
render; d3d11_enable_drawcall_commands; ; Default:1
render; d3d11_enable_intel_extensions; ; Default:1
render; d3d11_enable_state_cache; ; Default:1
render; d3d11_fullscreen_set_maximum_frame_latency; ; Default:0
render; d3d11_test_multi_gpu; ; Default:0
render; d3d11_windowed_double_buffer; ; Default:0
render; d3d11_windowed_set_maximum_frame_latency; ; Default:1
render; d3d11_windowed_sleep_after_present; ; Default:0
render; d3d9_clear_unused_textures; ; Default:1
render; d3d9_double_buffer; ; Default:1
render; d3d9_enable_Direct3D9Ex; ; Default:1
render; d3d9_enable_constant_folding; ; Default:1
render; d3d9_enable_nosyslock; ; Default:1
render; d3d9_enable_partial_precision; ; Default:0
render; d3d9_enable_state_blocks; ; Default:0
render; d3d9_enable_texture_write_discard; ; Default:0
render; d3d9_triple_buffer; ; Default:0
render; d3d9_verify_ref_count; ; Default:0
render; d3d9_windowed_sleep_after_present; ; Default:0
render; debug_draw_water_grid; ; Default:0
render; debug_enable_aggressive_water_culling; ; Default:1
render; debug_water_grid_depth_threshold; ; Default:-10
render; dest_length_cap; ; Default:0.5
render; disable_render; ; Default:0
render; enable_binary_glsl; ; Default:0
render; enable_borderless_desktop_window_mode; ; Default:1
render; enable_ocean_surface_update; ; Default:1
render; enable_ocean_update; ; Default:1
render; enable_sea_stenciling; ; Default:1
render; enable_sea_stenciling_effect; ; Default:1
render; enable_surface_texture; ; Default:1
render; enable_ui_scaling; ; Default:1
render; enable_vertex_attrib_binding; ; Default:0
render; end_control_length_scale; ; Default:1
render; flat_sea_surface; ; Default:0
render; gl_enable_configure_vertex_arrays; ; Default:1
render; gl_enable_draw; ; Default:1
render; gl_log_driver_messages; ; Default:0
render; gl_wireframe_mode; ; Default:0
render; glsl_regenerate; ; Default:0
render; hull_sea_foam_duration; ; Default:6
render; hull_sea_foam_end_scale; ; Default:2.5
render; hull_sea_foam_fade_in; ; Default:1
render; hull_sea_foam_fade_out; ; Default:4
render; hull_sea_foam_start_scale; ; Default:2
render; limited_cycled_buffer_count; ; Default:0
render; oar_sea_foam_duration; ; Default:7
render; oar_sea_foam_end_size; ; Default:10
render; oar_sea_foam_fade_in; ; Default:0.1
render; oar_sea_foam_fade_out; ; Default:3.5
render; oar_sea_foam_start_size; ; Default:1
render; oit_multi_pass; ; Default:0
render; render_disable_ship; ; Default:0
render; render_disable_ship_planks; ; Default:0
render; render_disable_ship_verlet; ; Default:0
render; render_front_spray; ; Default:1
render; render_optimized_instancing; ; Default:1
render; render_sea_flat; ; Default:0
render; render_sea_foam; ; Default:1
render; render_sea_surface; ; Default:1
render; render_ship_splashes; ; Default:1
render; render_side_spray; ; Default:1
render; render_skip_dip; ; Default:0
render; render_staging_offset_max; ; Default:100000
render; round_sea_camera; ; Default:1
render; start_control_length_scale; ; Default:8
render; terrain_noise_battle_scale; ; Default:0.001
render; terrain_noise_campaign_scale; ; Default:0.02
render; terrain_noise_strength; ; Default:0.7
render; turning_angle_to_dest_proportion; ; Default:0.8
render; ui_enabled; ; Default:1
render; ui_rect_height; ; Default:0
render; ui_rect_left; ; Default:0
render; ui_rect_top; ; Default:0
render; ui_rect_width; ; Default:0
render; update_disable_ship; ; Default:0
render; wheel_sea_foam_duration; ; Default:12
render; wheel_sea_foam_end_scale; ; Default:6
render; wheel_sea_foam_fade_in; ; Default:0.5
render; wheel_sea_foam_fade_out; ; Default:3.5
render; wheel_sea_foam_start_scale; ; Default:1
render_stat; enable_campaign_stat; ; Default:0
rigging display; RIGGING_UPDATE_ALL_SAILS; update all sails all the time; Default:0
rot_velocity_foam; rot_velocity_foam; ; Default:0.4
rules; RULES_LOGGING; Outputs results of rules resolving to log file
; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_enable_pathfinder_debug; settlement_expansion_enable_pathfinder_debug; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_expand_sprawl_into_next_slot_chance; settlement_expansion_expand_sprawl_into_next_slot_chance; Default:0.6
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_growth_update_chance_city; settlement_expansion_growth_update_chance_city; Default:0.7
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_growth_update_chance_walled_city; settlement_expansion_growth_update_chance_walled_city; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_ignore_pathfinder; settlement_expansion_ignore_pathfinder; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_upgrade_max_non_slot_upgrades_at_max_level_unary; settlement_expansion_upgrade_max_non_slot_upgrades_at_max_level_unary; Default:0.35
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_upgrade_max_zoe_validation_expansions; settlement_expansion_upgrade_max_zoe_validation_expansions; Default:2
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Building\EmpireCampaignSettlementExpansion.cpp; settlement_expansion_upgrade_slot_sprawl_chance; settlement_expansion_upgrade_slot_sprawl_chance; Default:0.8
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Cameras\CampaignCamera.cpp; camera_bookmark_smooth; camera_bookmark_smooth; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\EmpireCampaignMVCHandler.cpp; disable_campaign_debug_tree; disable_campaign_debug_tree; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Model\EmpireCampaignPendingBattle.cpp; city_radius; city_radius; Default:8
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Model\EmpireCampaignPendingBattle.cpp; inv_fight_rome_second_map; inv_fight_rome_second_map; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Model\EmpireCampaignPendingBattle.cpp; slot_battle_radius; slot_battle_radius; Default:4
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignProvincePublicOrder.cpp; override_province_public_order_factors; override_province_public_order_factors; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignProvincePublicOrder.cpp; province_public_order_factor_attitude; province_public_order_factor_attitude; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignProvincePublicOrder.cpp; province_public_order_factor_happiness; province_public_order_factor_happiness; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignProvincePublicOrder.cpp; province_public_order_factor_repression; province_public_order_factor_repression; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignProvincePublicOrder.cpp; province_public_order_factor_satisfaction; province_public_order_factor_satisfaction; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignProvincePublicOrder.cpp; province_public_order_factor_slave; province_public_order_factor_slave; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Regions\EmpireCampaignRegionSlots.cpp; disable_building_upgrade_icons; disable_building_upgrade_icons; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; AUDIO_CAMPAIGN_ANIMATION_MAX_DISTANCE; AUDIO_CAMPAIGN_ANIMATION_MAX_DISTANCE; Default:40
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; AUDIO_RELOAD_CAMPAIGN_MAP_SETTINGS; AUDIO_RELOAD_CAMPAIGN_MAP_SETTINGS; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; CAMPAIGN_MUSICIAN_SOUND_COOLDOWN; CAMPAIGN_MUSICIAN_SOUND_COOLDOWN; Default:3.5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; CAMPAIGN_MUSIC_TRACKS_BEFORE_UNLOCK; CAMPAIGN_MUSIC_TRACKS_BEFORE_UNLOCK; Default:8
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; CAMPAIGN_SELECTION_SOUND_COOLDOWN; CAMPAIGN_SELECTION_SOUND_COOLDOWN; Default:0.8
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; CAMPAIGN_UI_SPECIAL_SOUND_COOLDOWN; CAMPAIGN_UI_SPECIAL_SOUND_COOLDOWN; Default:0.25
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; CAMPAIGN_VO_COOLDOWN; CAMPAIGN_VO_COOLDOWN; Default:0.25
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; CAMPAIGN_VO_FADE; CAMPAIGN_VO_FADE; Default:0.25
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; IGNORE_FACEFX_CALLBACK; IGNORE_FACEFX_CALLBACK; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; MULTIPLAYER_READY_COOLDOWN; MULTIPLAYER_READY_COOLDOWN; Default:2
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; SOUND_ANIM_HEIGHT; SOUND_ANIM_HEIGHT; Default:0.5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\Sound\SoundManager.cpp; VOICE_HEIGHT; VOICE_HEIGHT; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\View\EmpireCampaignCharacterRender.cpp; character_out_of_ap_hidden_amount; character_out_of_ap_hidden_amount; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\View\EmpireCampaignCharacterRender.cpp; character_out_of_ap_hidden_ap_threshold; character_out_of_ap_hidden_ap_threshold; Default:0.02
s:\branches\rome2\invasion\common\EmpireCampaign\Source\View\EmpireCampaignCharacterRender.cpp; render_character_bleed_fade_in_seconds; render_character_bleed_fade_in_seconds; Default:2
s:\branches\rome2\invasion\common\EmpireCampaign\Source\View\EmpireCampaignCharacterRender.cpp; render_character_bleed_max_intensity; render_character_bleed_max_intensity; Default:0.75
s:\branches\rome2\invasion\common\EmpireCampaign\Source\View\EmpireCampaignCharacterRender.cpp; render_character_diff_state_anim_speed_mod; render_character_diff_state_anim_speed_mod; Default:1.25
s:\branches\rome2\invasion\common\EmpireCampaign\Source\View\EmpireCampaignCharacterRender.cpp; render_character_teleport_fade_seconds; render_character_teleport_fade_seconds; Default:0.25
s:\branches\rome2\invasion\common\EmpireCampaign\Source\locomotion\EmpireCampaignActions.cpp; MILITARY_FORCE_EXCHANGE_ACTION_SEPARATION; MILITARY_FORCE_EXCHANGE_ACTION_SEPARATION; Default:0.15
s:\branches\rome2\invasion\common\EmpireCampaign\Source\locomotion\EmpireCampaignLocomotionManager.cpp; ALLOW_MOVE_SHORT_VO; ALLOW_MOVE_SHORT_VO; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\locomotion\EmpireCampaignLocomotionManager.cpp; VO_DIST_MOVE_SHORT; VO_DIST_MOVE_SHORT; Default:10
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\AmbienceSoundTracker.cpp; AUDIO_CAMPAIGN_CAMERA_AABB_OFFSET; AUDIO_CAMPAIGN_CAMERA_AABB_OFFSET; Default:35
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\AmbienceSoundTracker.cpp; AUDIO_CAMPAIGN_UPDATE_DISTANCE; AUDIO_CAMPAIGN_UPDATE_DISTANCE; Default:8
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_DESERT_EMITTERS_COUNT; CAMPAIGN_DESERT_EMITTERS_COUNT; Default:16
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_DESERT_EMITTERS_SAMPLE_COUNT; CAMPAIGN_DESERT_EMITTERS_SAMPLE_COUNT; Default:5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_DESERT_INTENSITY_SHROUD; CAMPAIGN_DESERT_INTENSITY_SHROUD; Default:0.9
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_DESERT_SAMPLE_DISTANCE; CAMPAIGN_DESERT_SAMPLE_DISTANCE; Default:1.5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_WATER_EMITTERS_COUNT; CAMPAIGN_WATER_EMITTERS_COUNT; Default:16
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_WATER_EMITTERS_SAMPLE_COUNT; CAMPAIGN_WATER_EMITTERS_SAMPLE_COUNT; Default:5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_WATER_SEA_INTENSITY_SHROUD; CAMPAIGN_WATER_SEA_INTENSITY_SHROUD; Default:0.9
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\SeaSoundTracker.cpp; CAMPAIGN_WATER_SEA_SAMPLE_DISTANCE; CAMPAIGN_WATER_SEA_SAMPLE_DISTANCE; Default:1.5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\TreeSoundTracker.cpp; CAMPAIGN_FOREST_DISTANCE_FORWARD; CAMPAIGN_FOREST_DISTANCE_FORWARD; Default:12
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\TreeSoundTracker.cpp; CAMPAIGN_FOREST_RADIUS_BELOW; CAMPAIGN_FOREST_RADIUS_BELOW; Default:4
s:\branches\rome2\invasion\common\EmpireCampaign\Source\sound\soundtracker\TreeSoundTracker.cpp; CAMPAIGN_FOREST_RADIUS_FORWARD; CAMPAIGN_FOREST_RADIUS_FORWARD; Default:8
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBorderDisplay.cpp; draw_debug_borders_data; draw_debug_borders_data; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBorderDisplay.cpp; draw_debug_borders_render_data; draw_debug_borders_render_data; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; building_effect_partially_visible_alpha; building_effect_partially_visible_alpha; Default:0.05
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; building_scale; building_scale; Default:0.42
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; force_buildings_refresh; force_buildings_refresh; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; force_settlement_refresh; force_settlement_refresh; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; render_settlement_debug_display; render_settlement_debug_display; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; render_settlement_far_distance; render_settlement_far_distance; Default:100
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; settlement_expandion_build_time; settlement_expandion_build_time; Default:5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; settlement_expandion_offset_max_time; settlement_expandion_offset_max_time; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; settlement_expansion_anim_z_axis_negative_offset; settlement_expansion_anim_z_axis_negative_offset; Default:1.3
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignBuildingDisplay.cpp; settlement_height_override; settlement_height_override; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignShroudDisplay.cpp; shroud_blur_kernel_size_v2; shroud_blur_kernel_size_v2; Default:10
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignShroudDisplay.cpp; shroud_edge_padding; shroud_edge_padding; Default:128
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignShroudDisplay.cpp; shroud_padding; shroud_padding; Default:20
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignTerrainDisplay.cpp; campaign_sky_scale; campaign_sky_scale; Default:37.5
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignTerrainDisplay.cpp; render_vfx_far_distance; render_vfx_far_distance; Default:80
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignTradeDisplay.cpp; campaign_trader_display_optimized; campaign_trader_display_optimized; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignTradeDisplay.cpp; render_trade; render_trade; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignTreeDisplay.cpp; CAMPAIGN_MAX_TREE_SCALE; CAMPAIGN_MAX_TREE_SCALE; Default:0.4
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\CampaignTreeDisplay.cpp; CAMPAIGN_MIN_TREE_SCALE; CAMPAIGN_MIN_TREE_SCALE; Default:0.3
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignFlagDisplay.cpp; campaign_flag_texture_overlay_offset_w; campaign_flag_texture_overlay_offset_w; Default:0.3
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignFlagDisplay.cpp; campaign_flag_texture_overlay_offset_x; campaign_flag_texture_overlay_offset_x; Default:0.15
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignFlagDisplay.cpp; campaign_flag_texture_overlay_offset_y; campaign_flag_texture_overlay_offset_y; Default:0.2
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignFlagDisplay.cpp; campaign_flag_texture_overlay_offset_z; campaign_flag_texture_overlay_offset_z; Default:0.6
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_BORDERS_ENABLED; CAMPAIGN_DISPLAY_BORDERS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_BUILDINGS_ENABLED; CAMPAIGN_DISPLAY_BUILDINGS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_CHARACTERS_ENABLED; CAMPAIGN_DISPLAY_CHARACTERS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_EFFECTS_ENABLED; CAMPAIGN_DISPLAY_EFFECTS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_FLAGS_ENABLED; CAMPAIGN_DISPLAY_FLAGS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_GARRISON_RESIDENCE_RENDER_ENABLED; CAMPAIGN_DISPLAY_GARRISON_RESIDENCE_RENDER_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_MARKERS_ENABLED; CAMPAIGN_DISPLAY_MARKERS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_PROPS_ENABLED; CAMPAIGN_DISPLAY_PROPS_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_SHROUD_ENABLED; CAMPAIGN_DISPLAY_SHROUD_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_TERRAIN_ENABLED; CAMPAIGN_DISPLAY_TERRAIN_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_TRADE_ENABLED; CAMPAIGN_DISPLAY_TRADE_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_TREES_ENABLED; CAMPAIGN_DISPLAY_TREES_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\Source\view\EmpireCampaignView.cpp; CAMPAIGN_DISPLAY_WILDLIFE_ENABLED; CAMPAIGN_DISPLAY_WILDLIFE_ENABLED; Default:1
s:\branches\rome2\invasion\common\EmpireCampaign\source\Regions\EmpireCampaignRegions.cpp; OWN_BORDER_COLOUR_B; OWN_BORDER_COLOUR_B; Default:0
s:\branches\rome2\invasion\common\EmpireCampaign\source\Regions\EmpireCampaignRegions.cpp; OWN_BORDER_COLOUR_G; OWN_BORDER_COLOUR_G; Default:60
s:\branches\rome2\invasion\common\EmpireCampaign\source\Regions\EmpireCampaignRegions.cpp; OWN_BORDER_COLOUR_R; OWN_BORDER_COLOUR_R; Default:180
s:\branches\rome2\invasion\common\Multiplayer\source\EmpireMultiplayer.cpp; arena_battle_script_file; arena_battle_script_file; Default:
s:\branches\rome2\invasion\common\Multiplayer\source\EmpireMultiplayer.cpp; verbose_network_logging; verbose_network_logging; Default:0
s:\branches\rome2\invasion\common\Multiplayer\source\mp_lib/ca_libs/p2p_session.cpp; tweaker_allow_client_to_client_connections; tweaker_allow_client_to_client_connections; Default:1
s:\branches\rome2\invasion\common\Multiplayer\source\mp_lib/ca_libs/p2p_session.cpp; tweaker_p2p_session_log_events; tweaker_p2p_session_log_events; Default:0
s:\branches\rome2\invasion\common\Multiplayer\source\mp_lib/mp_internal_controller.cpp; tweaker_allow_join_incompatible_games; tweaker_allow_join_incompatible_games; Default:0
s:\branches\rome2\invasion\common\Multiplayer\source\ss_matchmaking/SSMatchmakingClient.cpp; ss_matchmaking_max_phase_timeout; ss_matchmaking_max_phase_timeout; Default:60000
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_patch_resolution_log2; baked_patch_resolution_log2; Default:10
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_battle_depth_bias; baked_shadowmap_battle_depth_bias; Default:150
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_battle_sloped_depth_bias; baked_shadowmap_battle_sloped_depth_bias; Default:0
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_battle_start_range; baked_shadowmap_battle_start_range; Default:0
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_battle_world_size; baked_shadowmap_battle_world_size; Default:4272
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_campaign_depth_bias; baked_shadowmap_campaign_depth_bias; Default:150
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_campaign_sloped_depth_bias; baked_shadowmap_campaign_sloped_depth_bias; Default:20
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_campaign_start_range; baked_shadowmap_campaign_start_range; Default:0
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_campaign_world_size; baked_shadowmap_campaign_world_size; Default:120
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_force_continuous_updating; baked_shadowmap_force_continuous_updating; Default:0
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_invalidate; baked_shadowmap_invalidate; Default:0
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_resolution_high_log2; baked_shadowmap_resolution_high_log2; Default:12
s:\branches\rome2\invasion\common\Warscape\Source\scene\views\BakedShadowView.cpp; baked_shadowmap_resolution_log2; baked_shadowmap_resolution_log2; Default:11
s:\branches\rome2\invasion\common\empire\source\ApplicationInitialisers.cpp; twitch_enabled; twitch_enabled; Default:0
s:\branches\rome2\invasion\common\empire\source\ApplicationInitialisers.cpp; twitch_error_log_path; twitch_error_log_path; Default:
s:\branches\rome2\invasion\common\empire\source\Empire.cpp; debug_slowdown; debug_slowdown; Default:0
s:\branches\rome2\invasion\common\empire\source\Empire.cpp; frame_rate_fps_cap; frame_rate_fps_cap; Default:0
s:\branches\rome2\invasion\common\empire\source\Empire.cpp; movies_fps; movies_fps; Default:60
s:\branches\rome2\invasion\common\empire\source\MVCManager.cpp; MOVIE_MUSIC_FADE_TIME; MOVIE_MUSIC_FADE_TIME; Default:1
s:\branches\rome2\invasion\common\empire\source\MVCManager.cpp; debug_log_draw; debug_log_draw; Default:0
s:\branches\rome2\invasion\common\empire\source\MVCManager.cpp; enable_verify_heaps_on_handler_change; enable_verify_heaps_on_handler_change; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; disable_ai_melee_manager; disable_ai_melee_manager; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; enable_settlement_ai_debugging; enable_settlement_ai_debugging; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_disallow_use_of_walls; settlement_ai_debugging_disallow_use_of_walls; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_HLS; settlement_ai_debugging_draw_HLS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_HLS_influence_map_id; settlement_ai_debugging_draw_HLS_influence_map_id; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_analysis; settlement_ai_debugging_draw_analysis; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_graph_optimisations; settlement_ai_debugging_draw_graph_optimisations; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_graphs; settlement_ai_debugging_draw_graphs; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_influence_maps; settlement_ai_debugging_draw_influence_maps; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_orders; settlement_ai_debugging_draw_orders; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIBattleGTA.cpp; settlement_ai_debugging_draw_resource_allocator; settlement_ai_debugging_draw_resource_allocator; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIFulfillmentEvaluation.cpp; AI_FULFILLMENT_EVALUATION_DAMPENING; AI_FULFILLMENT_EVALUATION_DAMPENING; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIPathfindingValidator.cpp; PATH_VALIDATOR_INVALID_WAIT_TICKS; PATH_VALIDATOR_INVALID_WAIT_TICKS; Default:200
s:\branches\rome2\invasion\common\empirebattle\source\AI/AIPathfindingValidator.cpp; PATH_VALIDATOR_TOO_LONG_WAIT_TICKS; PATH_VALIDATOR_TOO_LONG_WAIT_TICKS; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementGraph.cpp; ENTRY_THREAT_DAMAGED_BOOST; ENTRY_THREAT_DAMAGED_BOOST; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementGraph.cpp; ENTRY_THREAT_ENTRY_BOOST; ENTRY_THREAT_ENTRY_BOOST; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementGraph.cpp; WALL_THREAT; WALL_THREAT; Default:2500
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementGraph.cpp; ai_cache_firing_slots_ticks; ai_cache_firing_slots_ticks; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementGraph.cpp; settlement_ai_debugging_draw_threat; settlement_ai_debugging_draw_threat; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementHighLevelStrategy.cpp; ENTRY_THREAT_STRATEGIC_VALUE; ENTRY_THREAT_STRATEGIC_VALUE; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\AI/AISettlementHighLevelStrategy.cpp; settlement_ai_area_overoccupation_penalty; settlement_ai_area_overoccupation_penalty; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\AI/DetachmentAI/DetachmentTactics/AITacticDefendSettlementWalls.cpp; debug_defend_walls_position_x; debug_defend_walls_position_x; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/DetachmentAI/DetachmentTactics/AITacticDefendSettlementWalls.cpp; debug_defend_walls_position_y; debug_defend_walls_position_y; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/DetachmentAI/DetachmentTactics/AITacticDefendSettlementWalls.cpp; debug_defend_walls_width; debug_defend_walls_width; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\AI/DetachmentAI/DetachmentTactics/AITacticDefendSettlementWalls.cpp; enable_debug_defend_walls; enable_debug_defend_walls; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/DetachmentAI/DetachmentTactics/AITacticScout.cpp; SCOUTING_GRID_REFRESH; SCOUTING_GRID_REFRESH; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AI/DetachmentAI/DetachmentTactics/AITacticScout.cpp; SCOUTING_GRID_RESOLUTION_MULTIPLIER; SCOUTING_GRID_RESOLUTION_MULTIPLIER; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\AI/MeleeManager/AIMeleeSpatialAwareness.cpp; intercept_attacker_id; intercept_attacker_id; Default:14
s:\branches\rome2\invasion\common\empirebattle\source\AI/MeleeManager/AIMeleeSpatialAwareness.cpp; intercept_defender_id; intercept_defender_id; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\AI/MeleeManager/AIMeleeSpatialAwareness.cpp; intercept_just_collisions; intercept_just_collisions; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\AI/MeleeManager/MeleeAnalysers/AIMeleeBraceAnalyser.cpp; ai_brace_begin_threshold_distance; ai_brace_begin_threshold_distance; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\AI/MeleeManager/MeleeAnalysers/AIMeleeBraceAnalyser.cpp; ai_brace_phalanx_mirror_enemy; ai_brace_phalanx_mirror_enemy; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\AI/MeleeManager/MeleeAnalysers/AIMeleeBraceAnalyser.cpp; ai_brace_phalanx_mirror_enemy_cos; ai_brace_phalanx_mirror_enemy_cos; Default:0.45
s:\branches\rome2\invasion\common\empirebattle\source\AmbushIntroController.cpp; AMBUSH_CUSTCENE_BREAKOUT_DELAY_TIME; AMBUSH_CUSTCENE_BREAKOUT_DELAY_TIME; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\AmbushIntroController.cpp; FORCE_AMBUSH_BATTLE; FORCE_AMBUSH_BATTLE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AmbushIntroController.cpp; disable_ambush_opening_cinematic; disable_ambush_opening_cinematic; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_LOWER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_LOWER; Default:2.5
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_UPPER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_UPPER; Default:240
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_LOWER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_LOWER; Default:0.05
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_UPPER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_UPPER; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_LOWER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_LOWER; Default:0.05
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_UPPER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_UPPER; Default:200
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_LOWER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_LOWER; Default:0.05
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_UPPER; DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_UPPER; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; SIM_BASED_ENABLE_COMBAT_OUTCOME_BOUNDING; SIM_BASED_ENABLE_COMBAT_OUTCOME_BOUNDING; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBased.cpp; disable_autoresolver_bounding_asserts; disable_autoresolver_bounding_asserts; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\AutoResolver/EmpireAutoresolverSimBasedBattle.cpp; STATS_BASED_ENABLE_REINFORCEMENT_CAPPING; STATS_BASED_ENABLE_REINFORCEMENT_CAPPING; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_BOX_SIZE; CINDY_BOX_SIZE; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_ENABLE_DYNAMIC_ENV_LERPING; CINDY_ENABLE_DYNAMIC_ENV_LERPING; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_ENABLE_RECORDING_FORCE_LOD; CINDY_ENABLE_RECORDING_FORCE_LOD; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_ENABLE_STATUS_RENDER; CINDY_ENABLE_STATUS_RENDER; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_POINT_LIGHT_SHADOWS_ENABLED; CINDY_POINT_LIGHT_SHADOWS_ENABLED; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_POINT_LIGHT_SHADOW_QUALITY_HIGH; CINDY_POINT_LIGHT_SHADOW_QUALITY_HIGH; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_SHOW_SPRITE_BOUNDING_BOX; CINDY_SHOW_SPRITE_BOUNDING_BOX; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_COLUMN_WIDTH; CINDY_STATUS_RENDER_COLUMN_WIDTH; Default:400
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_FPS; CINDY_STATUS_RENDER_FPS; Default:30
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_LIST_ACTORS; CINDY_STATUS_RENDER_LIST_ACTORS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_LIST_ANIMATIONS; CINDY_STATUS_RENDER_LIST_ANIMATIONS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_OFFSET_X; CINDY_STATUS_RENDER_OFFSET_X; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_OFFSET_Y; CINDY_STATUS_RENDER_OFFSET_Y; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; CINDY_STATUS_RENDER_WIDTH; CINDY_STATUS_RENDER_WIDTH; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditor.cpp; FOCAL_LENGTH_STAR_SIZE; FOCAL_LENGTH_STAR_SIZE; Default:1000
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEditor/CinematicEditorMVCHandler.cpp; CINDY_BATTLE_UI_ENABLED; CINDY_BATTLE_UI_ENABLED; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEvent/CinematicEventView.cpp; CINEMATIC_EVENT_GAP_INTERVAL_MS; CINEMATIC_EVENT_GAP_INTERVAL_MS; Default:30000
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEvent/CinematicEventView.cpp; CINEMATIC_EVENT_MARKER_HEIGHT; CINEMATIC_EVENT_MARKER_HEIGHT; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEvent/CinematicEventView.cpp; CINEMATIC_EVENT_MARKER_POSITION_X; CINEMATIC_EVENT_MARKER_POSITION_X; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEvent/CinematicEventView.cpp; CINEMATIC_EVENT_MARKER_POSITION_Y; CINEMATIC_EVENT_MARKER_POSITION_Y; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEvent/CinematicEventView.cpp; CINEMATIC_EVENT_MARKER_POSITION_Z; CINEMATIC_EVENT_MARKER_POSITION_Z; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\CinematicEvent/CinematicEventView.cpp; enable_battle_cinematic_event_view; enable_battle_cinematic_event_view; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_allow_all; first_person_allow_all; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_artillery_reload_time; first_person_artillery_reload_time; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_debug_following; first_person_debug_following; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_enable_men; first_person_enable_men; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_engine_zoom_fov; first_person_engine_zoom_fov; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_engine_zoom_speed; first_person_engine_zoom_speed; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_real_aim; first_person_real_aim; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_trajectory; first_person_trajectory; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_trajectory_light_height; first_person_trajectory_light_height; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_trajectory_light_range; first_person_trajectory_light_range; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\FirstPerson/FirstPersonManager.cpp; first_person_trajectory_width; first_person_trajectory_width; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\PrebattleSpeech/PrebattleSpeech.cpp; GENERALS_SPEECH_FADE; GENERALS_SPEECH_FADE; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\PrebattleSpeech/PrebattleSpeech.cpp; MUSIC_GENERALS_SPEECH_FADE; MUSIC_GENERALS_SPEECH_FADE; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\PrebattleSpeech/PrebattleSpeech.cpp; enable_prebattle_speech_stress_test; enable_prebattle_speech_stress_test; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\PrebattleSpeech/PrebattleSpeech.cpp; prebattle_speech_stress_test_end_type; prebattle_speech_stress_test_end_type; Default:173
s:\branches\rome2\invasion\common\empirebattle\source\PrebattleSpeech/PrebattleSpeech.cpp; prebattle_speech_stress_test_start_type; prebattle_speech_stress_test_start_type; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\PrebattleSpeech/PrebattleSpeech.cpp; prebattle_speech_test_fort_gates; prebattle_speech_test_fort_gates; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\RuleSystem/CombatOutcomePrediction.cpp; combat_outcome_prediction_debugging_attack_direction; combat_outcome_prediction_debugging_attack_direction; Default:front
s:\branches\rome2\invasion\common\empirebattle\source\RuleSystem/CombatOutcomePrediction.cpp; combat_outcome_prediction_debugging_height_delta; combat_outcome_prediction_debugging_height_delta; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\RuleSystem/CombatOutcomePrediction.cpp; combat_outcome_prediction_debugging_initial_separation; combat_outcome_prediction_debugging_initial_separation; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\RuleSystem/CombatOutcomePrediction.cpp; combat_outcome_prediction_debugging_situation_type; combat_outcome_prediction_debugging_situation_type; Default:land_melee_vs_melee
s:\branches\rome2\invasion\common\empirebattle\source\RuleSystem/CombatOutcomePrediction.cpp; combat_outcome_prediction_debugging_unit_attacker; combat_outcome_prediction_debugging_unit_attacker; Default:
s:\branches\rome2\invasion\common\empirebattle\source\RuleSystem/CombatOutcomePrediction.cpp; combat_outcome_prediction_debugging_unit_defender; combat_outcome_prediction_debugging_unit_defender; Default:
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; battle_visibility_min_tree_distance; battle_visibility_min_tree_distance; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; battle_visibility_render_target_size; battle_visibility_render_target_size; Default:512
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; enable_battle_visibility_view; enable_battle_visibility_view; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; enable_battle_visibility_view_buildings; enable_battle_visibility_view_buildings; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; enable_battle_visibility_view_debug; enable_battle_visibility_view_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; enable_battle_visibility_view_fog_of_war; enable_battle_visibility_view_fog_of_war; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; enable_battle_visibility_view_gpu_acceleration; enable_battle_visibility_view_gpu_acceleration; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\VisibilitySystem/VisibilitySystem.cpp; enable_battle_visibility_view_trees; enable_battle_visibility_view_trees; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameraTW.cpp; battle_camera_tw_direction_height_mul_at_max_angle; battle_camera_tw_direction_height_mul_at_max_angle; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameraTW.cpp; battle_camera_tw_direction_height_mul_at_min_angle; battle_camera_tw_direction_height_mul_at_min_angle; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameraTW.cpp; battle_debug_camera_constraints; battle_debug_camera_constraints; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; AUDIO_CAMERA_TRANSITION_SOUND_TIMING; AUDIO_CAMERA_TRANSITION_SOUND_TIMING; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_FAR_CLIP_PLANE; CAMERA_FAR_CLIP_PLANE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MAX_LAND; CAMERA_HEIGHT_MAX_LAND; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MAX_LAND_HIGHER; CAMERA_HEIGHT_MAX_LAND_HIGHER; Default:82
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MAX_LAND_MP; CAMERA_HEIGHT_MAX_LAND_MP; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MAX_SEA; CAMERA_HEIGHT_MAX_SEA; Default:150
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MAX_SEA_MP; CAMERA_HEIGHT_MAX_SEA_MP; Default:180
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MIN_LAND; CAMERA_HEIGHT_MIN_LAND; Default:2.5
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MIN_LAND_LOWER; CAMERA_HEIGHT_MIN_LAND_LOWER; Default:1.2
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MIN_SEA; CAMERA_HEIGHT_MIN_SEA; Default:15.5
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_HEIGHT_MIN_SEA_LOWER; CAMERA_HEIGHT_MIN_SEA_LOWER; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_LINEAR_SPEED; CAMERA_LINEAR_SPEED; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_MOVE_SPEED_MAX; CAMERA_MOVE_SPEED_MAX; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_MOVE_SPEED_MIN; CAMERA_MOVE_SPEED_MIN; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_NEAR_CLIP_PLANE; CAMERA_NEAR_CLIP_PLANE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_RTS_GRADIENT; CAMERA_RTS_GRADIENT; Default:2.2
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_RTS_RADIUS; CAMERA_RTS_RADIUS; Default:12
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CAMERA_TURN_SPEED; CAMERA_TURN_SPEED; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CONTEXT_CAMERA_FAR_PLANE; CONTEXT_CAMERA_FAR_PLANE; Default:5000
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CONTEXT_CAMERA_FOV; CONTEXT_CAMERA_FOV; Default:1.5708
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; CONTEXT_CAMERA_NEAR_PLANE; CONTEXT_CAMERA_NEAR_PLANE; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; PROJECTILE_CAMERA_ENDING_TIMER_HIT; PROJECTILE_CAMERA_ENDING_TIMER_HIT; Default:6000
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; PROJECTILE_CAMERA_ENDING_TIMER_MISS; PROJECTILE_CAMERA_ENDING_TIMER_MISS; Default:3000
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; PROJECTILE_CAMERA_TIME_DILATION_INVERSE_COEFFICIENT; PROJECTILE_CAMERA_TIME_DILATION_INVERSE_COEFFICIENT; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; PROJECTILE_CAMERA_TRANSITION_DURATION_S; PROJECTILE_CAMERA_TRANSITION_DURATION_S; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; battle_camera_bookmark_smooth; battle_camera_bookmark_smooth; Default:0.02
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; battle_camera_smooth_cutoff_epsilon; battle_camera_smooth_cutoff_epsilon; Default:0.05
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; camera_height_grid_max_building_height; camera_height_grid_max_building_height; Default:1000
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; debug_tracking_camera_offset_x; debug_tracking_camera_offset_x; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; debug_tracking_camera_offset_z; debug_tracking_camera_offset_z; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; debug_tracking_camera_radius; debug_tracking_camera_radius; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; drag_scaling_x; drag_scaling_x; Default:35
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; drag_scaling_y; drag_scaling_y; Default:45
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; enable_action_camera_prototype; enable_action_camera_prototype; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; enable_debug_tracking_camera; enable_debug_tracking_camera; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; enable_replay_camera_tracks; enable_replay_camera_tracks; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; enable_smooth_battle_camera_heights; enable_smooth_battle_camera_heights; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; enable_smooth_battle_camera_heights_bezier_patches; enable_smooth_battle_camera_heights_bezier_patches; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; enable_third_person_camera_prototype; enable_third_person_camera_prototype; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; gesture_drag_scaling_x; gesture_drag_scaling_x; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; gesture_drag_scaling_y; gesture_drag_scaling_y; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\cameras/BattleCameras.cpp; third_person_camera_height; third_person_camera_height; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\commandqueue/EmpireBattleCommands.cpp; READ_MULTIPLE_SELECTION_SHIPS; READ_MULTIPLE_SELECTION_SHIPS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\commandqueue/EmpireBattleCommands.cpp; TWEAKER_COMPATIBILITY_WITH_COMMAND_PROFILER_ENABLED; TWEAKER_COMPATIBILITY_WITH_COMMAND_PROFILER_ENABLED; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\debugview/SoftCollisionObjectTracker.cpp; soft_collision_display_alpha; soft_collision_display_alpha; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\debugview/TerrainTileDebugDisplay.cpp; terrain_tile_debug_max_distance; terrain_tile_debug_max_distance; Default:1200
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; CHART_DRAW_GAME_UPDATE_TIME_PAUSE; CHART_DRAW_GAME_UPDATE_TIME_PAUSE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; CHART_DRAW_GAME_UPDATE_TIME_SCALE; CHART_DRAW_GAME_UPDATE_TIME_SCALE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; DUMP_TICKLOGS; DUMP_TICKLOGS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; enable_first_person; enable_first_person; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; pip_skip_frames; pip_skip_frames; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; reload_battle_script; reload_battle_script; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\env/EmpireBattleEnv.cpp; test_loading_screen_quotes; test_loading_screen_quotes; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/AnimalHandler/AnimalHandler.cpp; ANIMAL_RANDOM_BEARING_OFFSET; ANIMAL_RANDOM_BEARING_OFFSET; Default:0.523599
s:\branches\rome2\invasion\common\empirebattle\source\model/AnimalHandler/AnimalHandler.cpp; ANIMAL_RANDOM_POSITION_OFFSET; ANIMAL_RANDOM_POSITION_OFFSET; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\model/Deployables/DeployablesManager.cpp; ALWAYS_ALIGN_TO_TERRAIN; ALWAYS_ALIGN_TO_TERRAIN; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_boars; battle_fauna_always_create_boars; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_camels; battle_fauna_always_create_camels; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_crows; battle_fauna_always_create_crows; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_deer; battle_fauna_always_create_deer; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_elephants; battle_fauna_always_create_elephants; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_ibises; battle_fauna_always_create_ibises; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_lions; battle_fauna_always_create_lions; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_milans; battle_fauna_always_create_milans; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_peasants; battle_fauna_always_create_peasants; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_seagulls; battle_fauna_always_create_seagulls; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_turtle_doves; battle_fauna_always_create_turtle_doves; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_vultures; battle_fauna_always_create_vultures; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_whales; battle_fauna_always_create_whales; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_always_create_wolves; battle_fauna_always_create_wolves; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_draw_attractor_debug_markers; battle_fauna_draw_attractor_debug_markers; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_draw_debug_flying_splines; battle_fauna_draw_debug_flying_splines; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_draw_debug_markers; battle_fauna_draw_debug_markers; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_no_fauna; battle_fauna_no_fauna; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Fauna/FaunaManager.cpp; battle_fauna_stress_test; battle_fauna_stress_test; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/GroupFormation/GroupFormationTemplate.cpp; GROUP_FORMATION_SELECTION_DEBUG_OUTPUT; GROUP_FORMATION_SELECTION_DEBUG_OUTPUT; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; BATTLE_VICTORY_COUNTDOWN_S; BATTLE_VICTORY_COUNTDOWN_S; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; BUILDING_MEMORY_REPORT_NUM_PLATFORMS; BUILDING_MEMORY_REPORT_NUM_PLATFORMS; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; CREATE_BUILDING_LITES; CREATE_BUILDING_LITES; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; CREATE_BUILDING_LITES_NUMBER_THRESHOLD; CREATE_BUILDING_LITES_NUMBER_THRESHOLD; Default:2000
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; CREATE_DISPLAY_ONLY_BUILDING_LITES; CREATE_DISPLAY_ONLY_BUILDING_LITES; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; OUTPUT_BUILDING_MEMORY_USAGE; OUTPUT_BUILDING_MEMORY_USAGE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; battle_show_area_dividers; battle_show_area_dividers; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; debug_experience_info; debug_experience_info; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; debug_tickets_remaining; debug_tickets_remaining; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; tbb_dynamic_platform_grain; tbb_dynamic_platform_grain; Default:500
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; tbb_entity_cache_location_grain; tbb_entity_cache_location_grain; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\model/Manager.cpp; vegetation_create_default_soft_collision; vegetation_create_default_soft_collision; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/Rules/Rules.cpp; RULES_PROJECTILE_BOUNCE_NORMAL_VELOCITY_DAMPING; RULES_PROJECTILE_BOUNCE_NORMAL_VELOCITY_DAMPING; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\model/Rules/Rules.cpp; RULES_PROJECTILE_BOUNCE_PLANE_VELOCITY_DAMPING; RULES_PROJECTILE_BOUNCE_PLANE_VELOCITY_DAMPING; Default:0.6
s:\branches\rome2\invasion\common\empirebattle\source\model/Rules/Rules.cpp; RULES_PROJECTILE_BOUNCE_SURFACE_OFFSET; RULES_PROJECTILE_BOUNCE_SURFACE_OFFSET; Default:0.05
s:\branches\rome2\invasion\common\empirebattle\source\model/UnitAnalysis/UnitCombatAnalyser.cpp; UNIT_COMBAT_ANALYSER_FAST_UPDATE_TICKS; UNIT_COMBAT_ANALYSER_FAST_UPDATE_TICKS; Default:30
s:\branches\rome2\invasion\common\empirebattle\source\model/UnitAnalysis/UnitCombatAnalyser.cpp; UNIT_COMBAT_ANALYSER_MIN_ENTITIES_THRESHOLD; UNIT_COMBAT_ANALYSER_MIN_ENTITIES_THRESHOLD; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\model/UnitAnalysis/UnitCombatAnalyser.cpp; UNIT_COMBAT_ANALYSER_NUM_FAST_UPDATES; UNIT_COMBAT_ANALYSER_NUM_FAST_UPDATES; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\model/UnitAnalysis/UnitCombatAnalyser.cpp; UNIT_COMBAT_ANALYSER_SLOW_UPDATE_TICKS; UNIT_COMBAT_ANALYSER_SLOW_UPDATE_TICKS; Default:70
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; BUILDING_AREA_DIVIDER_DEBUG; BUILDING_AREA_DIVIDER_DEBUG; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; CLEARANCE_MULTIPLIER_OFFSET; CLEARANCE_MULTIPLIER_OFFSET; Default:1.02
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; DEBUG_BUILDING_SECONDARY_OUTLINES; DEBUG_BUILDING_SECONDARY_OUTLINES; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; DESTROYED_ENGINES_BLOCK_DOCK; DESTROYED_ENGINES_BLOCK_DOCK; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; EXTRA_DOCKING_DISTANCE_FROM_WALL; EXTRA_DOCKING_DISTANCE_FROM_WALL; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; FORCE_GATES_OPEN; FORCE_GATES_OPEN; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; POUR_BOILING_OIL_ON_EVERYONE; POUR_BOILING_OIL_ON_EVERYONE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; VALIDATE_BUILDINGS_EF; VALIDATE_BUILDINGS_EF; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; VALIDATE_EFSLOT_PATHFINDING; VALIDATE_EFSLOT_PATHFINDING; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; boiling_oil_down_time; boiling_oil_down_time; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; boiling_oil_flow_time; boiling_oil_flow_time; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; docking_weighting; docking_weighting; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; eject_magnitude; eject_magnitude; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; gate_open_time; gate_open_time; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\model/building/Building.cpp; weaken_all_buildings; weaken_all_buildings; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/building/BuildingPlatform.cpp; BATTLE_BRIDGE_GROUND_SNAP_TOLERANCE; BATTLE_BRIDGE_GROUND_SNAP_TOLERANCE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; RESTRICT_MOVEMENT_RATIO_COMBAT; RESTRICT_MOVEMENT_RATIO_COMBAT; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; RESTRICT_MOVEMENT_RATIO_NON_COMBAT; RESTRICT_MOVEMENT_RATIO_NON_COMBAT; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; SOFT_COLLISION_OBJECT_BRACING_RADIUS_ADDITION; SOFT_COLLISION_OBJECT_BRACING_RADIUS_ADDITION; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; SOFT_COLLISION_OBJECT_DEAD_MASS_MODIFIER; SOFT_COLLISION_OBJECT_DEAD_MASS_MODIFIER; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; STEERING_X_MAG_BLEND; STEERING_X_MAG_BLEND; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; enable_falling_off_platform; enable_falling_off_platform; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; friendly_fire_man_height_coefficient; friendly_fire_man_height_coefficient; Default:1.3
s:\branches\rome2\invasion\common\empirebattle\source\model/collisionsoft/SoftCollisionObject.cpp; friendly_fire_man_radius_coefficient; friendly_fire_man_radius_coefficient; Default:2.2
s:\branches\rome2\invasion\common\empirebattle\source\model/deployment/Deployment.cpp; EXCUSION_ZONE_ADD_CHECKS; EXCUSION_ZONE_ADD_CHECKS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/deployment/DeploymentArea.cpp; GUERRILLA_EXCLUSION_AREA_SMOOTH_RADIUS; GUERRILLA_EXCLUSION_AREA_SMOOTH_RADIUS; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/deployment/DeploymentArea.cpp; GUERRILLA_MIN_DIST_FROM_KEY_BUILDING; GUERRILLA_MIN_DIST_FROM_KEY_BUILDING; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\model/deployment/DeploymentArea.cpp; SHOW_DEPLOYMENT_CALCULATION; SHOW_DEPLOYMENT_CALCULATION; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/engine/AutonomousEngine.cpp; AE_BACKWARD_RATIO; AE_BACKWARD_RATIO; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/engine/AutonomousEngine.cpp; AE_FORWARD_RATIO; AE_FORWARD_RATIO; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\model/engine/AutonomousEngine.cpp; AE_RECORD; AE_RECORD; Default:
s:\branches\rome2\invasion\common\empirebattle\source\model/engine/AutonomousEngine.cpp; AE_X_MOVE_AMOUNT; AE_X_MOVE_AMOUNT; Default:1.25
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; AUDIO_MIN_DISTANCE_FROM_WATER_HEIGHT; AUDIO_MIN_DISTANCE_FROM_WATER_HEIGHT; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; ENTITIY_PIPE_FALL_CHANCE; ENTITIY_PIPE_FALL_CHANCE; Default:0.01
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; ENTITY_EJECT_DISTANCE_SQUARED_PLAY_LONG_SCREAM; ENTITY_EJECT_DISTANCE_SQUARED_PLAY_LONG_SCREAM; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; ENTITY_FORCE_INVINCIBLE; ENTITY_FORCE_INVINCIBLE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; ENTITY_ZONE_PATH_ITERATOR_DEBUG; ENTITY_ZONE_PATH_ITERATOR_DEBUG; Default:4294967295
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; FATIGUE_IMMUNITY_CONTINUES_FATIGUE_UPDATING; FATIGUE_IMMUNITY_CONTINUES_FATIGUE_UPDATING; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; PIPE_JUMP_ANGLE_MAX; PIPE_JUMP_ANGLE_MAX; Default:1.3439
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; PIPE_JUMP_ANGLE_MIN; PIPE_JUMP_ANGLE_MIN; Default:0.785398
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; WOUNDED_CHAIN_PROBABILITY; WOUNDED_CHAIN_PROBABILITY; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; kill_general; kill_general; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/Entity.cpp; override_normal_stance; override_normal_stance; Default:-1
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionAttack.cpp; ENTITY_ACTION_ATTACK_ANIMAL_IDLE_CHANCE; ENTITY_ACTION_ATTACK_ANIMAL_IDLE_CHANCE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionAttack.cpp; ENTITY_ACTION_ATTACK_BERSERKER_IDLE_CHANCE; ENTITY_ACTION_ATTACK_BERSERKER_IDLE_CHANCE; Default:80
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionAttack.cpp; ENTITY_ACTION_ATTACK_MAN_IDLE_CHANCE; ENTITY_ACTION_ATTACK_MAN_IDLE_CHANCE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionAttack.cpp; ENTITY_ACTION_ATTACK_MOUNT_IDLE_CHANCE; ENTITY_ACTION_ATTACK_MOUNT_IDLE_CHANCE; Default:80
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionAttack.cpp; ENTITY_ACTION_ATTACK_WITHDRAW_CHANCE; ENTITY_ACTION_ATTACK_WITHDRAW_CHANCE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionCelebrate.cpp; ENTITY_ACTION_CELEBRATE_MAX_ANIM_DURATION; ENTITY_ACTION_CELEBRATE_MAX_ANIM_DURATION; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionIdle.cpp; ENTITY_ACTION_IDLE_ANIMAL_CHANCE; ENTITY_ACTION_IDLE_ANIMAL_CHANCE; Default:0.05
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionIdle.cpp; ENTITY_ACTION_IDLE_MAN_CHANCE; ENTITY_ACTION_IDLE_MAN_CHANCE; Default:0.01
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionIdle.cpp; ENTITY_ACTION_IDLE_MOUNT_CHANCE; ENTITY_ACTION_IDLE_MOUNT_CHANCE; Default:0.02
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionIdle.cpp; enable_taunting_in_idle; enable_taunting_in_idle; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionJump.cpp; ENTITY_JUMP_DISTANCE_SQUARED_PLAY_LONG; ENTITY_JUMP_DISTANCE_SQUARED_PLAY_LONG; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPike.cpp; ENTITY_ACTION_PIKE_AWARENESS_DISTANCE; ENTITY_ACTION_PIKE_AWARENESS_DISTANCE; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPike.cpp; ENTITY_ACTION_PIKE_BEARING_TOLERANCE; ENTITY_ACTION_PIKE_BEARING_TOLERANCE; Default:0.0872665
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPike.cpp; ENTITY_ACTION_PIKE_MAX_WITHDRAW_DISTANCE; ENTITY_ACTION_PIKE_MAX_WITHDRAW_DISTANCE; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPike.cpp; ENTITY_ACTION_PIKE_WITHDRAW_DISTANCE; ENTITY_ACTION_PIKE_WITHDRAW_DISTANCE; Default:3.5
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_ALLOW_MOVE_DELAY; ENTITY_ACTION_PIKE_MOVE_ALLOW_MOVE_DELAY; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_ARRIVAL_BEARING; ENTITY_ACTION_PIKE_MOVE_ARRIVAL_BEARING; Default:0.0174533
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_ARRIVAL_DISTANCE; ENTITY_ACTION_PIKE_MOVE_ARRIVAL_DISTANCE; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_AWARENESS_DISTANCE; ENTITY_ACTION_PIKE_MOVE_AWARENESS_DISTANCE; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_MAX_WITHDRAW_DISTANCE; ENTITY_ACTION_PIKE_MOVE_MAX_WITHDRAW_DISTANCE; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_STRAFE_DISTANCE; ENTITY_ACTION_PIKE_MOVE_STRAFE_DISTANCE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionPikeMove.cpp; ENTITY_ACTION_PIKE_MOVE_WITHDRAW_DISTANCE; ENTITY_ACTION_PIKE_MOVE_WITHDRAW_DISTANCE; Default:3.5
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionReady.cpp; ENTITY_ACTION_READY_ANIMAL_CHANCE; ENTITY_ACTION_READY_ANIMAL_CHANCE; Default:0.08
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionReady.cpp; ENTITY_ACTION_READY_MAN_CHANCE; ENTITY_ACTION_READY_MAN_CHANCE; Default:0.03
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionReady.cpp; ENTITY_ACTION_READY_MOUNT_CHANCE; ENTITY_ACTION_READY_MOUNT_CHANCE; Default:0.03
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/action/EntityActionTrack.cpp; ENTITY_ACTION_TRACK_OPTIMISATION; ENTITY_ACTION_TRACK_OPTIMISATION; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/personality/Personality.cpp; OFFICERS_CAN_SHOOT; OFFICERS_CAN_SHOOT; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/entity/witness/CombatWitness.cpp; combat_witness_dismember_selection; combat_witness_dismember_selection; Default:0.02
s:\branches\rome2\invasion\common\empirebattle\source\model/naval/ship/ShipDamage/ShipDamage.cpp; combustion_modifier; combustion_modifier; Default:0.005
s:\branches\rome2\invasion\common\empirebattle\source\model/naval/ship/ShipDamage/ShipDamage.cpp; disable_fire; disable_fire; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/naval/ship/ShipDamage/ShipDamage.cpp; num_critical_fires; num_critical_fires; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/naval/witness/ShipCombatWitness.cpp; MIN_SPEED_TO_PLAY_GROUP_BRACE; MIN_SPEED_TO_PLAY_GROUP_BRACE; Default:3.5
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/PathSearch.cpp; PATH_SEARCH_BRIDGE_MAX_COST_MULTIPLIER; PATH_SEARCH_BRIDGE_MAX_COST_MULTIPLIER; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/PathSearch.cpp; PATH_SEARCH_MAX_HEURISTIC_COST_TO_BE_MULTIPLIED; PATH_SEARCH_MAX_HEURISTIC_COST_TO_BE_MULTIPLIED; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/PathSearch.cpp; PATH_SEARCH_VEHICLE_REFERENCE_COST; PATH_SEARCH_VEHICLE_REFERENCE_COST; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/Pathfinder.cpp; MIN_DEFERRED_DEFAULT_ZONE_PATHS_TO_PROCESS; MIN_DEFERRED_DEFAULT_ZONE_PATHS_TO_PROCESS; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/Pathfinder.cpp; MIN_DEFERRED_VERY_HIGH_ZONE_PATHS_TO_PROCESS; MIN_DEFERRED_VERY_HIGH_ZONE_PATHS_TO_PROCESS; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/Pathfinder.cpp; pathfinder_enable_post_process_round_robin; pathfinder_enable_post_process_round_robin; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/Pathfinder.cpp; pathfinder_enable_progressive_paths; pathfinder_enable_progressive_paths; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/pathfinding/Pathfinder.cpp; pathfinder_unit_to_debug_id; pathfinder_unit_to_debug_id; Default:-1
s:\branches\rome2\invasion\common\empirebattle\source\model/pipe/Pipe.cpp; PIPE_WALL_DOOR_SHARING_COST_MULTIPLIER; PIPE_WALL_DOOR_SHARING_COST_MULTIPLIER; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadformation/SquadFormationDefensiveSpecialised.cpp; PIKE_WALL_OFFSET; PIKE_WALL_OFFSET; Default:0.45
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadformation/SquadFormationFlyingWedge.cpp; FLY_WED_DEBUG_OUTPUT; FLY_WED_DEBUG_OUTPUT; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadformation/SquadFormationFlyingWedge.cpp; FLY_WED_HALF_SPACING; FLY_WED_HALF_SPACING; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadformation/SquadFormationFlyingWedge.cpp; SHELL_SIZE_ONE_SIDE; SHELL_SIZE_ONE_SIDE; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskAttackUnitMelee.cpp; ENABLE_MANUAL_CHARGE; ENABLE_MANUAL_CHARGE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskAttackUnitMelee.cpp; FORCE_FORMED_ATTACK; FORCE_FORMED_ATTACK; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskAttackUnitMelee.cpp; FORMED_ATTACK_ENEMIES_IN_PROXIMITY_THRESHOLD; FORMED_ATTACK_ENEMIES_IN_PROXIMITY_THRESHOLD; Default:0.65
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskAttackUnitMelee.cpp; FORMED_ATTACK_LINE_BLEND_FACTOR; FORMED_ATTACK_LINE_BLEND_FACTOR; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskAttackUnitMelee.cpp; SQUAD_TASK_ATTACK_IDLE_UNITS_USE_ORDERED_LOCATION; SQUAD_TASK_ATTACK_IDLE_UNITS_USE_ORDERED_LOCATION; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskCharge.cpp; charge_target_update_distance; charge_target_update_distance; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskCharge.cpp; precursor_ratio; precursor_ratio; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIdle.cpp; READY_ENTER_RANGE; READY_ENTER_RANGE; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIdle.cpp; READY_EXIT_RANGE; READY_EXIT_RANGE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIdle.cpp; disable_reform; disable_reform; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIgnitebuilding.cpp; AUTO_SET_ON_FIRE; AUTO_SET_ON_FIRE; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIgnitebuilding.cpp; THROW_TORCHES_DEBUG; THROW_TORCHES_DEBUG; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIntercept.cpp; MELEE_INTERCEPT_CLEAR_PATH_DEBUG; MELEE_INTERCEPT_CLEAR_PATH_DEBUG; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIntercept.cpp; MELEE_INTERCEPT_CLEAR_PATH_RATIO; MELEE_INTERCEPT_CLEAR_PATH_RATIO; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIntercept.cpp; MELEE_INTERCEPT_CLEAR_PATH_TEST; MELEE_INTERCEPT_CLEAR_PATH_TEST; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskIntercept.cpp; SQUAD_TASK_INTERCEPT_LOOK_AHEAD_TIME; SQUAD_TASK_INTERCEPT_LOOK_AHEAD_TIME; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskReform.cpp; REFORM_ID; REFORM_ID; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/squad/squadtask/SquadTaskRout.cpp; ROUT_DIRECTION_FINDER_MAP_EDGE_WEIGHT; ROUT_DIRECTION_FINDER_MAP_EDGE_WEIGHT; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/Unit.cpp; TEST_SPM; TEST_SPM; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/Unit.cpp; disable_fatigue; disable_fatigue; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/Unit.cpp; disable_personalities; disable_personalities; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/Unit.cpp; unit_continue_hiding_threshold; unit_continue_hiding_threshold; Default:75
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/Unit.cpp; unit_start_hiding_threshold; unit_start_hiding_threshold; Default:85
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/UnitControlContainer/AssaultEquipmentController.cpp; allow_multiple_docking; allow_multiple_docking; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/UnitControlContainer/DefensiveStanceFormationController.cpp; PHALANX_ALLOWED_ON_TOWER_RATIO; PHALANX_ALLOWED_ON_TOWER_RATIO; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/unittask/UnitTaskAttackUnit.cpp; battle_ai_log_unit_orders; battle_ai_log_unit_orders; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/unittask/UnitTaskMove.cpp; unit_task_move_test_wheel_at_start; unit_task_move_test_wheel_at_start; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\model/unit/unittask/UnitTaskMove.cpp; unit_task_move_test_wheel_at_start_max_angle; unit_task_move_test_wheel_at_start_max_angle; Default:180
s:\branches\rome2\invasion\common\empirebattle\source\model/vehicle/Vehicle.cpp; ALIGN_TO_TERRAIN; ALIGN_TO_TERRAIN; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\model/vehicle/Vehicle.cpp; SIEGE_TOWER_JUMP_DISTANCE; SIEGE_TOWER_JUMP_DISTANCE; Default:2.7
s:\branches\rome2\invasion\common\empirebattle\source\model/visibility/BattleVisibility.cpp; enable_visibility_cache; enable_visibility_cache; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_BUILDING_HEIGHT_REDUCTION; SOUND_GRID_BUILDING_HEIGHT_REDUCTION; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_DEBUG_CONTINUOUS_DISTANCE; SOUND_GRID_DEBUG_CONTINUOUS_DISTANCE; Default:81
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_DEBUG_CONTINUOUS_STEP; SOUND_GRID_DEBUG_CONTINUOUS_STEP; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_DEBUG_DISCRETE_DISTANCE; SOUND_GRID_DEBUG_DISCRETE_DISTANCE; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_CITY_HEIGHT_MODIFIER; SOUND_GRID_ENVIRONMENT_CITY_HEIGHT_MODIFIER; Default:8
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_CITY_NUM_BUILDING_CELLS_REQUIRED; SOUND_GRID_ENVIRONMENT_CITY_NUM_BUILDING_CELLS_REQUIRED; Default:4
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_CITY_SEARCH_SIZE; SOUND_GRID_ENVIRONMENT_CITY_SEARCH_SIZE; Default:34
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MAX; SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MAX; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MIN; SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MIN; Default:8
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_FOREST_MIN_SIZE; SOUND_GRID_ENVIRONMENT_FOREST_MIN_SIZE; Default:44
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_FOREST_SEARCH_SIZE; SOUND_GRID_ENVIRONMENT_FOREST_SEARCH_SIZE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_WATER_NUM_FOR_SEA; SOUND_GRID_ENVIRONMENT_WATER_NUM_FOR_SEA; Default:3000
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_ENVIRONMENT_WATER_SEA_EXPANSION; SOUND_GRID_ENVIRONMENT_WATER_SEA_EXPANSION; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_OBSTRUCTION_TEST_DISPLAY_TIME; SOUND_GRID_OBSTRUCTION_TEST_DISPLAY_TIME; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_TBB_GRAIN; SOUND_GRID_TBB_GRAIN; Default:32
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundGrid.cpp; SOUND_GRID_TREE_RADIUS_MULTIPLIER; SOUND_GRID_TREE_RADIUS_MULTIPLIER; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; ALLIANCE_RELATIVE_STRENGTH_LOSING; ALLIANCE_RELATIVE_STRENGTH_LOSING; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; ALLIANCE_RELATIVE_STRENGTH_WINNING; ALLIANCE_RELATIVE_STRENGTH_WINNING; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; ATTACK_EVENT_COOLDOWN_TIME; ATTACK_EVENT_COOLDOWN_TIME; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_EXPLOSION_ANIM; DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_EXPLOSION_ANIM; Default:750
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_IMPACT_ANIM; DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_IMPACT_ANIM; Default:500
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_ANIMATION_MAX_DEAD_TIME; SOUND_ANIMATION_MAX_DEAD_TIME; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_CHANGE_POOLS_CLOSEST_ENTITY_DISTANCE; SOUND_CHANGE_POOLS_CLOSEST_ENTITY_DISTANCE; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_MAX_ANIMATION_SOUND_DISTANCE; SOUND_MAX_ANIMATION_SOUND_DISTANCE; Default:80
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_PAUSED_REPLAY_UPDATE_TIME; SOUND_PAUSED_REPLAY_UPDATE_TIME; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_PLAY_ALL_ANIMATION_SOUNDS; SOUND_PLAY_ALL_ANIMATION_SOUNDS; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_TERRAIN_EFFECT_MAX_DISTANCE_SQUARED; SOUND_TERRAIN_EFFECT_MAX_DISTANCE_SQUARED; Default:6400
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; SOUND_UPDATE_ANIMATION_ENTITIES; SOUND_UPDATE_ANIMATION_ENTITIES; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/SoundManager.cpp; UPDATE_BATTLE_RELATIVE_STRENGTH_TIME; UPDATE_BATTLE_RELATIVE_STRENGTH_TIME; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; AMBIENCE_GROUND_TYPE_DIRECTIONS; AMBIENCE_GROUND_TYPE_DIRECTIONS; Default:8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; AMBIENCE_GROUND_TYPE_SAMPLES; AMBIENCE_GROUND_TYPE_SAMPLES; Default:12
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; AMBIENCE_GROUND_TYPE_SAMPLE_DISTANCE; AMBIENCE_GROUND_TYPE_SAMPLE_DISTANCE; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; AUDIO_AMBIENCE_HEIGHT_CHANGE_TIME; AUDIO_AMBIENCE_HEIGHT_CHANGE_TIME; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_EMITTERS_COUNT; FOREST_EMITTERS_COUNT; Default:4
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_EMITTERS_MAX_DISTANCE; FOREST_EMITTERS_MAX_DISTANCE; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_EMITTERS_MIN_DISTANCE; FOREST_EMITTERS_MIN_DISTANCE; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_EMITTERS_SAMPLE_COUNT; FOREST_EMITTERS_SAMPLE_COUNT; Default:12
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_EMITTERS_SAMPLE_DIRECTIONS; FOREST_EMITTERS_SAMPLE_DIRECTIONS; Default:16
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_LEVEL_FOR_FOREST_WILDLIFE; FOREST_LEVEL_FOR_FOREST_WILDLIFE; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; FOREST_MAX_DISTANCE; FOREST_MAX_DISTANCE; Default:150
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; LAKE_LEVEL_FOR_FROG; LAKE_LEVEL_FOR_FROG; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; SEA_LEVEL_FOR_SEAGULL; SEA_LEVEL_FOR_SEAGULL; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; SURROUND_PANNING_MULTIPLIER; SURROUND_PANNING_MULTIPLIER; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; SURROUND_SAMPLE_COUNT; SURROUND_SAMPLE_COUNT; Default:8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; SURROUND_SAMPLE_DIRECTIONS; SURROUND_SAMPLE_DIRECTIONS; Default:16
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; WATER_LAKE_MAX_DISTANCE; WATER_LAKE_MAX_DISTANCE; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; WATER_SEA_MAX_DISTANCE; WATER_SEA_MAX_DISTANCE; Default:180
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/AmbienceSoundTracker.cpp; WATER_WILDLIFE_RANDOM_DIST; WATER_WILDLIFE_RANDOM_DIST; Default:25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/BuildingSoundTracker.cpp; SOUND_BOILING_OIL_HEIGHT; SOUND_BOILING_OIL_HEIGHT; Default:1.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; CREAK_SIEGE_TOWER_TIME_HIGHEST_FREQUENCY; CREAK_SIEGE_TOWER_TIME_HIGHEST_FREQUENCY; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; CREAK_SIEGE_TOWER_TIME_HIGH_FREQUENCY; CREAK_SIEGE_TOWER_TIME_HIGH_FREQUENCY; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; CREAK_SIEGE_TOWER_TIME_LOWEST_FREQUENCY; CREAK_SIEGE_TOWER_TIME_LOWEST_FREQUENCY; Default:9
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; CREAK_SIEGE_TOWER_TIME_LOW_FREQUENCY; CREAK_SIEGE_TOWER_TIME_LOW_FREQUENCY; Default:7
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; CREAK_SIEGE_TOWER_TIME_NORMAL_FREQUENCY; CREAK_SIEGE_TOWER_TIME_NORMAL_FREQUENCY; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; ENGINE_FIRE_SOUND_INTENSITY_LARGE; ENGINE_FIRE_SOUND_INTENSITY_LARGE; Default:90
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; ENGINE_FIRE_SOUND_INTENSITY_SMALL; ENGINE_FIRE_SOUND_INTENSITY_SMALL; Default:35
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; ENGINE_FIRE_SOUND_SIZE_LARGE; ENGINE_FIRE_SOUND_SIZE_LARGE; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; ENGINE_FIRE_SOUND_SIZE_SMALL; ENGINE_FIRE_SOUND_SIZE_SMALL; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; STANDARD_BEARER_FLAG_HEIGHT_OFFSET; STANDARD_BEARER_FLAG_HEIGHT_OFFSET; Default:1.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; WHEELED_VEHICLE_WHEEL_FADE_TIME; WHEELED_VEHICLE_WHEEL_FADE_TIME; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; WHEELED_VEHICLE_WHEEL_MIN_MOVE_SPEED; WHEELED_VEHICLE_WHEEL_MIN_MOVE_SPEED; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; WHEELED_VEHICLE_WHEEL_MIN_ROTATION_SPEED; WHEELED_VEHICLE_WHEEL_MIN_ROTATION_SPEED; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/EntitySoundTracker.cpp; WHEELED_VEHICLE_WHEEL_REACTION_TIME; WHEELED_VEHICLE_WHEEL_REACTION_TIME; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; AUDIO_SHIP_SPEED_CHANGE_TIME; AUDIO_SHIP_SPEED_CHANGE_TIME; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; GROUP_DROWNING_HEIGHT; GROUP_DROWNING_HEIGHT; Default:-1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; MIN_VELOCITY_LOWER_ANCHOR; MIN_VELOCITY_LOWER_ANCHOR; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; MIN_VELOCITY_RAISE_ANCHOR; MIN_VELOCITY_RAISE_ANCHOR; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_COLLISION_SOUND_HEIGHT; SHIP_COLLISION_SOUND_HEIGHT; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_DRUM_CLOSEST_DISTANCE; SHIP_DRUM_CLOSEST_DISTANCE; Default:150
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_HEIGHT_ABOVE_GROUND_FOR_BEACHING; SHIP_HEIGHT_ABOVE_GROUND_FOR_BEACHING; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_INCREASED_SINKING_SPEED_OFFSET_PER_SECOND; SHIP_INCREASED_SINKING_SPEED_OFFSET_PER_SECOND; Default:-2.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_INCREASED_SINKING_SPEED_START_TIME; SHIP_INCREASED_SINKING_SPEED_START_TIME; Default:12.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_DRUM_MIN_SPEED; SHIP_OAR_DRUM_MIN_SPEED; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_DRUM_TIME; SHIP_OAR_DRUM_TIME; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_EFFORT_TIME; SHIP_OAR_EFFORT_TIME; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_IMPACT_TIME; SHIP_OAR_IMPACT_TIME; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_POSITION_BACK_OFFSET; SHIP_OAR_POSITION_BACK_OFFSET; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_POSITION_FRONT_OFFSET; SHIP_OAR_POSITION_FRONT_OFFSET; Default:7.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_POSITION_SIDE_OFFSET; SHIP_OAR_POSITION_SIDE_OFFSET; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_SOUND_COUNT_CLOSE; SHIP_OAR_SOUND_COUNT_CLOSE; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_OAR_SOUND_DISTANCE_FAR; SHIP_OAR_SOUND_DISTANCE_FAR; Default:40
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_ROTATIONAL_VELOCITY_HULL_CREAK; SHIP_ROTATIONAL_VELOCITY_HULL_CREAK; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_SPEED_IS_MOVING; SHIP_SPEED_IS_MOVING; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/NavalSoundTracker.cpp; SHIP_SPEED_THRESHOLD_TO_USE_FASTEST_SIZE; SHIP_SPEED_THRESHOLD_TO_USE_FASTEST_SIZE; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; ENABLE_PROJECTILE_FLYBY_AIR; ENABLE_PROJECTILE_FLYBY_AIR; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; ENABLE_PROJECTILE_FLYBY_BOUNCE; ENABLE_PROJECTILE_FLYBY_BOUNCE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; ENABLE_PROJECTILE_INCOMING; ENABLE_PROJECTILE_INCOMING; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; PROJECTILE_FLYBY_FOV; PROJECTILE_FLYBY_FOV; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; PROJECTILE_FLYBY_MAX_DISTANCE_SQUARED; PROJECTILE_FLYBY_MAX_DISTANCE_SQUARED; Default:5500
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; PROJECTILE_FLYBY_MIN_DISTANCE_SQUARED; PROJECTILE_FLYBY_MIN_DISTANCE_SQUARED; Default:1600
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/ProjectileSoundTracker.cpp; TIME_BEFORE_PROJECTILE_IMPACT_TO_PLAY_INCOMING_SOUND; TIME_BEFORE_PROJECTILE_IMPACT_TO_PLAY_INCOMING_SOUND; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/SoundTracker.cpp; SOUND_MAX_ANIMATION_GROUND_TYPES; SOUND_MAX_ANIMATION_GROUND_TYPES; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/TerrainSoundTracker.cpp; AUDIO_TREE_HEIGHT_OFFSET; AUDIO_TREE_HEIGHT_OFFSET; Default:-10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/TerrainSoundTracker.cpp; MAX_LENGTH_SQUARED_COAST_POSITION_CHANGE; MAX_LENGTH_SQUARED_COAST_POSITION_CHANGE; Default:900
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/TerrainSoundTracker.cpp; MAX_LENGTH_SQUARED_TOUCHING_BOUNDS_FOR_LAKE; MAX_LENGTH_SQUARED_TOUCHING_BOUNDS_FOR_LAKE; Default:50000
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/TerrainSoundTracker.cpp; MIN_TREES_IN_GROUP; MIN_TREES_IN_GROUP; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/TerrainSoundTracker.cpp; MIN_TREE_BOUNDING_BOX_HEIGHT; MIN_TREE_BOUNDING_BOX_HEIGHT; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/TerrainSoundTracker.cpp; TREE_GROUP_MIN_DIST_SQUARED; TREE_GROUP_MIN_DIST_SQUARED; Default:500
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; AWARENESS_ANIM_MAX_TIME; AWARENESS_ANIM_MAX_TIME; Default:45
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; AWARENESS_ANIM_MIN_TIME; AWARENESS_ANIM_MIN_TIME; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; CHARGE_CHECK_DISTANCE_TIME; CHARGE_CHECK_DISTANCE_TIME; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; CHARGE_SOUND_MAX_DELAY; CHARGE_SOUND_MAX_DELAY; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; CONSIDER_CHARGING_TIME; CONSIDER_CHARGING_TIME; Default:1.8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; ENABLE_GENERALS_SPEECH; ENABLE_GENERALS_SPEECH; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; EXERTION_FATIGUE_BASE_TIME; EXERTION_FATIGUE_BASE_TIME; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; EXERTION_FATIGUE_EXHAUSTED_TIME; EXERTION_FATIGUE_EXHAUSTED_TIME; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GENERALS_SPEECH_START_TIME; GENERALS_SPEECH_START_TIME; Default:4
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUPMOVEMENT_COHESION_FROM_CROUCH; GROUPMOVEMENT_COHESION_FROM_CROUCH; Default:80
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUPMOVEMENT_COHESION_FROM_DISTANCE_MIN; GROUPMOVEMENT_COHESION_FROM_DISTANCE_MIN; Default:25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUPMOVEMENT_COHESION_FROM_DISTANCE_OFFSET; GROUPMOVEMENT_COHESION_FROM_DISTANCE_OFFSET; Default:90
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUPMOVEMENT_COHESION_SPEED_MAX; GROUPMOVEMENT_COHESION_SPEED_MAX; Default:2.8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUPMOVEMENT_COHESION_SPEED_MIN; GROUPMOVEMENT_COHESION_SPEED_MIN; Default:1.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUPMOVEMENT_COHESION_TO_SPEED_FACTOR; GROUPMOVEMENT_COHESION_TO_SPEED_FACTOR; Default:0.01
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_FORMATION_MIN_TIME_FROM_INJURED; GROUP_FORMATION_MIN_TIME_FROM_INJURED; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_IMPACT_ENTITIES_DELAY; GROUP_IMPACT_ENTITIES_DELAY; Default:0.6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_IMPACT_FORCE_MELEE_TIME; GROUP_IMPACT_FORCE_MELEE_TIME; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_IMPACT_IDEAL_ENTITIES_UNARY; GROUP_IMPACT_IDEAL_ENTITIES_UNARY; Default:0.45
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_IMPACT_MAX_DELAY; GROUP_IMPACT_MAX_DELAY; Default:0.6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_IMPACT_MIN_ENTITIES_UNARY; GROUP_IMPACT_MIN_ENTITIES_UNARY; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_IMPACT_RESET_DELAY; GROUP_IMPACT_RESET_DELAY; Default:5.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_INJURED_MAX_DELAY; GROUP_INJURED_MAX_DELAY; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_INJURED_MAX_REFIRE_TIME; GROUP_INJURED_MAX_REFIRE_TIME; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_MOVEMENT_MIN_ENTITY_DISTANCE; GROUP_MOVEMENT_MIN_ENTITY_DISTANCE; Default:1.3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_MOVEMENT_SPEED_CHANGE_TIME; GROUP_MOVEMENT_SPEED_CHANGE_TIME; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_PROJECTILE_FIRE_MAX_DELAY; GROUP_PROJECTILE_FIRE_MAX_DELAY; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_PROJECTILE_FIRE_MAX_REFIRE_TIME; GROUP_PROJECTILE_FIRE_MAX_REFIRE_TIME; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_SOUND_MAX_SIZE_CHANGE_PER_UPDATE; GROUP_SOUND_MAX_SIZE_CHANGE_PER_UPDATE; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_SOUND_RTPC_INTERPOLATION_TIME; GROUP_SOUND_RTPC_INTERPOLATION_TIME; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_SOUND_UPDATE_TIME_MAX; GROUP_SOUND_UPDATE_TIME_MAX; Default:1.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; GROUP_SOUND_UPDATE_TIME_MIN; GROUP_SOUND_UPDATE_TIME_MIN; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; HIDDEN_UNIT_REVEALED_SOUND_COOLDOWN; HIDDEN_UNIT_REVEALED_SOUND_COOLDOWN; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; LOOK_AT_MOVING_UNIT_DISTANCE; LOOK_AT_MOVING_UNIT_DISTANCE; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; LOOK_AT_UNIT_IN_MELEE_DISTANCE; LOOK_AT_UNIT_IN_MELEE_DISTANCE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MAX_MELEE_NUM_CHANGE_DOWN_PER_UPDATE; MAX_MELEE_NUM_CHANGE_DOWN_PER_UPDATE; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MAX_SOUND_DISTANCE_EXTRA; MAX_SOUND_DISTANCE_EXTRA; Default:8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_DOGS_TO_PLAY_APPROACHING_VO; MIN_DOGS_TO_PLAY_APPROACHING_VO; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_ELEPHANTS_TO_PLAY_ANIMALS_VO; MIN_ELEPHANTS_TO_PLAY_ANIMALS_VO; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_ENTITIES_FOR_GROUP_SOUND; MIN_ENTITIES_FOR_GROUP_SOUND; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_ENTITIES_FOR_TAUNT_VO; MIN_ENTITIES_FOR_TAUNT_VO; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_ENTITY_SPEED_FOR_MOVEMENT_SOUND_NORMAL; MIN_ENTITY_SPEED_FOR_MOVEMENT_SOUND_NORMAL; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_SPEED_FOR_IMPACT; MIN_SPEED_FOR_IMPACT; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_TRAVEL_DISTANCE_FOR_UNIT_APPROACHING; MIN_TRAVEL_DISTANCE_FOR_UNIT_APPROACHING; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; MIN_UNITS_IN_ALLIANCE_TO_PLAY_GENERALS_SPEECH; MIN_UNITS_IN_ALLIANCE_TO_PLAY_GENERALS_SPEECH; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; ON_AWARENESS_PERCENT_CHANCE_ANIM_PER_ENTITY; ON_AWARENESS_PERCENT_CHANCE_ANIM_PER_ENTITY; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; ON_CAPTURED_BUILDING_DISTANCE; ON_CAPTURED_BUILDING_DISTANCE; Default:130
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; ON_CAPTURED_GATEHOUSE_ANIM_UNARY_CHANCE_PER_ENTITY; ON_CAPTURED_GATEHOUSE_ANIM_UNARY_CHANCE_PER_ENTITY; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; ON_PROJECTILE_IMPACT_ANIM_UNARY_CHANCE_PER_ENTITY; ON_PROJECTILE_IMPACT_ANIM_UNARY_CHANCE_PER_ENTITY; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; ON_RAISED_BANNER_ANIM_UNARY_CHANCE_PER_ENTITY; ON_RAISED_BANNER_ANIM_UNARY_CHANCE_PER_ENTITY; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; PERCENT_ORDERS_COMPLETED_CHANCE; PERCENT_ORDERS_COMPLETED_CHANCE; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; SHOUT_SOUND_RETRIGGER_MIN_TIME; SHOUT_SOUND_RETRIGGER_MIN_TIME; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; SOUND_LINE_MAX_DISTANCE; SOUND_LINE_MAX_DISTANCE; Default:120
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; SOUND_LINE_MIN_DISTANCE; SOUND_LINE_MIN_DISTANCE; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; TRIGGER_SELECTED_ON_STOPPED_TIME; TRIGGER_SELECTED_ON_STOPPED_TIME; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; UNIT_VELOCITY_COUNTED_AS_MOVING; UNIT_VELOCITY_COUNTED_AS_MOVING; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; UPDATE_NUM_VISIBLE_ENEMY_UNITS_TIME; UPDATE_NUM_VISIBLE_ENEMY_UNITS_TIME; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; UPDATE_TIME_BASE_FAR; UPDATE_TIME_BASE_FAR; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; UPDATE_TIME_BASE_NEAR; UPDATE_TIME_BASE_NEAR; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/UnitSoundTracker.cpp; UPDATE_TIME_RANDOM_OFFSET; UPDATE_TIME_RANDOM_OFFSET; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; ANGLE_IN_DEGREES_FACING_FORWARD; ANGLE_IN_DEGREES_FACING_FORWARD; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; ANGLE_IN_DEGREES_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS; ANGLE_IN_DEGREES_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; BEARING_IN_DEGREES_TO_POSITION_TO_CONSIDER_ENTITY_ANIMS; BEARING_IN_DEGREES_TO_POSITION_TO_CONSIDER_ENTITY_ANIMS; Default:45
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; CAN_PLAY_ANIM_MAX_DELAY; CAN_PLAY_ANIM_MAX_DELAY; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; CHANCE_PER_ENTITY_POINT_TO_ANIM; CHANCE_PER_ENTITY_POINT_TO_ANIM; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; DISTANCE_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS; DISTANCE_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS; Default:110
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; DISTANCE_FROM_CAMERA_TO_CONSIDER_SHIP_BASED_ENTITY_ANIMS; DISTANCE_FROM_CAMERA_TO_CONSIDER_SHIP_BASED_ENTITY_ANIMS; Default:250
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; DOUBLE_CLICK_DELAY; DOUBLE_CLICK_DELAY; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; FACIAL_ANIMATION_VO_ORDER_MIN_DISTANCE_SQUARED; FACIAL_ANIMATION_VO_ORDER_MIN_DISTANCE_SQUARED; Default:400
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; IGNORE_CAN_PLAY_UNIT_TURN_TO_ANIMS_TEST; IGNORE_CAN_PLAY_UNIT_TURN_TO_ANIMS_TEST; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; LOG_GENERALS_SPEECH; LOG_GENERALS_SPEECH; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; MAX_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT; MAX_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; MAX_VO_RANDOM_SELECTION_ATTEMPT; MAX_VO_RANDOM_SELECTION_ATTEMPT; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; MIN_CAN_POINT_INSTEAD_OF_FACE_DISTANCE_SQUARED; MIN_CAN_POINT_INSTEAD_OF_FACE_DISTANCE_SQUARED; Default:200
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; MIN_CONVERSATION_VO_DISTANCE_SQUARED; MIN_CONVERSATION_VO_DISTANCE_SQUARED; Default:2.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; MIN_ENTITIES_TO_PLAY_ANIMS; MIN_ENTITIES_TO_PLAY_ANIMS; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; MIN_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT; MIN_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; NUM_ATTEMPT_TO_PLAY_CONVERSATIONAL_VO; NUM_ATTEMPT_TO_PLAY_CONVERSATIONAL_VO; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_DEFAULT_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_DEFAULT_ANIM; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_GENERAL_NEAR_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_GENERAL_NEAR_ANIM; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_IN_SIEGE_TOWER_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_IN_SIEGE_TOWER_ANIM; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_NERVOUS_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_NERVOUS_ANIM; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_OUT_OF_AMMO_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_OUT_OF_AMMO_ANIM; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_RALLY_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_RALLY_ANIM; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_TAUNT_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_TAUNT_ANIM; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; UNARY_CHANCE_NERVOUS_ANIM; UNARY_CHANCE_NERVOUS_ANIM; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_NATIVE_RESPONSE; VO_CHANCE_NATIVE_RESPONSE; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_PLAY_ORDER_ANIM; VO_CHANCE_PLAY_ORDER_ANIM; Default:75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_PLAY_SELECTION_ANIM; VO_CHANCE_PLAY_SELECTION_ANIM; Default:75
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_GENERAL; VO_CHANCE_SELECTED_GENERAL; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_GENERIC; VO_CHANCE_SELECTED_GENERIC; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_PRIMARY_NAME; VO_CHANCE_SELECTED_PRIMARY_NAME; Default:0.7
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_SECONDARY_NAME; VO_CHANCE_SELECTED_SECONDARY_NAME; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_SUBCULTURE; VO_CHANCE_SELECTED_SUBCULTURE; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_TERTIARY_NAME; VO_CHANCE_SELECTED_TERTIARY_NAME; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SELECTED_UNIT_CLASS; VO_CHANCE_SELECTED_UNIT_CLASS; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SUBCULTURE_SPECIFIC_ATTACK_ORDER; VO_CHANCE_SUBCULTURE_SPECIFIC_ATTACK_ORDER; Default:0.45
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SUBCULTURE_SPECIFIC_GENERIC_ORDER; VO_CHANCE_SUBCULTURE_SPECIFIC_GENERIC_ORDER; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_SUBCULTURE_SPECIFIC_SELECTED_ORDER; VO_CHANCE_SUBCULTURE_SPECIFIC_SELECTED_ORDER; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CHANCE_VO_CONVERSATION_INDIVIDUAL; VO_CHANCE_VO_CONVERSATION_INDIVIDUAL; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CONVERSATION_FACEFX; VO_CONVERSATION_FACEFX; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_CONVERSATION_MAX_ATTENUATION_DISTANCE_SQUARED; VO_CONVERSATION_MAX_ATTENUATION_DISTANCE_SQUARED; Default:500
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_ORDER_MIN_PLAY_DISTANCE_SQUARED; VO_ORDER_MIN_PLAY_DISTANCE_SQUARED; Default:90000
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/VoiceSoundTracker.cpp; VO_UNITS_IN_RANGE_OF_POSITION_DISTANCE; VO_UNITS_IN_RANGE_OF_POSITION_DISTANCE; Default:50
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/WeatherSoundTracker.cpp; AUDIO_RAIN_HEIGHT_CAP; AUDIO_RAIN_HEIGHT_CAP; Default:125
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/WeatherSoundTracker.cpp; AUDIO_RAIN_HEIGHT_CHANGE_TIME; AUDIO_RAIN_HEIGHT_CHANGE_TIME; Default:0.6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/WeatherSoundTracker.cpp; AUDIO_WIND_HEIGHT_CAP; AUDIO_WIND_HEIGHT_CAP; Default:125
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/WeatherSoundTracker.cpp; AUDIO_WIND_HEIGHT_CHANGE_TIME; AUDIO_WIND_HEIGHT_CHANGE_TIME; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/WeatherSoundTracker.cpp; AUDIO_WIND_HEIGHT_SCALE; AUDIO_WIND_HEIGHT_SCALE; Default:0.6
s:\branches\rome2\invasion\common\empirebattle\source\sound/soundtracker/WeatherSoundTracker.cpp; AUDIO_WIND_OCCLUSION_DISTANCE; AUDIO_WIND_OCCLUSION_DISTANCE; Default:60
s:\branches\rome2\invasion\common\empirebattle\source\sound\soundtracker/SoundTracker.h; MIN_MEN_REQUIRED_TO_PLAY_CONVERSATIONAL_VO; MIN_MEN_REQUIRED_TO_PLAY_CONVERSATIONAL_VO; Default:4
s:\branches\rome2\invasion\common\empirebattle\source\sound\soundtracker/SoundTracker.h; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_CELEBRATE_ANIM; UNARY_CHANCE_MULTIPLIER_PER_ENTITY_CELEBRATE_ANIM; Default:0.75
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; battle_prop_override_model_key; battle_prop_override_model_key; Default:
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; battle_prop_scale_position; battle_prop_scale_position; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; battle_prop_x_offset; battle_prop_x_offset; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; battle_prop_y_offset; battle_prop_y_offset; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; max_dynamic_decal_instances; max_dynamic_decal_instances; Default:128
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; max_static_decal_instances; max_static_decal_instances; Default:1000
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; render_battle_props; render_battle_props; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; render_blendmap; render_blendmap; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/BattleTerrainDisplay.cpp; use_land_in_naval_battle; use_land_in_naval_battle; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingDisplay.cpp; BUILDING_FIRE_STAGE_ONE_DURATION; BUILDING_FIRE_STAGE_ONE_DURATION; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingDisplay.cpp; BUILDING_FIRE_STAGE_TWO_DURATION; BUILDING_FIRE_STAGE_TWO_DURATION; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingDisplay.cpp; FAR_BUILDING_LOD_THRESHOLD; FAR_BUILDING_LOD_THRESHOLD; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingDisplay.cpp; enable_tbb_building_display; enable_tbb_building_display; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingDisplay.cpp; extra_height_of_wall; extra_height_of_wall; Default:2.3
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingDisplay.cpp; far_building_border; far_building_border; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/BuildingLiteDisplay.cpp; enable_tbb_building_lite_display; enable_tbb_building_lite_display; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/DeployableEntityDisplay.cpp; DEPLOYABLE_FIRE_STAGE_ONE_DURATION; DEPLOYABLE_FIRE_STAGE_ONE_DURATION; Default:8
s:\branches\rome2\invasion\common\empirebattle\source\view/DeployableEntityDisplay.cpp; DEPLOYABLE_FIRE_STAGE_TWO_DURATION; DEPLOYABLE_FIRE_STAGE_TWO_DURATION; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/DeployableEntityDisplay.cpp; DEPLOYABLE_GLOW_INTENSITY_MOUSEOVER; DEPLOYABLE_GLOW_INTENSITY_MOUSEOVER; Default:0.075
s:\branches\rome2\invasion\common\empirebattle\source\view/DeployableEntityDisplay.cpp; DEPLOYABLE_GLOW_INTENSITY_SELECTION; DEPLOYABLE_GLOW_INTENSITY_SELECTION; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\view/DeployableItemDisplay.cpp; USE_BASE_BAMBOO; USE_BASE_BAMBOO; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/DeployableItemDisplay.cpp; USE_BASE_CHEVEAU; USE_BASE_CHEVEAU; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/EffectsDisplay.cpp; SOUND_FIRE_INTENSITY_NEW_POSITION_SCALE; SOUND_FIRE_INTENSITY_NEW_POSITION_SCALE; Default:1.5
s:\branches\rome2\invasion\common\empirebattle\source\view/EffectsDisplay.cpp; SOUND_FIRE_INTENSITY_TIME_SCALE; SOUND_FIRE_INTENSITY_TIME_SCALE; Default:6
s:\branches\rome2\invasion\common\empirebattle\source\view/EffectsDisplay.cpp; SOUND_SMOKE_INTENSITY_MAX; SOUND_SMOKE_INTENSITY_MAX; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\view/EffectsDisplay.cpp; SOUND_SMOKE_INTENSITY_NEW_POSITION_SCALE; SOUND_SMOKE_INTENSITY_NEW_POSITION_SCALE; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\view/EffectsDisplay.cpp; SOUND_SMOKE_INTENSITY_TIME_SCALE; SOUND_SMOKE_INTENSITY_TIME_SCALE; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\view/EffectsDisplay.cpp; unit_dust_frequency_override; unit_dust_frequency_override; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/EmpireBattleView.cpp; battle_cinematic_display_directory; battle_cinematic_display_directory; Default:animated_scenes
s:\branches\rome2\invasion\common\empirebattle\source\view/EmpireBattleView.cpp; battle_static_quadtree_border_size; battle_static_quadtree_border_size; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/EmpireBattleView.cpp; battle_view_very_large_static_quadtree; battle_view_very_large_static_quadtree; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityChariotTracker.cpp; CHARIOT_REIN_APPEAR_ITERATIONS; CHARIOT_REIN_APPEAR_ITERATIONS; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityChariotTracker.cpp; CHARIOT_REIN_SLACK; CHARIOT_REIN_SLACK; Default:0.0001
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENABLE_NIGHT_LIGHTS; ENABLE_NIGHT_LIGHTS; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_DISPLAY_ALPHA_OVERRIDE; ENTITY_DISPLAY_ALPHA_OVERRIDE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_DISPLAY_ENABLE_ALPHA_CHANGE; ENTITY_DISPLAY_ENABLE_ALPHA_CHANGE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_DISPLAY_ENABLE_NEAR_ALPHA; ENTITY_DISPLAY_ENABLE_NEAR_ALPHA; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_DISPLAY_PROXIMITY_FADE_START; ENTITY_DISPLAY_PROXIMITY_FADE_START; Default:0.4
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_FACTION_TINT_DISTANCE; ENTITY_FACTION_TINT_DISTANCE; Default:400
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_FACTION_TINT_MAX; ENTITY_FACTION_TINT_MAX; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ENTITY_MARKER_MAX_UPDATE_TIME_FOR_FADE; ENTITY_MARKER_MAX_UPDATE_TIME_FOR_FADE; Default:500
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_COLOUR_B; NIGHT_LIGHT_COLOUR_B; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_COLOUR_G; NIGHT_LIGHT_COLOUR_G; Default:100
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_COLOUR_R; NIGHT_LIGHT_COLOUR_R; Default:255
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_FALLOFF_LINEAR; NIGHT_LIGHT_FALLOFF_LINEAR; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_OFFSET; NIGHT_LIGHT_OFFSET; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_RANGE; NIGHT_LIGHT_RANGE; Default:15
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_SHIP_OFFSET; NIGHT_LIGHT_SHIP_OFFSET; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; NIGHT_LIGHT_SHIP_RANGE; NIGHT_LIGHT_SHIP_RANGE; Default:35
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; SHIP_PROXY_MARKER_LENGTH_SCALE; SHIP_PROXY_MARKER_LENGTH_SCALE; Default:0.85
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; SHIP_PROXY_MARKER_WIDTH_SCALE; SHIP_PROXY_MARKER_WIDTH_SCALE; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; SPLINE_HEIGHT_ABOVE_SEA; SPLINE_HEIGHT_ABOVE_SEA; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; SPLINE_HEIGHT_ABOVE_TERRAIN; SPLINE_HEIGHT_ABOVE_TERRAIN; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_GLOW_INTENSITY_MOUSEOVER; UNIT_GLOW_INTENSITY_MOUSEOVER; Default:0.03
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_GLOW_INTENSITY_SELECTION; UNIT_GLOW_INTENSITY_SELECTION; Default:0.08
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_PROXY_MARKER_HIGHLIGHT_SCALE; UNIT_PROXY_MARKER_HIGHLIGHT_SCALE; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_PROXY_MARKER_MIN_RADIUS; UNIT_PROXY_MARKER_MIN_RADIUS; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_PROXY_MARKER_MIN_SIZE; UNIT_PROXY_MARKER_MIN_SIZE; Default:0.01
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_PROXY_MARKER_OVER_SCALE; UNIT_PROXY_MARKER_OVER_SCALE; Default:1.8
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; UNIT_PROXY_MARKER_SELECTED_SCALE; UNIT_PROXY_MARKER_SELECTED_SCALE; Default:1.4
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; ability_arc_width; ability_arc_width; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; circle_arc_subdivision; circle_arc_subdivision; Default:48
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; dead_time_total; dead_time_total; Default:60
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_dismember_pose_debug; enable_dismember_pose_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_entity_fast_cull; enable_entity_fast_cull; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_tbb_draw_tracker; enable_tbb_draw_tracker; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_tracker_balancing_sort; enable_tracker_balancing_sort; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_trajectory_markers_for_all; enable_trajectory_markers_for_all; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_unit_pose_debug; enable_unit_pose_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; enable_unit_shared_pose_debug; enable_unit_shared_pose_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_display_enable_imposter_shadows; entity_display_enable_imposter_shadows; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_display_imposter_scale; entity_display_imposter_scale; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_display_shadow_extrusion_multiplier; entity_display_shadow_extrusion_multiplier; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_display_shadow_max_shadow_distance; entity_display_shadow_max_shadow_distance; Default:10000
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_display_shared_pose_scale; entity_display_shared_pose_scale; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_display_use_imposter_variants_for_all; entity_display_use_imposter_variants_for_all; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_range_scale_max_distance; entity_range_scale_max_distance; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_range_scale_max_scale; entity_range_scale_max_scale; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; entity_range_scale_min_distance; entity_range_scale_min_distance; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; faction_tint_death_fade; faction_tint_death_fade; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; fade_dist_threshold; fade_dist_threshold; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; firc_arc_subdivision; firc_arc_subdivision; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; fire_arc_width; fire_arc_width; Default:2.5
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; fire_arc_width_tacmap; fire_arc_width_tacmap; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; tbb_draw_tracker_grain; tbb_draw_tracker_grain; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; tbb_tracker_model_updated_grain; tbb_tracker_model_updated_grain; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; test_blood_amount; test_blood_amount; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; test_blood_weights; test_blood_weights; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; test_blood_weights_threshold; test_blood_weights_threshold; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; test_dismember_clip_threshold; test_dismember_clip_threshold; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; test_entity_tracker_cloaks; test_entity_tracker_cloaks; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityDisplay.cpp; tracker_balancing_sort_block_size; tracker_balancing_sort_block_size; Default:25
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; BLOOD_INTENSITY_INCREMENT; BLOOD_INTENSITY_INCREMENT; Default:0.25
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; BLOOD_INTENSITY_RAMP_IN_TIME; BLOOD_INTENSITY_RAMP_IN_TIME; Default:1.5
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; DISMEMBER_ANGULAR_VELOCITY_MULTIPLIER; DISMEMBER_ANGULAR_VELOCITY_MULTIPLIER; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; DISMEMBER_VELOCITY_MULTIPLIER; DISMEMBER_VELOCITY_MULTIPLIER; Default:2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; ENTITY_MAN_TRACKER_BOW_BOT_X; ENTITY_MAN_TRACKER_BOW_BOT_X; Default:-0.7
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; ENTITY_MAN_TRACKER_BOW_BOT_Y; ENTITY_MAN_TRACKER_BOW_BOT_Y; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; ENTITY_MAN_TRACKER_BOW_TOP_X; ENTITY_MAN_TRACKER_BOW_TOP_X; Default:1.1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; ENTITY_MAN_TRACKER_BOW_TOP_Y; ENTITY_MAN_TRACKER_BOW_TOP_Y; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; ENTITY_MAN_TRACKER_DEFAULT_BLEND_DURATION; ENTITY_MAN_TRACKER_DEFAULT_BLEND_DURATION; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; FACEFX_MIN_ENTITY_MAN_TRACKER_ANIMATION_DURATION; FACEFX_MIN_ENTITY_MAN_TRACKER_ANIMATION_DURATION; Default:0.001
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; FORCE_FACIAL_POSE; FORCE_FACIAL_POSE; Default:
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; LEFT_HAND_POSITION_TRANSLATION_X; LEFT_HAND_POSITION_TRANSLATION_X; Default:0.06
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; RIGHT_HAND_POSITION_TRANSLATION_X; RIGHT_HAND_POSITION_TRANSLATION_X; Default:-0.06
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; enable_dismember_debug; enable_dismember_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; enable_look_at; enable_look_at; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityManTracker.cpp; facefx_list_anims; facefx_list_anims; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityMountTracker.cpp; CHARIOT_REIN_HARNESS1_TRANSLATE_X; CHARIOT_REIN_HARNESS1_TRANSLATE_X; Default:0.17
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityMountTracker.cpp; CHARIOT_REIN_HARNESS1_TRANSLATE_Y; CHARIOT_REIN_HARNESS1_TRANSLATE_Y; Default:0.22
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityMountTracker.cpp; CHARIOT_REIN_HARNESS1_TRANSLATE_Z; CHARIOT_REIN_HARNESS1_TRANSLATE_Z; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityMountTracker.cpp; CHARIOT_REIN_HARNESS2_TRANSLATE_X; CHARIOT_REIN_HARNESS2_TRANSLATE_X; Default:-0.17
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityMountTracker.cpp; CHARIOT_REIN_HARNESS2_TRANSLATE_Y; CHARIOT_REIN_HARNESS2_TRANSLATE_Y; Default:0.22
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityMountTracker.cpp; CHARIOT_REIN_HARNESS2_TRANSLATE_Z; CHARIOT_REIN_HARNESS2_TRANSLATE_Z; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_ALPHA_CHANGE_SPEED; ENTITY_TRACKER_ALPHA_CHANGE_SPEED; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_ANIMALS; ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_ANIMALS; Default:0.15
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_MAN; ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_MAN; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_COMBAT_CHAINING_BLEND_DURATION; ENTITY_TRACKER_COMBAT_CHAINING_BLEND_DURATION; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_DEFAULT_BLEND_DURATION; ENTITY_TRACKER_DEFAULT_BLEND_DURATION; Default:0.3
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_MAX_TRANSITION_BLEND_DURATION; ENTITY_TRACKER_MAX_TRANSITION_BLEND_DURATION; Default:0.2
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_TOWER_RIDER_OFFSET_Y; ENTITY_TRACKER_TOWER_RIDER_OFFSET_Y; Default:1.05
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_TOWER_RIDER_OFFSET_Z; ENTITY_TRACKER_TOWER_RIDER_OFFSET_Z; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; ENTITY_TRACKER_WADING_VFX_CHANCE; ENTITY_TRACKER_WADING_VFX_CHANCE; Default:0.1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; PLAY_SOUNDS_FOR_SPLICED_ANIMS; PLAY_SOUNDS_FOR_SPLICED_ANIMS; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; chariot_rider_platform_fix; chariot_rider_platform_fix; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; dead_time_alpha_fade_out_seconds; dead_time_alpha_fade_out_seconds; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; enable_blood_debug; enable_blood_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Entity/EntityTracker.cpp; enable_metadata_effect_debug; enable_metadata_effect_debug; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/GrassDisplay.cpp; GRASS_ANGLE_CULL_AMOUNT; GRASS_ANGLE_CULL_AMOUNT; Default:0.7
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/Rigging/Rigging.cpp; tbb_rigging_system_update_grain; tbb_rigging_system_update_grain; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/Rigging/Rigging.cpp; tbb_test_worker_thread_number; tbb_test_worker_thread_number; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_clip_distance; naval_flag_wind_clip_distance; Default:200
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_direction_change; naval_flag_wind_direction_change; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_display_enabled; naval_flag_wind_display_enabled; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_show_strength; naval_flag_wind_show_strength; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_strength_change; naval_flag_wind_strength_change; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_strength_max; naval_flag_wind_strength_max; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_flag_wind_strength_min; naval_flag_wind_strength_min; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/Naval/ShipEntity/ShipEntityDisplay.cpp; naval_render_wakes; naval_render_wakes; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; enable_tbb_draw_naval_proxy; enable_tbb_draw_naval_proxy; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; naval_flag_amplitude; naval_flag_amplitude; Default:2.5
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; naval_flag_distance_scale; naval_flag_distance_scale; Default:200
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; naval_flag_frq; naval_flag_frq; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; naval_flag_size; naval_flag_size; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; ship_marker_height_scale; ship_marker_height_scale; Default:1.1
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; ship_marker_width_scale; ship_marker_width_scale; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; ship_target_marker_height_scale; ship_target_marker_height_scale; Default:1.2
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; ship_target_marker_width_scale; ship_target_marker_width_scale; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\view/NavalObjectDisplay.cpp; tbb_naval_proxy_model_updated_grain; tbb_naval_proxy_model_updated_grain; Default:5
s:\branches\rome2\invasion\common\empirebattle\source\view/ProjectileTracker.cpp; PROJECTILE_TRACKER_ARROW_SCALE; PROJECTILE_TRACKER_ARROW_SCALE; Default:1.5
s:\branches\rome2\invasion\common\empirebattle\source\view/SiegeVehicleDisplay.cpp; VEHICLE_FIRE_STAGE_ONE_DURATION; VEHICLE_FIRE_STAGE_ONE_DURATION; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/SiegeVehicleDisplay.cpp; VEHICLE_FIRE_STAGE_TWO_DURATION; VEHICLE_FIRE_STAGE_TWO_DURATION; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/SiegeVehicleDisplay.cpp; VEHICLE_RAM_DEAD_TIME_BEFORE_FADE_OUT_START; VEHICLE_RAM_DEAD_TIME_BEFORE_FADE_OUT_START; Default:10
s:\branches\rome2\invasion\common\empirebattle\source\view/SiegeVehicleDisplay.cpp; VEHICLE_RAM_FADE_OUT_SPEED; VEHICLE_RAM_FADE_OUT_SPEED; Default:3
s:\branches\rome2\invasion\common\empirebattle\source\view/TreeDisplay.cpp; MAX_TREE_SCALE; MAX_TREE_SCALE; Default:1.2
s:\branches\rome2\invasion\common\empirebattle\source\view/TreeDisplay.cpp; MIN_TREE_SCALE; MIN_TREE_SCALE; Default:0.8
s:\branches\rome2\invasion\common\empirebattle\source\view/TreeDisplay.cpp; enable_tbb_tree_display; enable_tbb_tree_display; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/TreeDisplay.cpp; enable_tree_display_billboard_shadow_capsules; enable_tree_display_billboard_shadow_capsules; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/TreeDisplay.cpp; use_tree_billboard_blocks; use_tree_billboard_blocks; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItem.cpp; ENGINE_ROPE_PULLING_LENGTH_FACTOR; ENGINE_ROPE_PULLING_LENGTH_FACTOR; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItem.cpp; ENGINE_ROPE_RELAXED_LENGTH_FACTOR; ENGINE_ROPE_RELAXED_LENGTH_FACTOR; Default:1.2
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItem.cpp; ENGINE_ROPE_VERLET_ITERATIONS; ENGINE_ROPE_VERLET_ITERATIONS; Default:25
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItemDisplay.cpp; enable_tbb_verlet_standards; enable_tbb_verlet_standards; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItemDisplay.cpp; flag_wind_show_strength; flag_wind_show_strength; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItemDisplay.cpp; flag_wind_strength_change; flag_wind_strength_change; Default:20
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItemDisplay.cpp; flag_wind_strength_max; flag_wind_strength_max; Default:1.2
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItemDisplay.cpp; flag_wind_strength_min; flag_wind_strength_min; Default:0.5
s:\branches\rome2\invasion\common\empirebattle\source\view/VerletItem/VerletItemDisplay.cpp; verlet_standards_update_time_multiplier; verlet_standards_update_time_multiplier; Default:1
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_compass_x; g_compass_x; Default:-0.0125
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_compass_y; g_compass_y; Default:0.7
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_compass_z; g_compass_z; Default:1.15
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_gauge_scale; g_gauge_scale; Default:0.7
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_spinner_s; g_spinner_s; Default:0.03
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_spinner_tilt; g_spinner_tilt; Default:-0.9
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_spinner_tilt_amount; g_spinner_tilt_amount; Default:0
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_spinner_x; g_spinner_x; Default:-0.0125
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_spinner_y; g_spinner_y; Default:0.7
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_spinner_z; g_spinner_z; Default:1.15
s:\branches\rome2\invasion\common\empirebattle\source\view/WindGaugeDisplay.cpp; g_wind_dir_offset; g_wind_dir_offset; Default:0
s:\branches\rome2\invasion\common\empireutility\source\BattleDeploymentArea.cpp; RADAR_BORDER_OPACITY; RADAR_BORDER_OPACITY; Default:0.4
s:\branches\rome2\invasion\common\empireutility\source\BattleDeploymentArea.cpp; RADAR_BORDER_SIZE; RADAR_BORDER_SIZE; Default:4
s:\branches\rome2\invasion\common\empireutility\source\CinematicEditor/CinematicCamera.cpp; CINEMATIC_CAMERA_FREE_MOVEMENT; CINEMATIC_CAMERA_FREE_MOVEMENT; Default:0
s:\branches\rome2\invasion\common\empireutility\source\CinematicEditor/CinematicCamera.cpp; CINEMATIC_CAMERA_LINEAR_SPEED; CINEMATIC_CAMERA_LINEAR_SPEED; Default:6
s:\branches\rome2\invasion\common\empireutility\source\CinematicEditor/CinematicCamera.cpp; CINEMATIC_CAMERA_MOVE_SPEED_MAX; CINEMATIC_CAMERA_MOVE_SPEED_MAX; Default:200
s:\branches\rome2\invasion\common\empireutility\source\CinematicEditor/CinematicCamera.cpp; CINEMATIC_CAMERA_MOVE_SPEED_MIN; CINEMATIC_CAMERA_MOVE_SPEED_MIN; Default:30
s:\branches\rome2\invasion\common\empireutility\source\CinematicEditor/CinematicCamera.cpp; CINEMATIC_CAMERA_TURN_SPEED; CINEMATIC_CAMERA_TURN_SPEED; Default:5
s:\branches\rome2\invasion\common\empireutility\source\DebugText.cpp; debug_text_enable; debug_text_enable; Default:1
s:\branches\rome2\invasion\common\empireutility\source\DebugText.cpp; debug_text_x; debug_text_x; Default:0
s:\branches\rome2\invasion\common\empireutility\source\DebugText.cpp; debug_text_y; debug_text_y; Default:0
s:\branches\rome2\invasion\common\empireutility\source\EmpireBattleMapDefinition.cpp; TBB_HEIGHTFIELD_OUTLINE_RASTERISE_MIN_GRAIN_SIZE; TBB_HEIGHTFIELD_OUTLINE_RASTERISE_MIN_GRAIN_SIZE; Default:6
s:\branches\rome2\invasion\common\empireutility\source\EmpireBattleMapDefinition.cpp; load_everything_in_preview; load_everything_in_preview; Default:1
s:\branches\rome2\invasion\common\empireutility\source\EmpireBattleMapDefinition.cpp; override_load_xml_first; override_load_xml_first; Default:0
s:\branches\rome2\invasion\common\empireutility\source\GroundTypeField.cpp; TBB_SET_GROUNDTYPE_GRAIN_SIZE; TBB_SET_GROUNDTYPE_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\HeightField.cpp; default_heightmap_max; default_heightmap_max; Default:750
s:\branches\rome2\invasion\common\empireutility\source\HeightField.cpp; default_heightmap_min; default_heightmap_min; Default:-100
s:\branches\rome2\invasion\common\empireutility\source\QuotesManager.cpp; OVERRIDE_QUOTE_KEY; OVERRIDE_QUOTE_KEY; Default:
s:\branches\rome2\invasion\common\empireutility\source\QuotesManager.cpp; OVERRIDE_QUOTE_SOURCE; OVERRIDE_QUOTE_SOURCE; Default:-1
s:\branches\rome2\invasion\common\empireutility\source\RadarGenerator.cpp; TBB_RADAR_GENERATOR_COLOUR_OVERLAY_GRAIN_SIZE; TBB_RADAR_GENERATOR_COLOUR_OVERLAY_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\RadarGenerator.cpp; TBB_RADAR_GENERATOR_GROUNDTYPE_OVERLAY_GRAIN_SIZE; TBB_RADAR_GENERATOR_GROUNDTYPE_OVERLAY_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\RadarGenerator.cpp; TBB_RADAR_GENERATOR_HEIGHT_OVERLAY_GRAIN_SIZE; TBB_RADAR_GENERATOR_HEIGHT_OVERLAY_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\RadarGenerator.cpp; TBB_RADAR_GENERATOR_NO_GO_OVERLAY_GRAIN_SIZE; TBB_RADAR_GENERATOR_NO_GO_OVERLAY_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\RadarGenerator.cpp; save_loading_screen_radar; save_loading_screen_radar; Default:0
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; TBB_CLEAR_FROM_HEIGHTMAP_GRAIN_SIZE; TBB_CLEAR_FROM_HEIGHTMAP_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; TBB_UPDATE_FROM_BLENDMAP_GRAIN_SIZE; TBB_UPDATE_FROM_BLENDMAP_GRAIN_SIZE; Default:64
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; forest_hi_max_threshold; forest_hi_max_threshold; Default:1
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; forest_hi_min_threshold; forest_hi_min_threshold; Default:0.94
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; forest_low_max_threshold; forest_low_max_threshold; Default:0.6
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; forest_low_min_threshold; forest_low_min_threshold; Default:0
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; forest_med_max_threshold; forest_med_max_threshold; Default:0.95
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; forest_med_min_threshold; forest_med_min_threshold; Default:0.35
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; grass_hi_max_threshold; grass_hi_max_threshold; Default:1
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; grass_hi_min_threshold; grass_hi_min_threshold; Default:0.45
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; grass_low_max_threshold; grass_low_max_threshold; Default:0.4
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; grass_low_min_threshold; grass_low_min_threshold; Default:0
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; grass_med_max_threshold; grass_med_max_threshold; Default:0.65
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; grass_med_min_threshold; grass_med_min_threshold; Default:0.45
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; mud_max_threshold; mud_max_threshold; Default:0.2
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; mud_min_threshold; mud_min_threshold; Default:0
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; no_grass_threshold_forest; no_grass_threshold_forest; Default:1.2
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; no_grass_threshold_rock; no_grass_threshold_rock; Default:2
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; no_grass_threshold_sand; no_grass_threshold_sand; Default:2.25
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; sand_max_threshold; sand_max_threshold; Default:0.2
s:\branches\rome2\invasion\common\empireutility\source\ScrubField.cpp; sand_min_threshold; sand_min_threshold; Default:0
s:\branches\rome2\invasion\common\empireutility\source\databases/BattleEntityAnimationsTable.cpp; debug_break_at_animation; debug_break_at_animation; Default:
s:\branches\rome2\invasion\common\frontend\source\EmpireSoundManager.cpp; ENABLE_FRONTEND_AUDIO; ENABLE_FRONTEND_AUDIO; Default:1
s:\branches\rome2\invasion\common\frontend\source\FrontEndCamera.cpp; frontend_camera_pause; frontend_camera_pause; Default:0
s:\branches\rome2\invasion\common\frontend\source\SimpleScene.cpp; FRONTEND_SCENE_LEADER_POSITION_X; FRONTEND_SCENE_LEADER_POSITION_X; Default:0
s:\branches\rome2\invasion\common\frontend\source\SimpleScene.cpp; FRONTEND_SCENE_LEADER_POSITION_Y; FRONTEND_SCENE_LEADER_POSITION_Y; Default:0
s:\branches\rome2\invasion\common\frontend\source\SimpleScene.cpp; FRONTEND_SCENE_LEADER_POSITION_Z; FRONTEND_SCENE_LEADER_POSITION_Z; Default:0
s:\branches\rome2\invasion\common\multiplayer\source\EmpireAchievements.cpp; award_all_achievements; award_all_achievements; Default:0
s:\branches\rome2\invasion\common\sound\source\SoundTypes.cpp; SOUND_WARN_OF_UNLOADED_DATA; SOUND_WARN_OF_UNLOADED_DATA; Default:0
s:\branches\rome2\invasion\common\sound\source\WwiseLowLevelIO.cpp; SOUND_STREAM_IO_BUFFER_SIZE_IN_KB; SOUND_STREAM_IO_BUFFER_SIZE_IN_KB; Default:1024
s:\branches\rome2\invasion\common\sound\source\WwiseLowLevelIO.cpp; SOUND_STREAM_IO_MAX_CACHE_RATIO; SOUND_STREAM_IO_MAX_CACHE_RATIO; Default:1
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; ADVISOR_REQUEST_FORTHCOMING_TIMEOUT; ADVISOR_REQUEST_FORTHCOMING_TIMEOUT; Default:2
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; ENABLE_MUSIC; ENABLE_MUSIC; Default:1
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; PAUSED_MAX_WAITING_TIME; PAUSED_MAX_WAITING_TIME; Default:2
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_COMMUNICATION_BUFFER_SIZE_IN_KB; SOUND_COMMUNICATION_BUFFER_SIZE_IN_KB; Default:512
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_DEFAULT_BUFFER_LOW_RATIO; SOUND_DEFAULT_BUFFER_LOW_RATIO; Default:0.9
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_DEFAULT_BUFFER_SIZE_IN_KB; SOUND_DEFAULT_BUFFER_SIZE_IN_KB; Default:23972
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_LOADING_SCREEN_UNLOAD_TIME; SOUND_LOADING_SCREEN_UNLOAD_TIME; Default:7
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_LOAD_UI; SOUND_LOAD_UI; Default:1
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_LOWER_ENGINE_DEFAULT_BUFFER_LOW_RATIO; SOUND_LOWER_ENGINE_DEFAULT_BUFFER_LOW_RATIO; Default:0.7
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_LOWER_ENGINE_DEFAULT_BUFFER_SIZE_IN_KB; SOUND_LOWER_ENGINE_DEFAULT_BUFFER_SIZE_IN_KB; Default:13312
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_POOL_SWITCH_IMMEDIATELY; SOUND_POOL_SWITCH_IMMEDIATELY; Default:0
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_POSITION_SMOOTH_TIME; SOUND_POSITION_SMOOTH_TIME; Default:0.2
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_STREAM_MANAGER_BUFFER_SIZE_IN_KB; SOUND_STREAM_MANAGER_BUFFER_SIZE_IN_KB; Default:256
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; SOUND_WAVEFILE_BUFFER_SIZE_IN_KB; SOUND_WAVEFILE_BUFFER_SIZE_IN_KB; Default:88064
s:\branches\rome2\invasion\common\sound\source\Wwise_wrapper.cpp; WWISE_UPDATE_ENABLE; WWISE_UPDATE_ENABLE; Default:1
s:\branches\rome2\invasion\common\uicomponentlib\source\Component3DDisplay.cpp; FACEFX_MIN_UI_ANIMATION_DURATION; FACEFX_MIN_UI_ANIMATION_DURATION; Default:0.001
s:\branches\rome2\invasion\common\uicomponentlib\source\Component3DDisplay.cpp; component_3d_models_enabled; component_3d_models_enabled; Default:1
s:\branches\rome2\invasion\common\uidll\source\Campaign/ComponentCallbacks/DiplomacyPanel.cpp; DIPLOMACY_VOICE_START_DELAY_NORMAL; DIPLOMACY_VOICE_START_DELAY_NORMAL; Default:0.1
s:\branches\rome2\invasion\common\uidll\source\Campaign/ComponentCallbacks/DiplomacyPanel.cpp; DIPLOMACY_VOICE_START_DELAY_RESPONSE; DIPLOMACY_VOICE_START_DELAY_RESPONSE; Default:1.2
s:\branches\rome2\invasion\common\uidll\source\Campaign/EmpireCampaignUISelectionConcrete.cpp; ALLOW_SELECT_VO_NON_PLAYER_CHARACTERS; ALLOW_SELECT_VO_NON_PLAYER_CHARACTERS; Default:0
s:\branches\rome2\invasion\common\uidll\source\Campaign/EntityLabelsComponentManager.cpp; campaign_ui_cull_settlement; campaign_ui_cull_settlement; Default:7000
s:\branches\rome2\invasion\common\uidll\source\Common/Components/EmpireUIComponent.cpp; console_log_ui; console_log_ui; Default:0
s:\branches\rome2\invasion\common\uidll\source\Common/Dialogues/BrowserCallbacks.cpp; browser_use_local; browser_use_local; Default:0
s:\branches\rome2\invasion\common\utilitydll\source\ImageInfoDB.cpp; use_image_info_db; use_image_info_db; Default:1
s:\branches\rome2\invasion\common\utilitydll\source\OfflineData/VFSRead.cpp; async_vfs; async_vfs; Default:1
s:\branches\rome2\invasion\common\utilitydll\source\OfflineData/VFSRead.cpp; enable_directory_loading_memory_check; enable_directory_loading_memory_check; Default:1
s:\branches\rome2\invasion\common\utilitydll\source\OfflineData/VFSRead.cpp; vfs_filename_break; vfs_filename_break; Default:
s:\branches\rome2\invasion\common\utilitydll\source\OfflineData/VFSReadMethod.cpp; report_unused_directory_entries; report_unused_directory_entries; Default:0
s:\branches\rome2\invasion\common\utilitydll\source\TexelBufferJPG.cpp; jpeg_quality; jpeg_quality; Default:100
s:\branches\rome2\invasion\common\utilitydll\source\UtilTimeLine.cpp; TIME_RANGE_END_TIME_OFFSET; TIME_RANGE_END_TIME_OFFSET; Default:1e-005
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; portraits_scale_multiplier; portraits_scale_multiplier; Default:2
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; portraits_supersample; portraits_supersample; Default:1
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; ui_height; ui_height; Default:960
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; ui_rect_override; ui_rect_override; Default:0
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; ui_width; ui_width; Default:1600
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; ui_x; ui_x; Default:0
s:\branches\rome2\invasion\common\warscape\source\Sprite.cpp; ui_y; ui_y; Default:0
s:\branches\rome2\invasion\common\warscape\source\SpriteTextureHandler.cpp; sprite_cache_report_interval; sprite_cache_report_interval; Default:100
s:\branches\rome2\invasion\common\warscape\source\WarscapeBase.cpp; warscape_enable_state_tracker; warscape_enable_state_tracker; Default:1
s:\branches\rome2\invasion\common\warscape\source\platform/BufferManager.cpp; BUFFER_MANAGER_CREATE_RESOURCE_SORTED; BUFFER_MANAGER_CREATE_RESOURCE_SORTED; Default:1
s:\branches\rome2\invasion\common\warscape\source\platform/BufferManager.cpp; lock_fail_probability; lock_fail_probability; Default:0
s:\branches\rome2\invasion\common\warscape\source\platform/Engine.cpp; display_fps; display_fps; Default:0
s:\branches\rome2\invasion\common\warscape\source\platform/Engine.cpp; display_fps_x; display_fps_x; Default:-60
s:\branches\rome2\invasion\common\warscape\source\platform/Engine.cpp; display_fps_y; display_fps_y; Default:10
s:\branches\rome2\invasion\common\warscape\source\platform/Engine.cpp; fps_log; fps_log; Default:0
s:\branches\rome2\invasion\common\warscape\source\resource/VirtualTextureShader.cpp; vtex_render_debug_mode; vtex_render_debug_mode; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; MAX_HDR_SUN_COLOUR_SCALE; MAX_HDR_SUN_COLOUR_SCALE; Default:25000
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_hide_foliage_range; camera_hide_foliage_range; Default:500
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp0_w; camera_temp0_w; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp0_x; camera_temp0_x; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp0_y; camera_temp0_y; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp0_z; camera_temp0_z; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp1_w; camera_temp1_w; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp1_x; camera_temp1_x; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp1_y; camera_temp1_y; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp1_z; camera_temp1_z; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp2_w; camera_temp2_w; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp2_x; camera_temp2_x; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp2_y; camera_temp2_y; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; camera_temp2_z; camera_temp2_z; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; scene_skip_env_update; scene_skip_env_update; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/Scene.cpp; skip_update_camera; skip_update_camera; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_always_draw_last_lod; battle_building_always_draw_last_lod; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_enable_lod_size_scale; battle_building_enable_lod_size_scale; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_fix_lod_range; battle_building_fix_lod_range; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_lod0_distance; battle_building_lod0_distance; Default:100
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_lod1_distance; battle_building_lod1_distance; Default:200
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_lod2_distance; battle_building_lod2_distance; Default:300
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_lod3_distance; battle_building_lod3_distance; Default:600
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_lod4_distance; battle_building_lod4_distance; Default:10000
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_lod_scale_nominal_size; battle_building_lod_scale_nominal_size; Default:20
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_no_draw_distance_calibration; battle_building_no_draw_distance_calibration; Default:400
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_no_draw_enable; battle_building_no_draw_enable; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_building_no_draw_size_calibration; battle_building_no_draw_size_calibration; Default:2
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_always_draw_last_lod; battle_entity_always_draw_last_lod; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_distance_scalar; battle_entity_distance_scalar; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_large_distance_scalar; battle_entity_large_distance_scalar; Default:30
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_lod0_distance; battle_entity_lod0_distance; Default:5
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_lod1_distance; battle_entity_lod1_distance; Default:10
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_lod2_distance; battle_entity_lod2_distance; Default:30
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_lod3_distance; battle_entity_lod3_distance; Default:100
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_lod4_distance; battle_entity_lod4_distance; Default:10000
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_medium_distance_scalar; battle_entity_medium_distance_scalar; Default:1.2
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_entity_small_distance_scalar; battle_entity_small_distance_scalar; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_ship_always_draw_last_lod; battle_ship_always_draw_last_lod; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_ship_lod0_distance; battle_ship_lod0_distance; Default:60
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_ship_lod1_distance; battle_ship_lod1_distance; Default:120
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_ship_lod2_distance; battle_ship_lod2_distance; Default:200
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_ship_lod3_distance; battle_ship_lod3_distance; Default:300
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; battle_ship_lod4_distance; battle_ship_lod4_distance; Default:10000
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; campaign_tree_always_draw_last_lod; campaign_tree_always_draw_last_lod; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; campaign_tree_lod0_distance; campaign_tree_lod0_distance; Default:30
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; campaign_tree_lod1_distance; campaign_tree_lod1_distance; Default:60
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; campaign_tree_lod2_distance; campaign_tree_lod2_distance; Default:90
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; campaign_tree_lod3_distance; campaign_tree_lod3_distance; Default:120
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; campaign_tree_lod4_distance; campaign_tree_lod4_distance; Default:10000
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; lod_multiplier_for_extreme; lod_multiplier_for_extreme; Default:3
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; lod_multiplier_for_high; lod_multiplier_for_high; Default:0.35
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; lod_multiplier_for_low; lod_multiplier_for_low; Default:0.25
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; lod_multiplier_for_medium; lod_multiplier_for_medium; Default:0.25
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; lod_multiplier_for_ultra; lod_multiplier_for_ultra; Default:2
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; lod_multiplier_for_very_high; lod_multiplier_for_very_high; Default:0.5
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; report_mesh_budget; report_mesh_budget; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; report_rigid_budget; report_rigid_budget; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; rigid_enable_all_rigids; rigid_enable_all_rigids; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; rigid_enable_weighted; rigid_enable_weighted; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; rigid_gbuffer_only; rigid_gbuffer_only; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; rigid_sort; rigid_sort; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/RigidNode_v2.cpp; rigid_tree_lod_scalar; rigid_tree_lod_scalar; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/ScrubNode.cpp; scrub_lod_distance_default; scrub_lod_distance_default; Default:200
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/ScrubNode.cpp; scrub_node_always_render; scrub_node_always_render; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/ScrubNode.cpp; scrub_node_display_aabb; scrub_node_display_aabb; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/ScrubNode.cpp; scrub_node_instances; scrub_node_instances; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/ScrubNode.cpp; scrub_node_mem; scrub_node_mem; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/TerrainEditorSceneNode.cpp; terrain_editor_normal_strength; terrain_editor_normal_strength; Default:0.5
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/TerrainEditorSceneNode.cpp; terrain_editor_tile_max_y; terrain_editor_tile_max_y; Default:200
s:\branches\rome2\invasion\common\warscape\source\scene/nodes/TerrainEditorSceneNode.cpp; terrain_editor_tile_min_y; terrain_editor_tile_min_y; Default:-50
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; casters_one_point_light_shadow_only; casters_one_point_light_shadow_only; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; g_point_light_shadow_map_sample_bias; g_point_light_shadow_map_sample_bias; Default:0.99
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; gbuffer_enable_refraction_copy; gbuffer_enable_refraction_copy; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; lab_resolve_point; lab_resolve_point; Default:3
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; point_light_skip_shadow_distance; point_light_skip_shadow_distance; Default:32
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; refraction_copy_resource; refraction_copy_resource; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; water_reflection_height_safeguard; water_reflection_height_safeguard; Default:1.7
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; water_reflection_height_tweak; water_reflection_height_tweak; Default:0.4
s:\branches\rome2\invasion\common\warscape\source\scene/views/DeferredLightingView.cpp; water_reflection_ssr; water_reflection_ssr; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/GBufferView.cpp; gbuffer_enable_readable_depth_buffer; gbuffer_enable_readable_depth_buffer; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/HDR_TO_FRAME_VIEW.cpp; grain_fps; grain_fps; Default:24
s:\branches\rome2\invasion\common\warscape\source\scene/views/ScreenRectMesh.cpp; fullscreen_pixel_offset; fullscreen_pixel_offset; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_depth_bias; g_depth_bias; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_near_plane_bias; g_near_plane_bias; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_shadow_map_sample_bias; g_shadow_map_sample_bias; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_shadow_map_sample_bias_in_battle; g_shadow_map_sample_bias_in_battle; Default:0.1
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_slope_scale_depth_bias; g_slope_scale_depth_bias; Default:2
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_tweak_near_plane_bias; g_tweak_near_plane_bias; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; g_tweak_rasterizer_state; g_tweak_rasterizer_state; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadow_cast_enable; shadow_cast_enable; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadow_farz; shadow_farz; Default:360
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadowmap_extreme_quality; shadowmap_extreme_quality; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadowmap_fade_range; shadowmap_fade_range; Default:0.5
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadowmap_min_depth; shadowmap_min_depth; Default:1024
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadowmap_near_clip; shadowmap_near_clip; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadowmap_split_scale; shadowmap_split_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; shadowmap_view_quantize; shadowmap_view_quantize; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; split_d0; split_d0; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; split_d1; split_d1; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; split_d2; split_d2; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/ShadowMapView.cpp; split_d3; split_d3; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/TerrainViews.cpp; terrain_enable_custom_geom; terrain_enable_custom_geom; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/TextureDebugView.cpp; texture_dbg_scale; texture_dbg_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\scene/views/TextureDebugView.cpp; texture_dbg_x; texture_dbg_x; Default:0
s:\branches\rome2\invasion\common\warscape\source\scene/views/TextureDebugView.cpp; texture_dbg_y; texture_dbg_y; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Imposter/ImposterSceneNode.cpp; dump_imposter_pages; dump_imposter_pages; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/EditorTileMap.cpp; terrain_large_tile; terrain_large_tile; Default:8
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/EditorTileMap.cpp; terrain_tile_x_break; terrain_tile_x_break; Default:-1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/EditorTileMap.cpp; terrain_tile_y_break; terrain_tile_y_break; Default:-1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; CAMPAIGN_Z_SCALE; CAMPAIGN_Z_SCALE; Default:1.15476
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; battle_shadow_split_scale; battle_shadow_split_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; campaign_river_visible_distance; campaign_river_visible_distance; Default:80
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; campaign_shadow_split_scale; campaign_shadow_split_scale; Default:0.1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; shroud_alpha_multiplier; shroud_alpha_multiplier; Default:0.5
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; shroud_half_edge_padding; shroud_half_edge_padding; Default:64
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; shroud_sun_colour_b; shroud_sun_colour_b; Default:1.3
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; shroud_sun_colour_g; shroud_sun_colour_g; Default:1.2
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; shroud_sun_colour_r; shroud_sun_colour_r; Default:1.15
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_aabb_max; terrain_aabb_max; Default:500
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_aabb_min; terrain_aabb_min; Default:-10
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_blend_gain; terrain_blend_gain; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_campaign_waterplane_scale_w; terrain_campaign_waterplane_scale_w; Default:2
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_campaign_waterplane_scale_x; terrain_campaign_waterplane_scale_x; Default:15
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_campaign_waterplane_scale_y; terrain_campaign_waterplane_scale_y; Default:15
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_campaign_waterplane_scale_z; terrain_campaign_waterplane_scale_z; Default:2
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_clip_intersected; terrain_clip_intersected; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_debug_sphere_size; terrain_debug_sphere_size; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_debug_sphere_step; terrain_debug_sphere_step; Default:10
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_debug_spheres; terrain_debug_spheres; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_debug_x; terrain_debug_x; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_debug_z; terrain_debug_z; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_disable_height_tests; terrain_disable_height_tests; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_draw; terrain_draw; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_enable_blend; terrain_enable_blend; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_enable_debug_spheres; terrain_enable_debug_spheres; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_enable_shadows; terrain_enable_shadows; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_enable_threaded_vis; terrain_enable_threaded_vis; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_enable_water_plane; terrain_enable_water_plane; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_far_shader_distance; terrain_far_shader_distance; Default:1500
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_grain; terrain_grain; Default:4000
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_hf_height; terrain_hf_height; Default:200
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_intersection_clip_test; terrain_intersection_clip_test; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_invisible; terrain_invisible; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_lf_height; terrain_lf_height; Default:200
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_lod_addition; terrain_lod_addition; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_detail_far; terrain_mid_distance_detail_far; Default:256
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_detail_near; terrain_mid_distance_detail_near; Default:86
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_detail_scale; terrain_mid_distance_detail_scale; Default:65
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_detail_strength; terrain_mid_distance_detail_strength; Default:0.6
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_normal_strength; terrain_mid_distance_normal_strength; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_slope_factor; terrain_mid_distance_slope_factor; Default:3
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_slope_high; terrain_mid_distance_slope_high; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_mid_distance_slope_low; terrain_mid_distance_slope_low; Default:0.35
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_normal_lf_scale; terrain_normal_lf_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_normal_terrain_scale; terrain_normal_terrain_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_normal_tile_scale; terrain_normal_tile_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_quadtree; terrain_quadtree; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_refraction_offset; terrain_refraction_offset; Default:-0.2
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_refraction_scale; terrain_refraction_scale; Default:4.1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_render_override; terrain_render_override; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_scale; terrain_scale; Default:16384
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_sea_lf_height; terrain_sea_lf_height; Default:400
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_skip_add_instance; terrain_skip_add_instance; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_skip_vis; terrain_skip_vis; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_specular; terrain_specular; Default:0.01
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_sub_clip_intersected; terrain_sub_clip_intersected; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_tess_range_far; terrain_tess_range_far; Default:40
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_tess_range_mid; terrain_tess_range_mid; Default:10
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_tess_range_near; terrain_tess_range_near; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_two_stage_add_instance; terrain_two_stage_add_instance; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_update_normal_map; terrain_update_normal_map; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_use_cache; terrain_use_cache; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_vertical_offset; terrain_vertical_offset; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_visible_tiles; terrain_visible_tiles; Default:500
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_vtex_commit_changes_check; terrain_vtex_commit_changes_check; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terrain_wait_task; terrain_wait_task; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSceneNode.cpp; terry_lf_normal_scale; terry_lf_normal_scale; Default:4
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; lf_building_diff; lf_building_diff; Default:150
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; lf_building_diff_min; lf_building_diff_min; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; lf_coastal_inner_size; lf_coastal_inner_size; Default:-0.5
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; lf_coastal_outer_size; lf_coastal_outer_size; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; lf_inner_size; lf_inner_size; Default:-0.5
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; lf_outer_size; lf_outer_size; Default:2
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; terrain_matrix_optimisation; terrain_matrix_optimisation; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; warscape_force_climate; warscape_force_climate; Default:
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; warscape_force_season; warscape_force_season; Default:
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TerrainSetup.cpp; weather_rainstorm_prob; weather_rainstorm_prob; Default:33
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TileMap.cpp; tile_map_cache_block_count; tile_map_cache_block_count; Default:128
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TileMap.cpp; tile_map_cache_block_size; tile_map_cache_block_size; Default:16384
s:\branches\rome2\invasion\common\warscape\source\systems/Terrain/TileMap.cpp; tile_map_cache_stream_block_size; tile_map_cache_stream_block_size; Default:65536
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXEmitterInstances.cpp; VFX_ALPHA_CUTOFF; VFX_ALPHA_CUTOFF; Default:0.01
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXEmitterInstances.cpp; VFX_AREA_SCALE_FACTOR; VFX_AREA_SCALE_FACTOR; Default:0.01
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXEmitterInstances.cpp; VFX_DISTANCE_CULLING_SCALE_CAPPED; VFX_DISTANCE_CULLING_SCALE_CAPPED; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXEmitterInstances.cpp; VFX_FAR_DISTANCE_CULLING_BIAS; VFX_FAR_DISTANCE_CULLING_BIAS; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXEmitterInstances.cpp; VFX_PRE_INITIALIZE_TIME_STEP; VFX_PRE_INITIALIZE_TIME_STEP; Default:0.2
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXEmitterInstances.cpp; VFX_VOLUME_SCALE_FACTOR; VFX_VOLUME_SCALE_FACTOR; Default:0.002
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXImpl.cpp; VFX_BACKWARD_TIME_STEP; VFX_BACKWARD_TIME_STEP; Default:0.01
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXImpl.cpp; VFX_DEFAULT_DISTANCE_FROM_CAMERA; VFX_DEFAULT_DISTANCE_FROM_CAMERA; Default:0.01
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXImpl.cpp; VFX_PARALLEL_UPDATER; VFX_PARALLEL_UPDATER; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXImpl.cpp; VFX_WIND_ANGLE_DELTA; VFX_WIND_ANGLE_DELTA; Default:5
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_DEBUG_INFO_UPDATE_ENABLE; VFX_DEBUG_INFO_UPDATE_ENABLE; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_DEBUG_UPDATE_SIMULATION_ENABLE; VFX_DEBUG_UPDATE_SIMULATION_ENABLE; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_ENABLE; VFX_ENABLE; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_LARGE_FLOAT; VFX_LARGE_FLOAT; Default:1e+016
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_RENDER_PARTICLES; VFX_RENDER_PARTICLES; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_SORT_PARTICLES; VFX_SORT_PARTICLES; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_SORT_PARTICLES_SEA_OVERLAY_VIEW; VFX_SORT_PARTICLES_SEA_OVERLAY_VIEW; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_SORT_PARTICLES_SHADOW_MAP_VIEW; VFX_SORT_PARTICLES_SHADOW_MAP_VIEW; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_THREADED_SORT_PARTICLES; VFX_THREADED_SORT_PARTICLES; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXNode.cpp; VFX_WIND_SCALE_FACTOR; VFX_WIND_SCALE_FACTOR; Default:20
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXRigidEmitterInstances.cpp; VFX_RIGID_ALPHA_END; VFX_RIGID_ALPHA_END; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXRigidEmitterInstances.cpp; VFX_RIGID_ALPHA_MID_A; VFX_RIGID_ALPHA_MID_A; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXRigidEmitterInstances.cpp; VFX_RIGID_ALPHA_MID_B; VFX_RIGID_ALPHA_MID_B; Default:0.5
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXRigidEmitterInstances.cpp; VFX_RIGID_ALPHA_START; VFX_RIGID_ALPHA_START; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXRigidEmitterInstances.cpp; VFX_RIGID_ALPHA_TIME_A; VFX_RIGID_ALPHA_TIME_A; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VFX/VFXRigidEmitterInstances.cpp; VFX_RIGID_ALPHA_TIME_B; VFX_RIGID_ALPHA_TIME_B; Default:0.75
s:\branches\rome2\invasion\common\warscape\source\systems/VariantMesh/VariantMeshNode.cpp; enable_bi_directional_attach_point_searching; enable_bi_directional_attach_point_searching; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VariantMesh/VariantMeshNode.cpp; variant_debug_dump; variant_debug_dump; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VariantMesh/VariantMeshNode.cpp; variant_max_variations; variant_max_variations; Default:5
s:\branches\rome2\invasion\common\warscape\source\systems/VariantMesh/VariantMeshNode.cpp; variant_slot_variation_assert; variant_slot_variation_assert; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Vegetation/VegetationNode.cpp; tree_fizzle_cull; tree_fizzle_cull; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/Vegetation/VegetationNode.cpp; vegetation_sort_billboard_blocks; vegetation_sort_billboard_blocks; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTexture.cpp; vtex_check_duplicate_cache_pages; vtex_check_duplicate_cache_pages; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTexture.cpp; vtex_check_duplicate_page_requests; vtex_check_duplicate_page_requests; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTexture.cpp; vtex_do_reduction; vtex_do_reduction; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTexture.cpp; vtex_mip_levels_requested_each_frame; vtex_mip_levels_requested_each_frame; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTexture.cpp; vtex_verify_page_table_sync; vtex_verify_page_table_sync; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTexture.cpp; vtex_wait_for_touch; vtex_wait_for_touch; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; force_sync_page_table; force_sync_page_table; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_allow_teleport_detect; vtex_allow_teleport_detect; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_battle_frame_blend_budget; vtex_battle_frame_blend_budget; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_campaign_frame_blend_budget; vtex_campaign_frame_blend_budget; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_enable_blend_messages; vtex_enable_blend_messages; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_enable_composite_pass; vtex_enable_composite_pass; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_enable_copy_to_cache; vtex_enable_copy_to_cache; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_enable_terrain_touch; vtex_enable_terrain_touch; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_teleport_cancel_delta; vtex_teleport_cancel_delta; Default:5
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_teleport_end_delta; vtex_teleport_end_delta; Default:0.01
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainBlender.cpp; vtex_teleport_smoothing; vtex_teleport_smoothing; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/VirtualTexture/VirtualTextureTerrainRenderer.cpp; terrain_new_technique; terrain_new_technique; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/dynamic/DynamicRiverSpline.cpp; river_scale; river_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidHeaderCache.cpp; rigid_cache_enabled; rigid_cache_enabled; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; AOIT_GRASS_MAX_DISTANCE; AOIT_GRASS_MAX_DISTANCE; Default:15
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; AOIT_GRASS_MIN_DISTANCE; AOIT_GRASS_MIN_DISTANCE; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; AOIT_TREE_MAX_DISTANCE; AOIT_TREE_MAX_DISTANCE; Default:35
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; AOIT_TREE_MIN_DISTANCE; AOIT_TREE_MIN_DISTANCE; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; OIT_GRASS_MAX_DISTANCE; OIT_GRASS_MAX_DISTANCE; Default:25
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; OIT_GRASS_MIN_DISTANCE; OIT_GRASS_MIN_DISTANCE; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; OIT_TREE_MAX_DISTANCE; OIT_TREE_MAX_DISTANCE; Default:25
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; OIT_TREE_MIN_DISTANCE; OIT_TREE_MIN_DISTANCE; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; enable_float16_animation_texture; enable_float16_animation_texture; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; enable_tbb_fill_animation_texture; enable_tbb_fill_animation_texture; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; fill_animation_prefill; fill_animation_prefill; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; fill_animation_prefill_random; fill_animation_prefill_random; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; grass_alpha_add; grass_alpha_add; Default:0.75
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; grass_alpha_mul; grass_alpha_mul; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; light_rigid_decals; light_rigid_decals; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_calc_texel_density; rigid_calc_texel_density; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_campaign_tree_lod; rigid_campaign_tree_lod; Default:100
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_collision_scale; rigid_collision_scale; Default:1.1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_collision_test; rigid_collision_test; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_collision_z_offset; rigid_collision_z_offset; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_num_simulation_steps; rigid_num_simulation_steps; Default:5
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_particle_mass; rigid_particle_mass; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_show_colliders; rigid_show_colliders; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_show_weighted_cloth_sim_mesh; rigid_show_weighted_cloth_sim_mesh; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_show_weighted_cloth_unsimulated; rigid_show_weighted_cloth_unsimulated; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_show_weighted_mesh; rigid_show_weighted_mesh; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_simulation_auto_run; rigid_simulation_auto_run; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_simulation_damping; rigid_simulation_damping; Default:0.999
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_simulation_flex; rigid_simulation_flex; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_simulation_force_scale; rigid_simulation_force_scale; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_simulation_interval; rigid_simulation_interval; Default:0.1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_simulation_restore; rigid_simulation_restore; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_tesselation_displacement_scale; rigid_tesselation_displacement_scale; Default:0.4
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_tesselation_factor; rigid_tesselation_factor; Default:5
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; rigid_update_animation_texture; rigid_update_animation_texture; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; skin_dirt_enabled; skin_dirt_enabled; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; tbb_fill_animation_texture_grain; tbb_fill_animation_texture_grain; Default:32
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; warscape_load_cache_file_size_limit; warscape_load_cache_file_size_limit; Default:1048576
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidMesh_v2.cpp; warscape_load_cache_report; warscape_load_cache_report; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidModelLoader.cpp; rigid_model_loader_override_texture_blend_wind; rigid_model_loader_override_texture_blend_wind; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidModelLoader.cpp; rigid_skip_small_parts; rigid_skip_small_parts; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidRiverMesh.cpp; river_flow_rate; river_flow_rate; Default:0.02
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidTerrainMesh.cpp; terrain_mesh_add_instance; terrain_mesh_add_instance; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidTerrainMesh.cpp; terrain_render_wireframe; terrain_render_wireframe; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidTerrainMesh.cpp; terrain_tess; terrain_tess; Default:1
s:\branches\rome2\invasion\common\warscape\source\systems/rigid/RigidTextureBlendMesh.cpp; ui_flags_light_angle; ui_flags_light_angle; Default:42
s:\branches\rome2\invasion\common\warscape\source\systems/sea/SeaFoam.cpp; sea_foam_vfx_num_spray_per_frame; sea_foam_vfx_num_spray_per_frame; Default:2
s:\branches\rome2\invasion\common\warscape\source\systems/sea/SeaFoam.cpp; sea_foam_vfx_spray_name; sea_foam_vfx_spray_name; Default:sea_vfx_water_spray
s:\branches\rome2\invasion\common\warscape\source\systems/sea/SeaFoam.cpp; tbb_sea_foam_grain; tbb_sea_foam_grain; Default:8
s:\branches\rome2\invasion\common\warscape\source\systems/sea/SeaOpticalInteraction.cpp; disable_reflection; disable_reflection; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/sea/SeaOpticalInteraction.cpp; disable_reflection_pvs; disable_reflection_pvs; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/sea/SeaOpticalInteraction.cpp; disable_refraction; disable_refraction; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/weather/WeatherSceneNode.cpp; gust_down; gust_down; Default:0
s:\branches\rome2\invasion\common\warscape\source\systems/weather/WeatherSceneNode.cpp; vegetation_hstrength; vegetation_hstrength; Default:0.91
s:\branches\rome2\invasion\common\warscape\source\systems/weather/WeatherSceneNode.cpp; vegetation_vstrength; vegetation_vstrength; Default:0.08
s:\branches\rome2\invasion\common\warscape\source\util/HiResScreenshot.cpp; accumulated_screenshot_gamma_fix_enabled; accumulated_screenshot_gamma_fix_enabled; Default:0
s:\branches\rome2\invasion\common\warscape\source\util/HiResScreenshot.cpp; ss_f; ss_f; Default:10000
s:\branches\rome2\invasion\common\warscape\source\util/HiResScreenshot.cpp; ss_n; ss_n; Default:10
s:\branches\rome2\invasion\common\warscape\source\util/HiResScreenshot.cpp; ss_y; ss_y; Default:1000
s:\branches\rome2\invasion\common\warscape\source\util/MovieMaker.cpp; MOVIE_MAKER_ROUND_FRAME_TICK; MOVIE_MAKER_ROUND_FRAME_TICK; Default:1
s:\branches\rome2\invasion\common\warscape\source\util/MovieMaker.cpp; MOVIE_MAKER_WAIT_FRAMES; MOVIE_MAKER_WAIT_FRAMES; Default:0
s:\branches\rome2\invasion\common\warscape\source\util/MovieMaker.cpp; cam_dof_circle_radius; cam_dof_circle_radius; Default:0
sea_display; SHIP_DEBUG_RENDER_WAKES; SHIP_DEBUG_RENDER_WAKES; Default:0
sea_display; SHIP_HULL_SPLASH_PROBABILITY; SHIP_HULL_SPLASH_PROBABILITY; Default:0.35
sea_display; WAKE_TEXTURE_HEIGHT; WAKE TEXTURE_HEIGHT; Default:35
ship_display; OUTPUT_SHIP_DAMAGE_PANELS; OUTPUT_SHIP_DAMAGE_PANELS; Default:0
ship_display; SHIP_HULL_POINT_SEPARATION; SHIP_HULL_POINT_SEPARATION; Default:1
show_command_responsiveness_timing_output; show_command_responsiveness_timing_output; show_command_responsiveness_timing_output; Default:0
siege ai; SETTLEMENT_AI_ASSAULT_COMPLETE_SIEGE_VEHICLE_DISTANCE_THRESHOLD; SETTLEMENT_AI_ASSAULT_COMPLETE_SIEGE_VEHICLE_DISTANCE_THRESHOLD; Default:200
steam_funnel_speed; steam_funnel_speed; ; Default:1
technique manager compile; compile_shaders_from_file; ; Default:0
temp; enable_sco; temp; Default:1
test_ai_build; TEST_AI_BUILD; Exclusive AI resetting and seed-changing game (amount of battles supplied); Default:0
test_combat_animations; TEST_COMBAT_ANIMATIONS; Test all combat animations used in a battle and dump them into a file when the battle ends; Default:0
time; root_time; Multiplier for lowest level time advancement; Default:1
time_control; EMPIRE_CUSTOM_TIME_CONTROL_SPEED; Sets the custom time control speed; Default:1
trigger effect; TRIGGER_EFFECT_0; TRIGGER_EFFECT_0 name; Default:Prsmoke
trigger effect; TRIGGER_EFFECT_1; TRIGGER_EFFECT_1 name; Default:DeckFire
ui; LuaProfile; Enable lua profiling; Default:0
ui; display_component_info; If true, shows information on components when mousing over; Default:0
ui; generate_ui_image_errors; Reports missing images when a layout is loaded; Default:0
ui; precache_ui; Preloads all UI layouts when the UI is created; Default:1
unit_visibility; unit_visibility; unit_visibility; Default:1
unit_visibility; vis_bump_max; unit_visibility; Default:300
unit_visibility; vis_bump_min; unit_visibility; Default:300
unit_visibility; vis_clamp_max; unit_visibility; Default:300
unit_visibility; vis_invisible_decay; unit_visibility; Default:1
unit_visibility; vis_natural_decay; unit_visibility; Default:3
vel_foam; velocity_foam; ; Default:7
velocity_speed_modifier; velocity_speed_modifier; ; Default:0.3
vfx; VFX_MIN_PROJECTILE_SPEED; min projectile speed to trigger effect; Default:6.5
waypoint_display; WAYPOINT_PATH_MIN_WIDTH; min_width_of_the_waypoint_arrow; Default:0.5
waypoint_display; WAYPOINT_PATH_TACTICAL_SCALE_INCREASE; width_of_the_waypoint_arrow; Default:3
waypoint_display; WAYPOINT_PATH_WIDTH_DEFAULT; width_of_the_waypoint_arrow; Default:2.5
waypoint_display; WAYPOINT_SMOOTH_EASE_WEIGHT; how much current distance to target taken into account for smoothing (higher means moves quicker as further away; Default:5
waypoint_display; WAYPOINT_SMOOTH_MOVE_SPEED; speed waypoint moves when smooth moving to close target to reduce flickering; Default:1
waypoint_display; WAYPOINT_SNAP_THRESHOLD; distance that waypoint start has to move before snapping rather than smoothely moving to; Default:100
waypoint_display; WAYPOINT_WIDTH_SCALE_START_DIST_SQ; min_width_of_the_waypoint_arrow; Default:500
wind; wind_maximum; max wind speed; Default:400
wind; wp_damp; damping; Default:0.1
wind; wp_gain; gain; Default:0.1
zocs; RENDER_ZOC_BORDERS; enable/disable debug display of zoc splines; Default:0
zocs; RENDER_ZOC_BOUNDS; enable/disable debug display of inner and outer bounds for zoc splines; Default:0
zocs; RENDER_ZOC_CONTROL_POINTS; enable/disable debug display of zoc spline segment control points; Default:0
zocs; RENDER_ZOC_LINES; enable/disable debug display of start and endpoint of zoc spline segments; Default:0
zocs; RENDER_ZOC_SPLINE; enable/disable display of zoc splines; Default:1
zocs; RENDER_ZOC_TRIANGLES; enable/disable debug display of zoc triangles; Default:0
zocs; RENDER_ZOC_TRIANGLE_ID; id of zoc triangle to display (-1 = all); Default:-1
Command library
===============
always_load_tile_database
----
animation_texture_count
----
audit_vfs
Audit the VFS
campaign_cam_move
campaign_cam_move
campaign_camera_placeholder
temp placeholder for setting campaign map settings
clear_paths
Clears the workign data directories
clear_template_cache
Clears all component templates from the cache so the next time they are accessed they are re-loaded from the template library or disk
compile_all_shaders
----
disable_battle_cursor_intersection
disables cursor intersections with 3d battle objects
disable_gpu_profiler
----
docudemon
Create a documentation file of all CLI commands, tweaks, custom Lua commands and Lua-response-enabled messages
enable_ai_mp
enable_ai_mp
enable_gpu_profiler
----
enable_rigid_tesellation
----
force_lq_lf_height_map
force_lq_lf_height_map
force_rigid_lod
----
hdr_screenshot
take screenshot
help
list the commands
import_all_mods
Import all mod packs
keyboard_shortcuts_disabled
----
mouse_cursor_disabled
----
pause_bink_video
pause_bink_video
play_bink_video
play_bink_video
process_campaign_ai_map_data
Activate campaign AI map data processing during the startpos processing.
quit
quit the application
quit_after_campaign_processing
----
report_missing_ui_images
report_missing_ui_images
report_rigid_models
----
report_texture_usage
----
reset_advisories
Destroy the record of the displayed advisories.
restart_replay
restart_replay
resume_bink_video
resume_bink_video
screenshot
take screenshot
screenshot
take screenshot
screenshot
take screenshot
screenshot
take screenshot
screenshot
take screenshot
screenshot
take screenshot
set_battle_size
set_battle_size
set_shader_path
----
set_shadowmap_fade_range
set_shadowmap_fade_range
set_skeleton_bone_limit
set_skeleton_bone_limit
set_terrain_far_distance_in_tiles
----
set_terrain_season
set_terrain_season
set_terrain_texture_params
set_terrain_texture_params
set_ui_scale
----
show_paths
Prints search paths in vfs tab
skip_directx_version_check
skip directX version check
terrain_enable_battle_vtex
terrain_enable_battle_vtex
terrain_enable_campaign_vtex
terrain_enable_campaign_vtex
terrain_write_html
terrain_write_html
terrain_write_html
terrain_write_html
terrain_write_html
terrain_write_html
test_square_meta_data
test_square_meta_data
texdbg
texdbg
texdbg_add
texdbg_add
texdbg_show
texdbg_show
toggle_building_lites_shadow_capsules
----
toggle_building_shadow_capsules
----
toggle_campaign_shadow_capsules
----
toggle_entity_shadow_capsules
----
toggle_naval_shadow_capsules
----
toggle_projectiles_damage
----
toggle_projectiles_ignite_buildings
----
toggle_terrain_vtex
toggle_terrain_vtex
toggle_tree_shadow_capsules
----
toggle_unit_lanterns
----
ui_skin_hack
change the default ui skin
upgrade_tile
upgrade_tile
use_debug_shaders
Compile and load debug shaders
use_keyset
Swaps to the keyset named and remaps all keys
vtex_request_page_each_frame
vtex_request_page_each_frame
vtex_set_render_debug
vtex_set_render_debug
vtex_sync_gpu_page_table
vtex_sync_gpu_page_table
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