Engine Tweakers Inventory
Reference inventory of all 3,731 internal engine tweakers and campaign variables in empire.retail.dll, grouped by their runtime target.
Overview by Target
| Destination Category | Count | Engine Target & Mechanism |
|---|---|---|
| Campaign Variables | 714 | Active campaign model variables (action points, marriage, replenishment, cultural conversion, looting) |
| Database KV Tweakers | 518 | Live database table records in RAM (unit stats, battle calibrations, building parameters) |
| Campaign AI Variables | 158 | Campaign AI evaluators, strategic task generators, and threat thresholds |
| Direct Engine Tweakers | 2341 | Graphics, shaders, battle physics, audio trackers, camera controls, and interface settings |
Campaign Variables
714 campaign model variables evaluated during campaign gameplay. (714 variables, sorted alphabetically)
| Name | Default Value | Description |
|---|---|---|
abandon_settlement_income_percentage_modifier | 0 | - |
abandon_settlement_per_faction_province_desolation_public_order_penalty | 0 | - |
abandon_settlement_per_faction_province_uncertainty_public_order_penalty | 0 | - |
ambush_critical_fail_proportion_of_fail | 0 | - |
annexed_territory_multiplier_on_realm_divide | 0 | - |
armed_citizenry_army_percentage_on_change_hands | 0 | - |
armed_citizenry_navy_percentage_on_change_hands | 0 | - |
artillery_capture_chance | 0 | - |
autoresolver_alliance_wipe_out_loser_strength_of_max_threshold | 0 | - |
autoresolver_alliance_wipe_out_winner_loser_strength_multiple | 0 | - |
autoresolver_battle_damage_modifier_full_naval_units_at_sea | 0 | - |
autoresolver_battle_damage_modifier_non_naval_units_at_sea | 0 | - |
autoresolver_battle_excess_melee_damage_multiplier | 0 | - |
autoresolver_battle_excess_melee_damage_received_from_target_multiplier | 0 | - |
autoresolver_battle_max_melee_skirmish_time_proportion | 0 | - |
autoresolver_battle_melee_skirmish_speed_proportion_multiplier | 0 | - |
autoresolver_battle_missile_range_modifier_used_in_ranged_combat | 0 | - |
autoresolver_battle_naval_ramming_damage_multiplier | 0 | - |
autoresolver_battle_naval_ramming_initial_seperation | 0 | - |
autoresolver_battle_num_defender_towers_in_fortified_settlement | 0 | - |
autoresolver_battle_num_defender_towers_in_unfortified_settlement | 0 | - |
autoresolver_battle_reinforcement_time | 0 | - |
autoresolver_battle_result_accuracy_high_prediction_variation | 0 | - |
autoresolver_battle_result_accuracy_low_prediction_variation | 0 | - |
autoresolver_battle_result_accuracy_moderate_prediction_variation | 0 | - |
autoresolver_battle_result_accuracy_very_high_prediction_variation | 0 | - |
autoresolver_battle_result_accuracy_very_low_prediction_variation | 0 | - |
autoresolver_battle_timestep | 0 | - |
autoresolver_battle_tower_base_kps | 0 | - |
autoresolver_bound_max_ammo_per_second_mod_unit_size | 0 | - |
autoresolver_bound_max_melee_strength_proportion | 0 | - |
autoresolver_bound_max_ranged_kills_per_second | 0 | - |
autoresolver_bound_min_melee_kills_per_second_full_strength | 0 | - |
autoresolver_bound_min_ranged_kills_per_ammo_mod_unit_size | 0 | - |
autoresolver_bound_min_ranged_kills_per_second | 0 | - |
autoresolver_building_damage_num_assult_equipment_percentage | 0 | - |
autoresolver_building_damage_num_units_percentage | 0 | - |
autoresolver_casualty_unary_received_by_excess_melee_units_from_target | 0 | - |
autoresolver_chase_down_damage_multiplier | 0 | - |
autoresolver_max_hp_for_enemy_hp_dps_modifier | 0 | - |
autoresolver_min_battle_time_before_retreat | 0 | - |
autoresolver_min_hp_for_enemy_hp_dps_modifier | 0 | - |
autoresolver_num_excess_melee_units_receiving_casualties_from_target | 0 | - |
autoresolver_num_units_multiplier_vs_enemy_to_allow_retreat | 0 | - |
autoresolver_unit_base_retreat_threshold | 0 | - |
autoresolver_unit_wipe_out_threshold | 0 | - |
autoresolver_wall_damage_num_artillery_units_percentage | 0 | - |
autoresolver_winner_additional_building_damage_num_assult_equipment_percentage | 0 | - |
autoresolver_winner_additional_building_damage_num_units_percentage | 0 | - |
autoresolver_winner_kpd_major_win_threshold | 0 | - |
autoresolver_winner_kpd_minor_win_threshold | 0 | - |
autoresolver_wipe_out_army_force_unary_lost | 0 | - |
background_resource_supply | 0 | - |
base_wealth_increase | 0 | - |
baseline_pop_growth | 0 | - |
battle_combat_outcome_prediction_non_artillery_missile_accuracy | 0 | - |
besieged_attrition_force_size_threshold | 0 | - |
besieging_attrition_force_size_threshold | 0 | - |
blockaded_attrition_force_size_threshold | 0 | - |
blockading_attrition_force_size_threshold | 0 | - |
bonus_start_of_campaign_income_for_humans_on_easy_difficulty | 0 | - |
bonus_start_of_campaign_income_for_humans_on_normal_difficulty | 0 | - |
brige_battle_detection_path_distance | 0 | - |
building_cultural_conversion_cost_mod | 0 | - |
building_cultural_conversion_time_mod | 0 | - |
building_min_conversion_cost | 0 | - |
building_slum_creation_time | 0 | - |
building_slum_dismantle_cost | 0 | - |
camera_far_z | 0 | - |
camera_fov | 0 | - |
camera_maximum_distance | 0 | - |
camera_maximum_tilt_angle | 0 | - |
camera_minimum_distance | 0 | - |
camera_minimum_tilt_angle | 0 | - |
camera_mousewheel_step_val | 0 | - |
camera_near_z | 0 | - |
camera_tactical_transition_duration | 0 | - |
captured_required_region_prestige_multiplier | 0 | - |
captured_units_prize_money_percent | 0 | - |
captured_units_slaves_percent | 0 | - |
cdir_unit_quality_accuracy_value | 0 | - |
cdir_unit_quality_armour_value | 0 | - |
cdir_unit_quality_charge_value | 0 | - |
cdir_unit_quality_experience_value | 0 | - |
cdir_unit_quality_morale_value | 0 | - |
cdir_unit_quality_weapons_value | 0 | - |
character_creation_max_age | 0 | - |
character_creation_min_age | 0 | - |
character_recruitment_base_cost | 0 | - |
character_recruitment_cost_per_command_star | 0 | - |
character_recruitment_max_distance | 0 | - |
character_recruitment_pool_cap | 0 | - |
character_recruitment_pool_refill_rate_admiral_0 | 0 | - |
character_recruitment_pool_refill_rate_admiral_1 | 0 | - |
character_recruitment_pool_refill_rate_admiral_2 | 0 | - |
character_recruitment_pool_refill_rate_general_0 | 0 | - |
character_recruitment_pool_refill_rate_general_1 | 0 | - |
character_recruitment_pool_refill_rate_general_2 | 0 | - |
character_research_points_cap | 0 | - |
civil_war_always_trigger_fame_level | 0 | - |
civil_war_faction_starting_treasury_mod | 0 | - |
civil_war_gravitas_threshold_multiplier | 0 | - |
civil_war_high_chance_fame_level | 0 | - |
civil_war_minimum_fame_level_required | 0 | - |
desertion_morale_penalty_attrition_threshold | 0 | - |
desertion_morale_penalty_max | 0 | - |
desertion_morale_penalty_per_turn | 0 | - |
destruction_zone_recovery_turns | 0 | - |
diplomacy_can_offer_break_client_state | 0 | - |
diplomacy_can_offer_break_defensive_alliance | 0 | - |
diplomacy_can_offer_break_military_alliance | 0 | - |
diplomacy_can_offer_break_non_aggression_pact | 0 | - |
diplomacy_can_offer_break_soft_military_access | 0 | - |
diplomacy_can_offer_break_trade | 0 | - |
diplomacy_can_offer_break_vassal | 0 | - |
diplomacy_client_states_must_be_invited_into_defensive_wars | 0 | - |
diplomacy_defensive_allies_must_be_invited_into_defensive_wars | 0 | - |
diplomacy_major_factions_required_for_alliance_broken_notification | 0 | - |
diplomacy_major_factions_required_for_alliance_notification | 0 | - |
diplomacy_major_factions_required_for_became_client_state_notification | 0 | - |
diplomacy_major_factions_required_for_became_vassal_notification | 0 | - |
diplomacy_major_factions_required_for_client_state_rejected_protector_notification | 0 | - |
diplomacy_major_factions_required_for_join_war_notification | 0 | - |
diplomacy_major_factions_required_for_liberation_notification | 0 | - |
diplomacy_major_factions_required_for_master_liberated_vassal_notification | 0 | - |
diplomacy_major_factions_required_for_peace_notification | 0 | - |
diplomacy_major_factions_required_for_protector_canceled_client_state_notification | 0 | - |
diplomacy_major_factions_required_for_satrapy_declares_war_on_master_notification | 0 | - |
diplomacy_masters_must_be_invited_into_defensive_wars | 0 | - |
diplomacy_masters_must_be_invited_into_offensive_wars | 0 | - |
diplomacy_maximum_client_or_vassal_regular_tribute_value | 0 | - |
diplomacy_military_allies_must_be_invited_into_defensive_wars | 0 | - |
diplomacy_military_allies_must_be_invited_into_offensive_wars | 0 | - |
diplomacy_protectors_must_be_invited_into_defensive_wars | 0 | - |
diplomacy_refusing_to_join_client_state_in_defensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_client_state_in_defensive_war_declares_war | 0 | - |
diplomacy_refusing_to_join_defensive_ally_in_defensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_master_in_defensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_master_in_defensive_war_declares_war | 0 | - |
diplomacy_refusing_to_join_master_in_offensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_master_in_offensive_war_declares_war | 0 | - |
diplomacy_refusing_to_join_military_ally_in_defensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_military_ally_in_offensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_protector_in_defensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_protector_in_defensive_war_declares_war | 0 | - |
diplomacy_refusing_to_join_vassal_in_defensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_vassal_in_defensive_war_declares_war | 0 | - |
diplomacy_refusing_to_join_vassal_in_offensive_war_breaks_treaty | 0 | - |
diplomacy_refusing_to_join_vassal_in_offensive_war_declares_war | 0 | - |
diplomacy_regionless_factions_retain_clients_and_vassals | 0 | - |
diplomacy_show_trespass_message_each_turn | 0 | - |
diplomacy_smallest_payment | 0 | - |
diplomacy_turns_of_embargo_on_break_trade | 0 | - |
diplomacy_use_war_override_messages | 0 | - |
diplomacy_vassals_must_be_invited_into_defensive_wars | 0 | - |
diplomacy_vassals_must_be_invited_into_offensive_wars | 0 | - |
disable_climate_change_event_feed_event | 0 | - |
display_camera_pre_battle_zoom | 0 | - |
display_movement_extents_fade_time | 0 | - |
display_movement_extents_interior_alpha | 0 | - |
display_movement_extents_origin_alpha | 0 | - |
display_movement_extents_origin_fringe_width | 0 | - |
display_movement_extents_owned_border_colour_alpha | 0 | - |
display_movement_extents_owned_border_colour_blue | 0 | - |
display_movement_extents_owned_border_colour_green | 0 | - |
display_movement_extents_owned_border_colour_red | 0 | - |
display_movement_extents_owned_fill_colour_blue | 0 | - |
display_movement_extents_owned_fill_colour_green | 0 | - |
display_movement_extents_owned_fill_colour_red | 0 | - |
display_movement_extents_perimeter_alpha | 0 | - |
display_movement_extents_perimeter_fringe_width | 0 | - |
display_movement_extents_unowned_border_colour_alpha | 0 | - |
display_movement_extents_unowned_border_colour_blue | 0 | - |
display_movement_extents_unowned_border_colour_green | 0 | - |
display_movement_extents_unowned_border_colour_red | 0 | - |
display_movement_extents_unowned_fill_colour_blue | 0 | - |
display_movement_extents_unowned_fill_colour_green | 0 | - |
display_movement_extents_unowned_fill_colour_red | 0 | - |
display_settlement_area_land_border_colour_alpha | 0 | - |
display_settlement_area_land_border_colour_blue | 0 | - |
display_settlement_area_land_border_colour_green | 0 | - |
display_settlement_area_land_border_colour_red | 0 | - |
display_settlement_area_land_fade_time | 0 | - |
display_settlement_area_land_fill_colour_blue | 0 | - |
display_settlement_area_land_fill_colour_green | 0 | - |
display_settlement_area_land_fill_colour_red | 0 | - |
display_settlement_area_land_interior_alpha | 0 | - |
display_settlement_area_land_origin_alpha | 0 | - |
display_settlement_area_land_origin_fringe_width | 0 | - |
display_settlement_area_land_perimeter_alpha | 0 | - |
display_settlement_area_land_perimeter_fringe_width | 0 | - |
display_settlement_area_sea_border_colour_alpha | 0 | - |
display_settlement_area_sea_border_colour_blue | 0 | - |
display_settlement_area_sea_border_colour_green | 0 | - |
display_settlement_area_sea_border_colour_red | 0 | - |
display_settlement_area_sea_fade_time | 0 | - |
display_settlement_area_sea_fill_colour_blue | 0 | - |
display_settlement_area_sea_fill_colour_green | 0 | - |
display_settlement_area_sea_fill_colour_red | 0 | - |
display_settlement_area_sea_interior_alpha | 0 | - |
display_settlement_area_sea_origin_alpha | 0 | - |
display_settlement_area_sea_origin_fringe_width | 0 | - |
display_settlement_area_sea_perimeter_alpha | 0 | - |
display_settlement_area_sea_perimeter_fringe_width | 0 | - |
display_trade_naval_route_colour_enemy_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_enemy_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_enemy_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_enemy_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_enemy_and_neutral_green | 0 | - |
display_trade_naval_route_colour_enemy_and_neutral_red | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_and_neutral_green | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_and_neutral_red | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_blue | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_green | 0 | - |
display_trade_naval_route_colour_enemy_blockaded_red | 0 | - |
display_trade_naval_route_colour_enemy_blue | 0 | - |
display_trade_naval_route_colour_enemy_green | 0 | - |
display_trade_naval_route_colour_enemy_red | 0 | - |
display_trade_naval_route_colour_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_neutral_blue | 0 | - |
display_trade_naval_route_colour_neutral_green | 0 | - |
display_trade_naval_route_colour_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_and_neutral_green | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_and_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_green | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_blue | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_green | 0 | - |
display_trade_naval_route_colour_owned_and_enemy_red | 0 | - |
display_trade_naval_route_colour_owned_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_owned_and_neutral_green | 0 | - |
display_trade_naval_route_colour_owned_and_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_enemy_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_neutral_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_neutral_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_and_neutral_red | 0 | - |
display_trade_naval_route_colour_owned_blockaded_blue | 0 | - |
display_trade_naval_route_colour_owned_blockaded_green | 0 | - |
display_trade_naval_route_colour_owned_blockaded_red | 0 | - |
display_trade_naval_route_colour_owned_blue | 0 | - |
display_trade_naval_route_colour_owned_green | 0 | - |
display_trade_naval_route_colour_owned_red | 0 | - |
display_trade_route_fade_distance | 0 | - |
display_trade_route_fade_time | 0 | - |
display_trade_route_maximum_flow_scale | 0 | - |
display_trade_route_maximum_flow_time | 0 | - |
display_trade_route_maximum_flow_value | 0 | - |
display_trade_route_minimum_flow_scale | 0 | - |
display_trade_route_minimum_flow_time | 0 | - |
display_trade_route_minimum_flow_value | 0 | - |
display_trade_route_sea_cost | 0 | - |
display_trade_route_trader_offset | 0 | - |
display_trade_route_trader_speed | 0 | - |
display_zone_of_control_fade_time | 0 | - |
display_zone_of_control_interior_alpha | 0 | - |
display_zone_of_control_origin_alpha | 0 | - |
display_zone_of_control_origin_fringe_width | 0 | - |
display_zone_of_control_owned_border_colour_alpha | 0 | - |
display_zone_of_control_owned_border_colour_blue | 0 | - |
display_zone_of_control_owned_border_colour_green | 0 | - |
display_zone_of_control_owned_border_colour_red | 0 | - |
display_zone_of_control_owned_fill_colour_blue | 0 | - |
display_zone_of_control_owned_fill_colour_green | 0 | - |
display_zone_of_control_owned_fill_colour_red | 0 | - |
display_zone_of_control_perimeter_alpha | 0 | - |
display_zone_of_control_perimeter_fringe_width | 0 | - |
display_zone_of_control_unowned_border_colour_alpha | 0 | - |
display_zone_of_control_unowned_border_colour_blue | 0 | - |
display_zone_of_control_unowned_border_colour_green | 0 | - |
display_zone_of_control_unowned_border_colour_red | 0 | - |
display_zone_of_control_unowned_fill_colour_blue | 0 | - |
display_zone_of_control_unowned_fill_colour_green | 0 | - |
display_zone_of_control_unowned_fill_colour_red | 0 | - |
economic_power_gdp_factor | 0 | - |
economic_power_max | 0 | - |
economic_power_min | 0 | - |
economic_power_treasury_factor | 0 | - |
economic_wealth_category_threshold_moderate | 0 | - |
economic_wealth_category_threshold_strong | 0 | - |
economic_wealth_category_threshold_very_strong | 0 | - |
economic_wealth_category_threshold_weak | 0 | - |
economic_wealth_max_amount_moderate | 0 | - |
economic_wealth_max_amount_strong | 0 | - |
economic_wealth_max_amount_very_strong | 0 | - |
economic_wealth_max_amount_very_weak | 0 | - |
economic_wealth_max_amount_weak | 0 | - |
economics_additional_tribute_percentage_per_settled_horde_unit | 0 | - |
economics_max_additional_tribute_percentage_for_settled_hordes | 0 | - |
enable_scripted_pathfinding_restrictions | 0 | - |
faction_gdp_other | 0 | - |
faction_gdp_other_minor | 0 | - |
faction_leader_honour_effect_acquired_vassal_clan | 0 | - |
faction_leader_honour_effect_assassination_attempt | 0 | - |
faction_leader_honour_effect_becoming_christian | 0 | - |
faction_leader_honour_effect_being_christian | 0 | - |
faction_leader_honour_effect_crushing_defeat | 0 | - |
faction_leader_honour_effect_dishonouring_alliance | 0 | - |
faction_leader_honour_effect_eradicated_clan | 0 | - |
faction_leader_honour_effect_heroic_victory | 0 | - |
faction_leader_honour_effect_looting_city | 0 | - |
faction_leader_honour_effect_threatening_with_empty_words | 0 | - |
faction_leader_management_level_0_to_value | 0 | - |
faction_leader_management_level_1_to_value | 0 | - |
faction_leader_management_level_2_to_value | 0 | - |
faction_leader_management_level_3_to_value | 0 | - |
faction_leader_management_level_4_to_value | 0 | - |
faction_leader_management_level_5_to_value | 0 | - |
faction_leader_management_level_6_to_value | 0 | - |
faction_leader_management_level_7_to_value | 0 | - |
faction_leader_management_level_8_to_value | 0 | - |
faction_leader_management_level_9_to_value | 0 | - |
faction_leader_management_value_mod_abs_monarchy | 0 | - |
faction_leader_management_value_mod_cons_monarchy | 0 | - |
faction_leader_management_value_mod_republic | 0 | - |
family_age_of_adulthood | 0 | - |
family_age_of_guaranteed_adulthood | 0 | - |
family_base_child_chance | 0 | - |
family_base_child_chance_reduction_per_child | 0 | - |
family_base_illegitimate_child_chance | 0 | - |
family_base_illegitimate_child_chance_reduction_per_child | 0 | - |
family_base_wife_chance | 0 | - |
family_bastard_gravitas_limit | 0 | - |
family_bride_search_cost | 0 | - |
family_chance_of_adulthood | 0 | - |
family_emergent_faction_leader_maximum_age | 0 | - |
family_emergent_faction_leader_minimum_age | 0 | - |
family_emergent_wife_maximum_age | 0 | - |
family_husband_decreasing_child_chance_age | 0 | - |
family_husband_decreasing_child_chance_period | 0 | - |
family_husband_decreasing_child_chance_value | 0 | - |
family_infant_mortality_chance_very_young | 0 | - |
family_infant_mortality_chance_young | 0 | - |
family_male_child_chance | 0 | - |
family_maximum_child_chance_decrease_due_to_age | 0 | - |
family_maximum_number_of_children | 0 | - |
family_minimum_hostage_age | 0 | - |
family_retainer_faction_leader_maximum_age | 0 | - |
family_retainer_faction_leader_minimum_age | 0 | - |
family_retainer_wife_maximum_age | 0 | - |
family_rounds_between_bereavement_and_remarriage | 0 | - |
family_rounds_between_children | 0 | - |
family_rounds_between_marriage_and_first_child | 0 | - |
family_rounds_between_wife_offers | 0 | - |
family_turns_before_any_chance_of_adulthood | 0 | - |
family_wife_barren_age | 0 | - |
family_wife_chance_increase_period | 0 | - |
family_wife_chance_increase_value | 0 | - |
food_shortage_system_food_cap | 0 | - |
food_shortage_system_food_shortage_cap_global_mod | 0 | - |
food_shortage_system_growth_mod_cap | 0 | - |
food_shortage_system_income_cap | 0 | - |
food_shortage_system_income_scale | 0 | - |
food_shortage_system_local_food_shortages_food_cap | 0 | - |
food_shortage_system_local_food_shortages_penalty_cap_horde | 0 | - |
food_shortage_system_local_food_shortages_penalty_cap_non_horde | 0 | - |
food_shortage_system_morale_mod_cap | 0 | - |
food_shortage_system_replenishment_mod_cap | 0 | - |
food_surplus_town_wealth_multiplier | 0 | - |
general_admiral_action_point_bonus | 0 | - |
general_promotion_cost | 0 | - |
gentleman_happiness_divisor | 0 | - |
gentleman_happiness_negative_limit | 0 | - |
gentleman_happiness_positive_limit | 0 | - |
gift_base_value_large | 0 | - |
gift_base_value_medium | 0 | - |
gift_base_value_small | 0 | - |
horde_host_spawn_development_point_carry_over | 0 | - |
horde_host_spawn_development_point_cost_base | 0 | - |
horde_host_spawn_development_point_cost_current_host_mod | 0 | - |
horde_infighting_ai_food_consumption | 0 | - |
horde_infighting_ai_gdp_mod | 0 | - |
horde_infighting_food_consumption | 0 | - |
horde_infighting_gdp_mod | 0 | - |
hostage_turns | 0 | - |
ikko_ikki_incite_revolt_cost | 0 | - |
immigration_capacity | 0 | - |
losing_unit_minimum_strength | 0 | - |
loyalty_1_chance_of_defection | 0 | - |
loyalty_2_chance_of_defection | 0 | - |
loyalty_adjustment_general_married_daughter | 0 | - |
loyalty_adjustment_lost_office_after_gaining_it | 0 | - |
loyalty_adjustment_lower_level_granted_office | 0 | - |
loyalty_adjustment_son_became_heir | 0 | - |
loyalty_adjustment_son_replaced_as_heir | 0 | - |
loyalty_risk_low | 0 | - |
max_civilians_at_settlement_development_level | 0 | - |
max_num_civilians_in_non_settlement_battle | 0 | - |
max_num_civilians_in_settlement_battle | 0 | - |
max_siege_equipment | 0 | - |
maximum_attrition_pct | 0 | - |
maximum_faction_leader_honour | 0 | - |
maximum_loyalty | 0 | - |
migration_religion | 0 | - |
migration_unhappiness | 0 | - |
military_force_building_build_new_development_point_cost_multiplier | 0 | - |
military_force_building_health_attrition_damage_inflicted | 0 | - |
military_force_building_health_attrition_percentage_suffered | 0 | - |
military_force_building_health_casualties_damage_inflicted | 0 | - |
military_force_building_health_casualties_percentage_suffered | 0 | - |
military_force_building_health_sabotage_damage_inflicted | 0 | - |
military_force_building_health_sabotage_percentage_suffered | 0 | - |
military_force_building_raze_development_point_refund_multiplier | 0 | - |
military_force_building_repair_cost_dev_point_multiplier | 0 | - |
military_force_development_max_development_points | 0 | - |
military_force_development_point_growth_threshold | 0 | - |
military_force_morale_attrition | 0 | - |
military_force_morale_bankruptcy | 0 | - |
military_force_morale_battle_lost_turns | 0 | - |
military_force_morale_battle_won | 0 | - |
military_force_morale_battle_won_turns | 0 | - |
military_force_morale_bettle_lost | 0 | - |
military_force_morale_casualties_multiplier | 0 | - |
military_force_morale_decimated | 0 | - |
military_force_morale_decimated_turns | 0 | - |
military_force_morale_faction_leader_death | 0 | - |
military_force_morale_faction_leader_death_turns | 0 | - |
military_force_morale_foriegn_soil | 0 | - |
military_force_morale_idle | 0 | - |
military_force_morale_kings_own | 0 | - |
military_force_morale_looted_settlement_base | 0 | - |
military_force_morale_looted_settlement_multiplier | 0 | - |
military_force_morale_looted_settlement_turns | 0 | - |
military_force_morale_low_level | 0 | - |
military_force_morale_raiding | 0 | - |
military_force_morale_released_captives_turns | 0 | - |
military_force_morale_starting_value | 0 | - |
military_force_morale_transfer_penalty_turns | 0 | - |
military_force_slots_auto_repair_damage | 0 | - |
minimum_faction_leader_honour | 0 | - |
minimum_loyalty | 0 | - |
minimum_population | 0 | - |
minimum_population_after_recruitment | 0 | - |
minimum_religion_support_for_state_religion_change | 0 | - |
mission_result_critical_failure_modifier | 0 | - |
mission_result_critical_success_modifier | 0 | - |
mp_armour_cost_multiplier | 0 | - |
mp_armour_fixed_cost | 0 | - |
mp_weapon_cost_multiplier | 0 | - |
mp_weapon_fixed_cost | 0 | - |
naval_attrition_crew_max_damage | 0 | - |
naval_attrition_crew_min_damage | 0 | - |
naval_attrition_crew_min_pct | 0 | - |
naval_attrition_hull_max_damage | 0 | - |
naval_attrition_hull_min_damage | 0 | - |
naval_attrition_hull_min_pct | 0 | - |
ninja_action_point_bonus | 0 | - |
non_general_faction_leader_starting_honour | 0 | - |
occupation_decision_colonise_conquest_public_order_reduction | 0 | - |
occupation_decision_colonise_cost | 0 | - |
occupation_decision_colonise_cost_increase_for_inverse_proportion_of_max_men | 0 | - |
occupation_decision_colonise_cost_reduction_percentage_per_unit | 0 | - |
occupation_decision_colonise_growth_per_unit | 0 | - |
occupation_decision_colonise_public_order_reduction | 0 | - |
occupation_decision_colonise_soldiers_percentage_lost | 0 | - |
occupation_decision_gift_to_another_faction_base_loot_income | 0 | - |
occupation_decision_gift_to_another_faction_conquest_public_order_reduction | 0 | - |
occupation_decision_gift_to_another_faction_public_order_reduction_different_culture | 0 | - |
occupation_decision_gift_to_another_faction_public_order_reduction_same_culture | 0 | - |
occupation_decision_liberate_base_loot_income | 0 | - |
occupation_decision_liberate_conquest_public_order_reduction | 0 | - |
occupation_decision_liberate_public_order_reduction | 0 | - |
occupation_decision_loot_building_damage_percent | 0 | - |
occupation_decision_loot_building_damage_spread_percent | 0 | - |
occupation_decision_loot_conquest_public_order_reduction | 0 | - |
occupation_decision_loot_income_percentage_modifier | 0 | - |
occupation_decision_occupation_base_loot_income | 0 | - |
occupation_decision_occupation_conquest_public_order_reduction | 0 | - |
occupation_decision_occupation_public_order_reduction_different_culture | 0 | - |
occupation_decision_occupation_public_order_reduction_same_culture | 0 | - |
occupation_decision_raze_base_loot_income | 0 | - |
occupation_decision_raze_conquest_public_order_reduction | 0 | - |
occupation_decision_raze_public_order_reduction | 0 | - |
occupation_decision_raze_without_occupy_base_loot_income | 0 | - |
occupation_decision_raze_without_occupy_conquest_public_order_reduction | 0 | - |
occupation_decision_raze_without_occupy_income_percentage_modifier | 0 | - |
occupation_decision_raze_without_occupy_public_order_reduction | 0 | - |
occupation_decision_sack_base_loot_income | 0 | - |
occupation_decision_sack_building_damage_percent | 0 | - |
occupation_decision_sack_building_damage_spread_percent | 0 | - |
occupation_decision_sack_conquest_public_order_reduction | 0 | - |
occupation_decision_sack_income_percentage_modifier | 0 | - |
occupation_decision_sack_public_order_reduction | 0 | - |
occupation_decision_vassal_base_loot_income | 0 | - |
occupation_decision_vassal_public_order_reduction | 0 | - |
passive_spying_region_bonus | 0 | - |
pathfinding_land_to_sea_beach_transition_action_point_cost | 0 | - |
pathfinding_sea_to_land_beach_transition_action_point_cost | 0 | - |
percent_siege_duration_to_reach_escalation_2_at_max_strength | 0 | - |
percent_siege_duration_to_reach_escalation_2_at_min_strength | 0 | - |
plague_force_to_force_battle_infectivity_multiplier | 0 | - |
plague_force_to_force_infectivity_multiplier | 0 | - |
plague_force_to_region_infectivity_multiplier | 0 | - |
plague_region_to_force_infectivity_multiplier | 0 | - |
plague_region_to_region_infectivity_multiplier | 0 | - |
plague_sea_to_region_infectivity_multiplier | 0 | - |
plague_trade_to_region_infectivity_multiplier | 0 | - |
policing_automated_cap | 0 | - |
policing_automated_cost_per_pop | 0 | - |
policing_garrison_cap | 0 | - |
politician_bodyguard_replenishment_rate | 0 | - |
politics_action_cost_modifier_on_non_statesmen | 0 | - |
politics_action_prevention_cost_modifier_monachy | 0 | - |
politics_action_prevention_cost_modifier_republic | 0 | - |
politics_intrigue_chance_base | 0 | - |
politics_ministerial_position_cost_modifier | 0 | - |
politics_ministerial_position_order_modifier | 0 | - |
politics_power_ratio_political_contribution | 0 | - |
politics_senate_support_loss_bankruptcy | 0 | - |
pop_growth_for_spawn | 0 | - |
post_battle_region_debuff_bundle_turns | 0 | - |
prestige_famous_battle_defeat_value | 0 | - |
prestige_famous_battle_victory_value | 0 | - |
prestige_horde_army_value_easy | 0 | - |
prestige_horde_army_value_hard | 0 | - |
prestige_horde_army_value_normal | 0 | - |
prestige_limit_faction_leader_honour | 0 | - |
prestige_limit_famous_battles | 0 | - |
prestige_limit_infrastructure | 0 | - |
prestige_region_value_bonus_original_home_region | 0 | - |
prestige_region_value_bonus_province_capital | 0 | - |
prestige_region_value_easy | 0 | - |
prestige_region_value_hard | 0 | - |
prestige_region_value_normal | 0 | - |
prestige_vassal_region_value | 0 | - |
primary_slot_building_religion_conversion_cost_mod_lower_bound | 0 | - |
primary_slot_building_religion_conversion_cost_mod_upper_bound | 0 | - |
province_development_threshold_cal_points_addition | 0 | - |
province_development_threshold_calc_points_multiplier | 0 | - |
province_fertility_abandon_region_penalty_turns | 0 | - |
province_public_order_base_repression_threshold | 0 | - |
province_public_order_base_satisfaction_threshold | 0 | - |
province_public_order_max_repression_threshold | 0 | - |
province_public_order_max_satisfaction_threshold | 0 | - |
province_public_order_min_repression_threshold | 0 | - |
province_public_order_min_satisfaction_threshold | 0 | - |
province_public_order_rebellion_defeated_region_not_owned_not_spawned_crackdown | 0 | - |
province_public_order_rebellion_defeated_region_not_owned_spawned_crackdown | 0 | - |
province_public_order_rebellion_defeated_region_owned_not_spawned_crackdown | 0 | - |
province_public_order_rebellion_defeated_region_owned_spawned_crackdown | 0 | - |
public_order_banditry_penalty_loot | 0 | - |
public_order_banditry_penalty_occupy | 0 | - |
public_order_banditry_penalty_raze | 0 | - |
public_order_banditry_penalty_sack | 0 | - |
public_order_banditry_penalty_vassal | 0 | - |
public_order_luxury_resource_available_attitude | 0 | - |
public_order_luxury_resource_production_attitude | 0 | - |
public_order_luxury_resource_value | 0 | - |
raid_faction_diplomatic_penalty | 0 | - |
raid_faction_province_development_penalty | 0 | - |
raid_faction_province_public_order_penalty | 0 | - |
raid_max_radius | 0 | - |
raid_own_faction_trade_route_value_mod | 0 | - |
raid_radius | 0 | - |
raid_settlement_base_value | 0 | - |
raid_settlement_gdp_income_percentage | 0 | - |
raid_settlement_trade_income_percentage | 0 | - |
raid_trade_route_base_value | 0 | - |
raid_trade_route_value_percentage | 0 | - |
raze_main_and_port_building_damage_level | 0 | - |
rebel_budget_factor_army | 0 | - |
rebel_budget_factor_garrison | 0 | - |
rebel_budget_factor_settlement_buildings | 0 | - |
rebel_budget_factor_settlement_slot | 0 | - |
rebel_budget_factor_unhappiness | 0 | - |
recruitment_population_cost | 0 | - |
region_building_minimum_cost_to_repair_as_percentage_of_full_cost | 0 | - |
region_development_growth_base_point | 0 | - |
region_gdp_trade_piracy_effect_contested | 0 | - |
region_gdp_trade_piracy_effect_controlled | 0 | - |
region_gdp_trade_piracy_effect_shared | 0 | - |
region_horde_food_consumption | 0 | - |
region_horde_settled_food_consumption | 0 | - |
region_raid_food_consumption | 0 | - |
region_raid_food_consumption_per_unit | 0 | - |
region_raid_food_proportion_stolen | 0 | - |
region_recent_battle_heavy_damage_food_consumption | 0 | - |
region_recent_battle_light_damage_food_consumption | 0 | - |
region_recent_battle_moderate_damage_food_consumption | 0 | - |
region_sanitation_plague_chance_modifier | 0 | - |
reinforcement_radius | 0 | - |
religion_drift | 0 | - |
replenishment_base_land | 0 | - |
replenishment_base_sea | 0 | - |
replenishment_bonus_land_can_recruit_unit_owned_region | 0 | - |
replenishment_bonus_land_garrisoned_in_owned_province | 0 | - |
replenishment_bonus_land_garrisoned_in_shared_province | 0 | - |
replenishment_bonus_land_owned_region | 0 | - |
replenishment_bonus_sea_can_recruit_unit_owned_sea_region | 0 | - |
replenishment_bonus_sea_garrisoned_in_owned_sea_region | 0 | - |
replenishment_bonus_sea_garrisoned_in_shared_sea_region | 0 | - |
replenishment_bonus_sea_owned_sea_region | 0 | - |
rounds_between_taking_kyoto_and_becoming_shogun | 0 | - |
rounds_to_hold_office_before_loss_hits_loyalty | 0 | - |
sea_region_control_status_contested_recruitment_cost_mod | 0 | - |
sea_region_control_status_controlled_recruitment_cost_mod | 0 | - |
sea_region_control_status_shared_recruitment_cost_mod | 0 | - |
settlement_auto_repair_building_health_points_per_round | 0 | - |
settlement_development_point_cost_secondary_slot_1 | 0 | - |
settlement_development_point_cost_secondary_slot_1_province_capital | 0 | - |
settlement_development_point_cost_secondary_slot_2 | 0 | - |
settlement_development_point_cost_secondary_slot_2_province_capital | 0 | - |
settlement_development_point_cost_secondary_slot_3 | 0 | - |
settlement_development_point_cost_secondary_slot_3_province_capital | 0 | - |
settlement_development_point_cost_secondary_slot_4 | 0 | - |
settlement_development_point_cost_secondary_slot_4_province_capital | 0 | - |
settlement_loot_value_multiplier_replenish_per_round | 0 | - |
settlement_looting_base_loot | 0 | - |
settlement_looting_pct_region_gdp | 0 | - |
settlement_looting_pct_region_gdp_reduction | 0 | - |
settlement_looting_publicorder_reduction | 0 | - |
settlement_looting_region_gdp_reduction_turns | 0 | - |
settlement_looting_surrender_publicorder_reduction | 0 | - |
settlement_wall_repair_points_base | 0 | - |
siege_attrition_resistance_turns_base | 0 | - |
siege_attrition_resistance_turns_port_multiplier | 0 | - |
siege_escalation_level_1_count_wall_pieces_health_less_than | 0 | - |
siege_escalation_level_1_total_wall_health_less_than | 0 | - |
siege_escalation_level_1_wall_pieces_health | 0 | - |
siege_escalation_level_2_wall_breaches_count | 0 | - |
slave_points_mod | 0 | - |
state_gift_multiplier_linear | 0 | - |
state_gift_multiplier_quadratic | 0 | - |
state_religion_conversion_bonus | 0 | - |
tax_efficiency_province_capital_score | 0 | - |
tax_efficiency_regions_maximum | 0 | - |
tax_efficiency_regions_middle | 0 | - |
tax_efficiency_regions_minimum | 0 | - |
tax_efficiency_result_maximum_reduction | 0 | - |
tax_efficiency_result_middle_reduction | 0 | - |
tax_efficiency_result_minimum_reduction | 0 | - |
tech_first_in_culture_prestige_multiplier | 0 | - |
threat_effect_maximum | 0 | - |
threat_effect_minimum | 0 | - |
threat_effect_no_threat_multiplier | 0 | - |
threat_reputation_maximum | 0 | - |
threat_reputation_minimum | 0 | - |
threat_reputation_reduction | 0 | - |
threat_reputation_rounds_before_required_war | 0 | - |
threaten_modifier_ally_fame_multiplier | 0 | - |
threaten_modifier_base | 0 | - |
threaten_modifier_fame_contribution_base | 0 | - |
threaten_modifier_maximum | 0 | - |
threaten_modifier_minimum | 0 | - |
town_wealth_growth_discontent_reduction | 0 | - |
trade_commerce_raiding_maximum_raiding_permille | 0 | - |
trade_commerce_raiding_reduction_per_ship | 0 | - |
trade_demand_multiplier | 0 | - |
trade_luxury_resource_strategic_value | 0 | - |
trade_price_large_change_threshold | 0 | - |
trade_price_small_change_threshold | 0 | - |
trade_resource_region_gdp_contribution | 0 | - |
trade_route_internat_sea_length_limit | 0 | - |
trade_route_land_sea_bias | 0 | - |
trade_route_value_accumulator_degredation_proportion | 0 | - |
trade_route_value_accumulator_proportion | 0 | - |
trade_route_value_combined_gdp_proportion | 0 | - |
trade_ship_resource_volume | 0 | - |
unilateral_diplomatic_gift_state_gift_proportion | 0 | - |
unit_battle_setup_night_battle_attacker_fatigue_penalty | 0 | - |
unit_battle_setup_night_battle_defender_morale_bonus | 0 | - |
unit_first_in_culture_prestige_multiplier | 0 | - |
unit_minimum_strength | 0 | - |
unit_stat_accuracy_bonus_threshold_level_1 | 0 | - |
unit_stat_accuracy_bonus_threshold_level_2 | 0 | - |
unit_stat_armour_bonus_threshold_level_1 | 0 | - |
unit_stat_armour_bonus_threshold_level_2 | 0 | - |
unit_stat_charge_bonus_threshold_level_1 | 0 | - |
unit_stat_charge_bonus_threshold_level_2 | 0 | - |
unit_stat_melee_bonus_threshold_level_1 | 0 | - |
unit_stat_melee_bonus_threshold_level_2 | 0 | - |
unit_stat_morale_bonus_threshold_level_1 | 0 | - |
unit_stat_morale_bonus_threshold_level_2 | 0 | - |
zone_of_control_land_radius | 0 | - |
zone_of_control_naval_radius | 0 | - |
Database KV Tweakers
518 database row variables loaded directly from database tables into RAM. (518 variables, sorted alphabetically)
| Name | Default Value | Description |
|---|---|---|
admiral_influence_range | 400 | - |
archery_dojo_ammo_replenish_rate_local_modifier | 0.07 | - |
archery_dojo_reload_skill_global_modifier | 20 | - |
armour_melee_penetrating_divisor | 4 | - |
armour_melee_piercing_divisor | 2 | - |
armour_missile_penetrating_divisor | 4 | - |
armour_missile_piercing_divisor | 2 | - |
army_destruction_alliance_strength_ratio | 0.1 | - |
army_destruction_enemy_strength_ratio | 2.25 | - |
army_destruction_friend_strength_vs_enemy_strength_ratio | 2.5 | - |
artillery_near_miss_distance_squared | 144.0 | - |
attackpower_extreme_range_multplier | 0.7 | - |
attackpower_long_range_multiplier | 0.85 | - |
battle_camera_max_distance_from_army | 200.0 | - |
battleai_sallyout_defend_settlement_preference | 0.1 | - |
battleai_sallyout_open_field_victory_factor | 1.5 | - |
battleai_sallyout_tower_strength | 200.0 | - |
battlefield_zone_slot_threshold | 5.0 | - |
bayonet_melee_attack_bonus | 0 | - |
bayonet_ring_reload_time_penalty | 0 | - |
blood_bonus_12 | 0 | - |
blood_bonus_5 | 0 | - |
blood_bonus_7 | 0 | - |
boarding_bonus_time | 60.0 | - |
boarding_melee_attack_bonus | 10 | - |
boarding_melee_defense_bonus | 10 | - |
boiling_oil_distance_multiplier | 0.25 | - |
boiling_oil_flow_duration | 5.0 | - |
bracing_calibration_ranks | 3.0 | - |
bracing_calibration_ranks_multiplier | 2.0 | - |
bracing_charge_reflector_bonus | 4.0 | - |
bracing_immovable_by_small_entity_mass | 1000.0 | - |
bracing_max_multiplier_clamp | 15.0 | - |
break_off_ignore_collision_time | 0 | - |
break_off_speed_and_direction_checks | 512 | - |
broadsides_accuracy_modifier | 0.1 | - |
broadsides_damage_modifier | 1.25 | - |
broken_finish_base_timeout | 100 | - |
broken_finish_timer_experience_bonus | 10.0 | - |
building_ignition_damp_modifier | 0.75 | - |
captured_key_building | 80 | - |
captured_victory_location | 160 | - |
cavalry_effect_range | 20 | - |
charge_bonus | 27 | - |
charge_cool_down_time | 30.0 | - |
charge_timeout | 60 | - |
charging | 6 | - |
climbing_ladder_fast_speed_modifier | 1.5 | - |
climbing_ladder_normal_speed_modifier | 1.0 | - |
climbing_walls | 0 | - |
climbing_walls_fall_chance_ashigaru | 0.012 | - |
climbing_walls_fall_chance_samurai | 0.008 | - |
climbing_walls_fast_speed_modifier | 2.25 | - |
climbing_walls_min_width | 20.0 | - |
climbing_walls_normal_speed_modifier | 0.6 | - |
collision_damage_armour_penetration_ratio | 0.5 | - |
collision_damage_default | 20.0 | - |
collision_damage_exclude_large_entities | 1 | - |
collision_damage_maximum | 1000.0 | - |
collision_damage_modifier | 1.0 | - |
collision_damage_normaliser | 1.5 | - |
combat | 6 | - |
commanding_general_alive_effect_amount_max | 6 | - |
commanding_general_alive_effect_amount_min | 1 | - |
custom_firestarter_ignite_range | 5.0 | - |
defender_outnumbered_battle_time_remaining | 10.0 | - |
defender_outnumbered_default_battle_duration | 60.0 | - |
defender_outnumbered_morale_increment | 1 | - |
defender_outnumbered_update_time_seconds | 3 | - |
defense_melee_penetrating_divisor | 4 | - |
defense_melee_piercing_divisor | 2 | - |
defense_missile_penetrating_divisor | 4 | - |
defense_missile_piercing_divisor | 2 | - |
difficulty_modifier_ai_easy | 0 | - |
difficulty_modifier_ai_hard | 0 | - |
difficulty_modifier_ai_normal | 0 | - |
difficulty_modifier_ai_very_hard | 0 | - |
difficulty_modifier_player_easy | 0 | - |
difficulty_modifier_player_hard | 0 | - |
difficulty_modifier_player_normal | 0 | - |
difficulty_modifier_player_very_hard | 0 | - |
enemy_controls_land_default_battle_duration | 60.0 | - |
enemy_controls_land_defender_land_force_strength_modifier | 100.0 | - |
enemy_controls_land_morale_increment | 2 | - |
enemy_controls_land_rout_remaining_time | 13.0 | - |
enemy_controls_land_rout_update_time | 1 | - |
enemy_controls_land_wavering_remaining_time | 15.0 | - |
enemy_controls_land_wavering_update_time | 120 | - |
enemy_effect_range | 0 | - |
escalation_buildings_on_fire | 0.1 | - |
escalation_level_one_building_health | 0.7 | - |
escalation_level_one_wall_breaches | 1.0 | - |
escalation_level_one_wall_health | 0.7 | - |
escalation_level_two_building_health | 0.3 | - |
escalation_level_two_wall_breaches | 4.0 | - |
escalation_level_two_wall_health | 0.3 | - |
extended_casualties_penalty_10 | nan | - |
extended_casualties_penalty_15 | nan | - |
extended_casualties_penalty_33 | nan | - |
extended_casualties_penalty_50 | nan | - |
extended_casualties_penalty_80 | nan | - |
factor_attackdir_flankleft | 12 | - |
factor_attackdir_flankright | 12 | - |
factor_attackdir_front | 0 | - |
factor_attackdir_rear | 30 | - |
farmhouse_fatigue_modifier | -0.35 | - |
farmhouse_speed_global_modifier | 0.15 | - |
fear_effect_range | 35 | - |
fighting_cavalry | nan | - |
fire_damage_building_modifier | 5.0 | - |
fire_damage_deployable_modifier | 5.0 | - |
fire_damage_siege_vehicle_modifier | 30.0 | - |
fire_intensity_increase | 0.05 | - |
fire_on_walls_accuracy_modifier | 0 | - |
fire_on_walls_range_modifier | 0 | - |
fire_on_walls_reload_modifier | 0 | - |
fire_propagation_distance | 9.0 | - |
fire_volley_arrow_min_threshold | 0.1 | - |
fire_volley_gun_min_threshold | 0.025 | - |
fire_volley_max_aim_delay_training_ratio | 0.3 | - |
firing_drill_improved_platoon_fire_reload_modifier | 50 | - |
firing_drill_mass_fire_reload_modifier | 0 | - |
firing_drill_platoon_fire_reload_modifier | 0 | - |
firing_drill_rank_fire_reload_modifier | 0 | - |
first_to_enter_enemy_fort | 200 | - |
fort_tower_fire_frequency_large | 2.0 | - |
fort_tower_fire_frequency_medium | 2.0 | - |
fort_tower_fire_frequency_small | 2.0 | - |
fort_tower_fire_frequency_ultra | 2.0 | - |
fort_wall_visibility_enabled | 1 | - |
fort_wall_visibility_perimeter_distance | 300.0 | - |
gate_capture_time | 20.0 | - |
gate_points_required_to_capture | 600.0 | - |
gate_points_restore_per_second | 2.0 | - |
general_aura_radius | 50 | - |
general_inspire_effect_amount_max | 12 | - |
general_inspire_effect_amount_min | 1 | - |
gradient_shallow_movement_multiplier | 125 | - |
gradient_steep_movement_multiplier | 150 | - |
gradient_very_steep_movement_multiplier | 200 | - |
ground_ignition_damp_modifier | 0.5 | - |
hnbonus_bayonet | 0 | - |
hnbonus_melee_cavalry_v_infantry | 5 | - |
hnbonus_melee_cavalry_v_squareinfantry | 0 | - |
hnbonus_melee_loose_formation | 10 | - |
idle | nan | - |
idle_in_building | nan | - |
idle_rain | nan | - |
idle_snow | nan | - |
impact_reflection_attack_cooldown_timer | 0 | - |
impact_reflection_final_damage_modifier | 1.0 | - |
impact_reflection_knockback_chance | 75 | - |
impact_reflection_velocity_bonus_damage_modifier | 20.0 | - |
inspiration_radius_max_effect_range_modifier | 1.5 | - |
keep_capture_time | 60.0 | - |
key_building_capture_time | 110.0 | - |
kill_and_damage_bonus_12 | 0 | - |
kill_and_damage_bonus_5 | 0 | - |
kill_and_damage_bonus_7 | 0 | - |
killed_enemy_commander_base | 200 | - |
killed_enemy_commander_per_star | 50 | - |
killed_enemy_faction_leader | 500 | - |
killed_enemy_family_member | 200 | - |
knockdown_getting_up_delay_armour_multiplier | 0.08 | - |
knockdown_getting_up_delay_max | 4.0 | - |
knockdown_getting_up_delay_min | 2.0 | - |
last_stand_siege_attacker | 15 | - |
last_stand_siege_defender | nan | - |
limbering | 0 | - |
local_bonus_radius | 55.0 | - |
losing_combat | -3.0 | - |
losing_combat_significantly | -9.0 | - |
magazine_explosion_interrupt_chance | 15.0 | - |
magazine_explosion_radius | 25.0 | - |
major_points_required_to_capture | 1500.0 | - |
major_points_restore_per_second | 2.0 | - |
max_distance_of_firestarters_from_main_squad | 50.0 | - |
max_firestarter_search_after_no_targets_found_cooldown_ticks | 150 | - |
max_firestarter_search_radius | 30.0 | - |
max_firestarter_spawn_after_recall_cooldown_ticks | 50 | - |
max_firestarter_spawn_cooldown_ticks | 20 | - |
max_num_firestarter_squads | 3 | - |
max_num_firestarters_unit_percentage | 0.4 | - |
max_routing_enemies_to_consider | 9 | - |
max_routing_friends_to_consider | 9 | - |
melee_attack_interval | 0.5 | - |
melee_charge_factor_power_divisor | 1 | - |
melee_defence_direction_penalty_coefficient_flank | 0.75 | - |
melee_defence_direction_penalty_coefficient_rear | 0.5 | - |
melee_defence_formed_attack_bonus | 0 | - |
melee_entrenchement_level_multiplier | 3 | - |
melee_environment_forest_multiplier | 0.2 | - |
melee_formed_charge_matched_combat_percentage | 0 | - |
melee_formed_vs_formed_matched_combat_percentage | 5 | - |
melee_formed_vs_free_matched_combat_percentage | 10 | - |
melee_height_damage_modifier_max_coefficient | 0.3 | - |
melee_height_damage_modifier_max_difference | 1.0 | - |
melee_hit_chance_base | 40 | - |
melee_hit_chance_max | 85 | - |
melee_hit_chance_min | 15 | - |
melee_hit_chance_normalisation_coefficient | 1.0 | - |
melee_hn_to_xholds_0_max | nan | - |
melee_hn_to_xholds_1_max | 0 | - |
melee_hn_to_xholds_2_max | 6 | - |
melee_hn_to_xholds_3_max | 12 | - |
melee_matched_combat_for_kills_percentage | 100 | - |
melee_matched_combat_percentage | 40 | - |
melee_on_damage_effect_knock_chance_charging_bonus | 5.0 | - |
melee_on_damage_effect_knockback_chance | 0.1 | - |
melee_on_damage_effect_knockdown_chance | 0.05 | - |
melee_outnumbered_defence_penalty | 0.5 | - |
melee_secondary_attack_probability | 1.0 | - |
melee_xholds_knockback_0 | 70 | - |
melee_xholds_knockback_1 | 90 | - |
melee_xholds_knockback_2 | 110 | - |
melee_xholds_knockback_3 | 150 | - |
melee_xholds_knockback_4 | 200 | - |
melee_xholds_knockdown_0 | 30 | - |
melee_xholds_knockdown_1 | 50 | - |
melee_xholds_knockdown_2 | 60 | - |
melee_xholds_knockdown_3 | 80 | - |
melee_xholds_knockdown_4 | 100 | - |
melee_xholds_stepback_0 | 70 | - |
melee_xholds_stepback_1 | 90 | - |
melee_xholds_stepback_2 | 130 | - |
melee_xholds_stepback_3 | 185 | - |
melee_xholds_stepback_4 | 270 | - |
min_firestarter_search_after_no_targets_found_cooldown_ticks | 50 | - |
min_firestarter_search_radius | 4.0 | - |
min_firestarter_spawn_after_recall_cooldown_ticks | 10 | - |
min_firestarter_spawn_cooldown_ticks | 5 | - |
min_num_firestarters | 3 | - |
minimium_increment_update_per_tick | 1.0 | - |
minor_points_required_to_capture | 600.0 | - |
minor_points_restore_per_second | 2.0 | - |
misfire_cannon_flintlock | 0 | - |
misfire_cannon_matchlock | 0 | - |
misfire_musket_flintlock | 0 | - |
misfire_musket_matchlock | 0 | - |
misfire_musket_percussion_cap | 0 | - |
missile_armour_penetrating_coefficient | 0.25 | - |
missile_armour_piercing_coefficient | 0.5 | - |
missile_cover_factor_excellent | 0 | - |
missile_cover_factor_good | 0 | - |
missile_cover_factor_none | 0 | - |
missile_cover_factor_slight | 0 | - |
missile_cover_factor_some | 0 | - |
missile_fire_fallback_fixed_trajectory | 60.0 | - |
missile_heavy_fog_accuracy_multiplier | 1.0 | - |
missile_heavy_rain_accuracy_multiplier | 1.0 | - |
missile_heavy_snow_accuracy_multiplier | 1.0 | - |
missile_height_damage_modifier_max_coefficient | 0.3 | - |
missile_height_damage_modifier_max_difference | 40.0 | - |
missile_hn_to_xholds_0_max | nan | - |
missile_hn_to_xholds_1_max | 0 | - |
missile_hn_to_xholds_2_max | 6 | - |
missile_hn_to_xholds_3_max | 12 | - |
missile_lethality_coefficient_effective_range | 40.0 | - |
missile_lethality_coefficient_extreme_range | 120.0 | - |
missile_light_fog_accuracy_multiplier | 1.0 | - |
missile_light_rain_accuracy_multiplier | 1.0 | - |
missile_light_snow_accuracy_multiplier | 1.0 | - |
missile_medium_fog_accuracy_multiplier | 1.0 | - |
missile_medium_rain_accuracy_multiplier | 1.0 | - |
missile_medium_snow_accuracy_multiplier | 1.0 | - |
missile_saving_bonus_base | 20.0 | - |
missile_saving_bonus_coefficient | 0.5 | - |
missile_shield_piercing_coefficient | 0.5 | - |
missile_target_in_cover_penalty | 0.2 | - |
missile_xholds_knockdown_0 | 35 | - |
missile_xholds_knockdown_1 | 40 | - |
missile_xholds_knockdown_2 | 47 | - |
missile_xholds_knockdown_3 | 55 | - |
missile_xholds_knockdown_4 | 65 | - |
morale_base | 0 | - |
naval_incendiary_projectile_chance_high | 40.0 | - |
naval_incendiary_projectile_chance_low | 5.0 | - |
naval_incendiary_projectile_chance_medium | 15.0 | - |
naval_incendiary_projectile_chance_very_high | 80.0 | - |
naval_incendiary_projectile_chance_very_low | 0.1 | - |
neighbour_effect_range | 160 | - |
night_battle_attacker_hiding_scalar_modifier | 0.75 | - |
night_battle_defender_hiding_scalar_modifier | 1.0 | - |
num_firestarters_unit_percentage | 0.05 | - |
open_flanks_effect_range | 100 | - |
percent_update_per_tick | 0.15 | - |
pike_attack_zone_cosine_angle | 0.924 | - |
pike_attack_zone_depth | 1.0 | - |
pike_lower_bearing_tolerance | 0.785 | - |
pike_lower_delay_combat | 0 | - |
pike_lower_delay_turn_rate_multiplier | 1.0 | - |
post_rally_no_rout_timer | 30.0 | - |
projectile_damage_accuracy_multiplier | 0.25 | - |
projectile_damage_armour_divisor | 0.5 | - |
projectile_damage_base_multiplier | 60.0 | - |
projectile_damage_defense_divisor | 4.0 | - |
projectile_damage_distance_multiplier | 2.0 | - |
projectile_damage_shield_divisor | 1.0 | - |
projectile_environment_forest_multiplier | 0.2 | - |
projectile_friendly_fire_man_height_coefficient | 1.2 | - |
projectile_friendly_fire_man_radius_coefficient | 1.2 | - |
ready | 0 | - |
recent_casualties_penalty_10 | 0 | - |
recent_casualties_penalty_15 | 0 | - |
recent_casualties_penalty_33 | 0 | - |
recent_casualties_penalty_50 | 0 | - |
recent_casualties_penalty_6 | 0 | - |
recent_casualties_shock_threshold | 100 | - |
refusal_chance_vs_charge_reflectors | 0.3 | - |
refusal_chance_vs_pike_phalanx | 0.05 | - |
relative_melee_experience_multiplier | 2 | - |
reload_rate_bow_modifier_rain | 0 | - |
reload_rate_bow_modifier_snow | 0 | - |
reload_rate_gun_modifier_rain | -6.0 | - |
reload_rate_gun_modifier_snow | 0 | - |
reloading | 0 | - |
reloading_artillery | 0 | - |
routing_enemies_effect_weighting | 1.0 | - |
routing_friends_effect_weighting | 1.0 | - |
routing_unit_effect_distance_flank | 100 | - |
routing_unit_effect_distance_front | 75 | - |
running | 3 | - |
running_artillery_horse | 0 | - |
running_cavalry | 3 | - |
running_cavalry_light | 2 | - |
settlement_destruction_max_melee_attack_penalty | 18.0 | - |
settlement_destruction_max_melee_defence_penalty | 18.0 | - |
settlement_location_capture_time | 60.0 | - |
settlement_victory_condition_time | 30.0 | - |
shatter_after_first_rout_if_casulties_higher_than | 0.15 | - |
shatter_after_rout_count | 4 | - |
shatter_after_second_rout_if_casulties_higher_than | 0.2 | - |
ship_backwater_minimum_distance | 50.0 | - |
ship_backwater_radius_modifier_default | 12.0 | - |
ship_backwater_speed_percentage_default | 0.5 | - |
ship_backwater_vector_degrees_default | 30.0 | - |
ship_beaching_location_offset | 10.0 | - |
ship_boarding_pipes_max_length_default | 10.0 | - |
ship_bonus_close_mod | 1.0 | - |
ship_bonus_range | 0 | - |
ship_broken_finish_base_timeout | 200 | - |
ship_casualty_surrender_threshold | 6 | - |
ship_chance_of_fire_rain_multiplier | 0.5 | - |
ship_combustion_rain_multiplier | 2.0 | - |
ship_douse_fire_absolute_per_tick | 0 | - |
ship_douse_fire_percentage_pre_tick | 953267992 | - |
ship_extended_casualties_penalty_13 | 0 | - |
ship_extended_casualties_penalty_22 | 0 | - |
ship_extended_casualties_penalty_30 | 0 | - |
ship_extended_casualties_penalty_50 | 0 | - |
ship_extended_casualties_penalty_7 | 0 | - |
ship_extended_damage_penalty_10 | 0 | - |
ship_extended_damage_penalty_20 | 0 | - |
ship_extended_damage_penalty_40 | 0 | - |
ship_extended_damage_penalty_5 | 0 | - |
ship_fear_range | 180 | - |
ship_fire_damage_rain_modifier | 0.75 | - |
ship_inspiration_range | 180 | - |
ship_landing_location_offset | 75.0 | - |
ship_marker_mouse_over_offset_back | -3.0 | - |
ship_marker_mouse_over_offset_front | 6.0 | - |
ship_marker_mouse_over_padding | 8.0 | - |
ship_marker_padding_length | 5.0 | - |
ship_marker_padding_width | 10.0 | - |
ship_morale_base | 0 | - |
ship_neighbourhood_range | 300 | - |
ship_on_fire_combustion_modifier | 0.5 | - |
ship_on_fire_hit_points_per_second_multiplier | 0.01 | - |
ship_operational_guns_penalty_40 | 0 | - |
ship_operational_guns_penalty_75 | 0 | - |
ship_penalty_far_mod | 0.9 | - |
ship_penalty_range | 0 | - |
ship_recent_casualties_penalty_13 | 0 | - |
ship_recent_casualties_penalty_2 | 0 | - |
ship_recent_casualties_penalty_22 | 0 | - |
ship_recent_casualties_penalty_30 | 0 | - |
ship_recent_casualties_penalty_7 | 0 | - |
ship_recent_casualties_shock_threshold | 100 | - |
ship_recent_damage_penalty_10 | 0 | - |
ship_recent_damage_penalty_15 | 0 | - |
ship_recent_damage_penalty_30 | 0 | - |
ship_recent_damage_penalty_6 | 0 | - |
ship_repair_max_percentage | 0.75 | - |
ship_repair_percentage_per_update | 0.125 | - |
ship_repair_rate | 4.0 | - |
ship_total_casualties_penalty_20 | nan | - |
ship_total_casualties_penalty_40 | nan | - |
ship_total_casualties_penalty_60 | nan | - |
ship_total_casualties_penalty_80 | nan | - |
ship_total_casualties_penalty_90 | nan | - |
ship_total_damage_penalty_10 | 0 | - |
ship_total_damage_penalty_20 | nan | - |
ship_total_damage_penalty_40 | nan | - |
ship_total_damage_penalty_5 | 0 | - |
ship_total_damage_penalty_60 | nan | - |
ship_waver_base_timeout | 50 | - |
shooting | 0 | - |
shrine_morale_global_modifier | 4 | - |
shrine_morale_local_modifier | 0 | - |
sme_concerned_admiral_dead | nan | - |
sme_concerned_admiral_dead_ai | nan | - |
sme_concerned_admiral_died_recently | nan | - |
sme_concerned_admiral_died_recently_ai | nan | - |
sme_concerned_admiral_fled_recently | nan | - |
sme_concerned_admiral_fled_recently_ai | nan | - |
sme_concerned_demasted | 0 | - |
sme_concerned_frightened | nan | - |
sme_concerned_on_fire | 0 | - |
sme_concerned_panic | 0 | - |
sme_concerned_rear_attacked | nan | - |
sme_concerned_rear_exposed | nan | - |
sme_concerned_under_attack | 0 | - |
sme_encouraged_boarding | 0 | - |
sme_encouraged_inspired | 3 | - |
sme_encouraged_rear_secure | 0 | - |
smoking_hit_point_percentage | 0.33 | - |
sms_broken_threshold_lower | nan | - |
sms_broken_threshold_upper | 5 | - |
sms_confident_threshold_lower | 8 | - |
sms_confident_threshold_upper | 20 | - |
sms_eager_threshold_lower | 20 | - |
sms_shaken_threshold_lower | 10 | - |
sms_shaken_threshold_upper | 32 | - |
sms_steady_threshold_lower | 0 | - |
sms_steady_threshold_upper | 10 | - |
sms_wavering_threshold_lower | 0 | - |
sms_wavering_threshold_upper | 9 | - |
surprise_timeout | 300 | - |
sword_dojo_charge_bonus_global_modifier | 5 | - |
sword_dojo_charge_bonus_local_modifier | 0 | - |
sword_dojo_melee_attack_global_modifier | 2 | - |
sword_dojo_melee_attack_local_modifier | 0 | - |
threshold_active | 1000 | - |
threshold_exhausted | 8500 | - |
threshold_fresh | 0 | - |
threshold_max | 10000 | - |
threshold_tired | 4500 | - |
threshold_very_tired | 7000 | - |
threshold_winded | 2500 | - |
tickets_multiple_victory_points | 150 | - |
tickets_single_victory_point | 150 | - |
tight_formation | nan | - |
total_casualties_penalty_10 | 0 | - |
total_casualties_penalty_20 | nan | - |
total_casualties_penalty_30 | nan | - |
total_casualties_penalty_40 | nan | - |
total_casualties_penalty_50 | nan | - |
total_casualties_penalty_60 | nan | - |
total_casualties_penalty_70 | nan | - |
total_casualties_penalty_80 | nan | - |
total_casualties_penalty_90 | nan | - |
tower_capture_time | 30.0 | - |
tower_points_required_to_capture | 450.0 | - |
tower_points_restore_per_second | 2.0 | - |
ume_concerned_army_destruction | nan | - |
ume_concerned_attacked_by_artillery | 0 | - |
ume_concerned_attacked_by_projectile | 0 | - |
ume_concerned_captain_died_recently | 0 | - |
ume_concerned_damaged_by_artillery | 0 | - |
ume_concerned_elephants_frightened | nan | - |
ume_concerned_exhausted | 0 | - |
ume_concerned_flanks_exposed_multiple | 0 | - |
ume_concerned_flanks_exposed_single | 0 | - |
ume_concerned_general_dead | nan | - |
ume_concerned_general_dead_ai | nan | - |
ume_concerned_general_died_recently | nan | - |
ume_concerned_general_died_recently_ai | nan | - |
ume_concerned_general_fled_recently | nan | - |
ume_concerned_general_fled_recently_ai | nan | - |
ume_concerned_horses_frightened | nan | - |
ume_concerned_night_battle_unprepared | 0 | - |
ume_concerned_panic | 0 | - |
ume_concerned_settlement_destruction_max | 18 | - |
ume_concerned_surprised | 0 | - |
ume_concerned_tired | 0 | - |
ume_concerned_under_friendly_fire | 0 | - |
ume_concerned_unit_frightened | nan | - |
ume_concerned_very_tired | 0 | - |
ume_encouraged_flanks_secure | 0 | - |
ume_encouraged_fortification | 0 | - |
ume_encouraged_fortification_compromised | 0 | - |
ume_encouraged_inspired | 0 | - |
ume_encouraged_on_the_hill | 0 | - |
ume_encouraged_settlement_plaza | 3 | - |
ums_broken_threshold_lower | -100.0 | - |
ums_broken_threshold_upper | 5.0 | - |
ums_confident_threshold_lower | 0.65 | - |
ums_confident_threshold_upper | 1.0 | - |
ums_eager_threshold_lower | 0.9 | - |
ums_eager_threshold_upper | 1.1 | - |
ums_impetuous_threshold_lower | 1.1 | - |
ums_shaken_threshold_lower | 10.0 | - |
ums_shaken_threshold_upper | 32.0 | - |
ums_steady_threshold_lower | 30.0 | - |
ums_steady_threshold_upper | 0.8 | - |
ums_wavering_threshold_lower | 0 | - |
ums_wavering_threshold_upper | 9.0 | - |
under_fire_artillery | 0 | - |
under_fire_small_arms | 0 | - |
unit_firing_line_of_sight_considered_obstructed_ratio | 0.25 | - |
unit_inspire_effect_amount | 3 | - |
vegetation_catch_fire_chance | 1.0 | - |
walking | nan | - |
walking_artillery | nan | - |
walking_horse_artillery | 0 | - |
warcry_effect_range | 225 | - |
was_attacked_in_flank | nan | - |
was_attacked_in_front | 0 | - |
was_attacked_in_rear | nan | - |
waver_base_timeout | 50 | - |
winning_combat | 3.0 | - |
winning_combat_significantly | 6.0 | - |
winning_combat_slightly | 0 | - |
working | 15 | - |
workshop_armour_global_modifier | 2 | - |
workshop_armour_local_modifier | 0 | - |
workshop_defence_global_modifier | 3 | - |
workshop_defence_local_modifier | 0 | - |
Campaign AI Variables
158 variables evaluated by Campaign AI task generators and planners. (158 variables, sorted alphabetically)
| Name | Default Value | Description |
|---|---|---|
CAI_VARIABLE_AGGR_RAMP_CHANCE_BASE | 0 | - |
CAI_VARIABLE_AGGR_RAMP_CHANCE_PER_ROUND | 0 | - |
CAI_VARIABLE_AGGR_RAMP_ENABLED | 0 | - |
CAI_VARIABLE_AGGR_RAMP_FAME_MAX | 0 | - |
CAI_VARIABLE_AGGR_RAMP_FAME_MIN | 0 | - |
CAI_VARIABLE_AGGR_RAMP_LEVEL_MAX | 0 | - |
CAI_VARIABLE_AGGR_RAMP_LEVEL_MIN | 0 | - |
CAI_VARIABLE_AGGR_RAMP_ROUNDS_MAX | 0 | - |
CAI_VARIABLE_AGGR_RAMP_ROUNDS_MIN | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_BEGIN_AND_BEFORE_MULTIPLIER | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_BEGIN_ROUND | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE_AND_NEARER_MULTIPLIER | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_END_AND_AFTER_MULTIPLIER | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_END_ROUND | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE | 0 | - |
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE_AND_FURTHER_MULTIPLIER | 0 | - |
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE | 0 | - |
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE_AND_NEARER_MULTIPLIER | 0 | - |
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE | 0 | - |
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE_AND_FURTHER_MULTIPLIER | 0 | - |
CAI_VARIABLE_BASIC_CTRL_BUILDING_CONVERSION_BONUS | 0 | - |
CAI_VARIABLE_BASIC_CTRL_BUILDING_DEMOLITION_BONUS | 0 | - |
CAI_VARIABLE_CLIMATE_CHANGE_IMMINENT_CONSTRUCTION_SYSTEM_FOOD_CONTROL_MULTIPLIER | 0 | - |
CAI_VARIABLE_CLIMATE_CHANGE_IMMINENT_WITHIN | 0 | - |
CAI_VARIABLE_CNSTR_PRIORITY_OVER_COST_MODIFICATION | 0 | - |
CAI_VARIABLE_CONSIDER_MAJOR_OVER_REGIONS | 0 | - |
CAI_VARIABLE_CONSTRUCTION_SYSTEM_VALUE_FOR_MONEY_CONSIDERATION_MULTIPLIER | 0 | - |
CAI_VARIABLE_CONSTRUCTION_SYSTEM_VALUE_FOR_MONEY_CONSIDERATION_TARGET | 0 | - |
CAI_VARIABLE_COORDINATOR_MAJOR_FACTION_STRENGTH_BONUS | 0 | - |
CAI_VARIABLE_DILEMMA_BONUS_LARGE | 0 | - |
CAI_VARIABLE_DILEMMA_BONUS_LARGE_FALLOFF | 0 | - |
CAI_VARIABLE_DILEMMA_BONUS_MEDIUM | 0 | - |
CAI_VARIABLE_DILEMMA_BONUS_MEDIUM_FALLOFF | 0 | - |
CAI_VARIABLE_DILEMMA_BONUS_SMALL | 0 | - |
CAI_VARIABLE_DILEMMA_BONUS_SMALL_FALLOFF | 0 | - |
CAI_VARIABLE_DILEMMA_PENALTY_LARGE | 0 | - |
CAI_VARIABLE_DILEMMA_PENALTY_LARGE_FALLOFF | 0 | - |
CAI_VARIABLE_DILEMMA_PENALTY_MEDIUM | 0 | - |
CAI_VARIABLE_DILEMMA_PENALTY_MEDIUM_FALLOFF | 0 | - |
CAI_VARIABLE_DILEMMA_PENALTY_SMALL | 0 | - |
CAI_VARIABLE_DILEMMA_PENALTY_SMALL_FALLOFF | 0 | - |
CAI_VARIABLE_DIPLOMACY_DISTANCE_GOAL_PRIORITY_MODIFIER | 0 | - |
CAI_VARIABLE_EMERGENCY_UNIT_CULL_FORCE_PERCENTAGE_TO_CULL | 0 | - |
CAI_VARIABLE_EMERGENCY_UNIT_CULL_TIME_WINDOW_MULTIPLIER | 0 | - |
CAI_VARIABLE_FACTION_MANAGEMENT | 0 | - |
CAI_VARIABLE_FACTION_MANAGEMENT_THRESHOLD | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_LEVEL | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_TURNS | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_LEVEL | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_TURNS | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_LEVEL | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_TURNS | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_LEVEL | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_TURNS | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_LEVEL | 0 | - |
CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_TURNS | 0 | - |
CAI_VARIABLE_FNCA_AID_MINOR_ALLY_PADJ | 0 | - |
CAI_VARIABLE_FNCA_ALLY_MINOR_PADJ | 0 | - |
CAI_VARIABLE_FNCA_JOIN_MINOR_ALLY_WADJ | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW_REGION_ADJUSTMENT | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW_REGION_ADJUSTMENT | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_BONUS | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING | 0 | - |
CAI_VARIABLE_FOOD_CTRL_BUILDING_PENALTY | 0 | - |
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC | 0 | - |
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_REGION_ADJUSTMENT | 0 | - |
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC | 0 | - |
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_REGION_ADJUSTMENT | 0 | - |
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP | 0 | - |
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS | 0 | - |
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER | 0 | - |
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_SIEGE_ENGINE_DECREASE | 0 | - |
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_THREAT | 0 | - |
CAI_VARIABLE_GLOBAL_ENEMY_THREAT_MODIFIER | 0 | - |
CAI_VARIABLE_HORDE_GROUPING_HORDES_TO_SPLIT_FROM_GROUP_ON_OVERSIZE | 0 | - |
CAI_VARIABLE_HORDE_GROUPING_MAXIMUM_GROUP_SIZE | 0 | - |
CAI_VARIABLE_HORDE_GROUPING_MAXIMUM_NEW_GROUP_MEMBERSHIP_DISTANCE | 0 | - |
CAI_VARIABLE_IMPERIUM_ATTITUDE_BONUS_MODIFIER_AI | 0 | - |
CAI_VARIABLE_IMPERIUM_ATTITUDE_BONUS_MODIFIER_PLAYER | 0 | - |
CAI_VARIABLE_IMPERIUM_ATTITUDE_PENALTY_MODIFIER_AI | 0 | - |
CAI_VARIABLE_IMPERIUM_ATTITUDE_PENALTY_MODIFIER_PLAYER | 0 | - |
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_PROBABILITY_LOWER | 0 | - |
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_PROBABILITY_UPPER | 0 | - |
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_THRESHOLD_LOWER | 0 | - |
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_THRESHOLD_UPPER | 0 | - |
CAI_VARIABLE_MIGRATION_FERTILITY_PROBABILITY | 0 | - |
CAI_VARIABLE_MIGRATION_FERTILITY_THRESHOLD | 0 | - |
CAI_VARIABLE_MIGRATION_THREATENING_HORDE_ATTITUDE_THRESHOLD | 0 | - |
CAI_VARIABLE_MINOR_SETTLEMENT_FIELD_BATTLE_PERCENT | 0 | - |
CAI_VARIABLE_MOBILE_STRENGTH_ARMY_WEIGHT | 0 | - |
CAI_VARIABLE_MOBILE_STRENGTH_NAVY_WEIGHT | 0 | - |
CAI_VARIABLE_NIGHT_BATTLE_PERCENT | 0 | - |
CAI_VARIABLE_OCCUPATION_DECISION_TIME_HORIZON | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_PENALTY_BELOW | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_BONUS | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_PENALTY | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC | 0 | - |
CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP | 0 | - |
CAI_VARIABLE_REBEL_QUALITY_MULTIPLIER | 0 | - |
CAI_VARIABLE_REBEL_QUALITY_OFFSET | 0 | - |
CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MAXIMUM | 0 | - |
CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MINIMUM | 0 | - |
CAI_VARIABLE_RFB_EASY_NO_BELOW_MIN_UNITS | 0 | - |
CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_NO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_HARD_NO_BELOW_MIN_UNITS | 0 | - |
CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_NO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_NORMAL_NO_BELOW_MIN_UNITS | 0 | - |
CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_NO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_TEST_VERSUS_AI | 0 | - |
CAI_VARIABLE_RFB_VHARD_NO_BELOW_MIN_UNITS | 0 | - |
CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_NO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_SETT_RETREAT | 0 | - |
CAI_VARIABLE_SETTLEMENT_NIGHT_BATTLE_PERCENT | 0 | - |
CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT | 0 | - |
CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_DEFEND | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_APPLY_PENALTY_BELOW | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_BONUS | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_PENALTY | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC | 0 | - |
CAI_VARIABLE_SQUALOR_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP | 0 | - |
CAI_VARIABLE_STRATEGIC_BALANCE_BASE_HEX_VALUE | 0 | - |
CAI_VARIABLE_STRATEGIC_BALANCE_BASE_VALUE | 0 | - |
CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_CAP | 0 | - |
CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_MULTIPLIER | 0 | - |
CAI_VARIABLE_STRATEGIC_CONTEXT_ADJUSTMENT_PER_NUM_ENEMIES | 0 | - |
CAI_VARIABLE_STRATEGIC_CONTEXT_ADJUSTMENT_VALUE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_EXISTING_STANCE_GROUP_SCORE_BONUS_CAP | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_CURRENT_ATTITUDE_ADJUSTMENT_MULTIPLIER | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_FRIENDLY_BIAS | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_PER_STANCE_DROP_RATE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_BEING_HUMAN | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_CURRENT_ATTITUDE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_CORE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_TRANSITIVE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_EXISTING_STANCE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_IMPORTANCE | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_SUBJUGATION | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TASKS | 0 | - |
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TREACHERY | 0 | - |
CAI_VARIABLE_TURNS_TO_IGNORE_SETTLEMENT_AFTER_SACKING | 0 | - |
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_BONUS | 0 | - |
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER | 0 | - |
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_THREAT | 0 | - |
CAI_VARIABLE_VICTORY_REGION_MINIMUM_EXTRA | 0 | - |
CAI_VARIABLE_VICTORY_REGION_MINIMUM_FERTILITY | 0 | - |
CAI_VARIABLE_VICTORY_REGION_MINIMUM_TOTAL | 0 | - |
Direct Engine Tweakers
2,341 global engine variables read directly by rendering, physics, combat, audio, and UI systems. (2341 variables, sorted alphabetically)
| Name | Default Value | Description |
|---|---|---|
abandon_when_on_fire | 1 | toggle abandon_when_on_fire |
abilities_op_height_increment | 1.2 | How many ticks does an ability stance stay tracked |
abilities_op_own_active | 0 | Render the abilities that are mine & active |
abilities_op_start_height | 5.2 | How many ticks does an ability stance stay tracked |
abilities_op_under_effect | 0 | Render the abilities that are affecting me |
ability_arc_width | 5.0 | - |
ability_effect_ui_enabled | 1 | If false, then no ui gets shown when ability cast on units |
ABILITY_MAJOR_CASUALTIES | 0.002 | the chance for each person to die each tick |
ABILITY_MINOR_CASUALTIES | 0.001 | the chance for each person to die each tick |
ability_stance_tracking_duration | 100.0 | How many ticks does an ability stance stay tracked |
accumulated_screenshot_gamma_fix_enabled | 0 | - |
adc_enabled | 1 | Determines if aide de camp is enabled |
advisor_mode | 2 | Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both |
ADVISOR_REQUEST_FORTHCOMING_TIMEOUT | 2.0 | - |
AE_BACKWARD_RATIO | 0 | - |
AE_FORWARD_RATIO | 0.25 | - |
AE_RECORD | 0 | - |
AE_X_MOVE_AMOUNT | 1.25 | - |
aec_add_asserts_for_towers | 0 | Should we assert about tower specific info? |
aec_cancel_on_move | 0 | Do we exit the tower on a move order? |
aec_display_debug_lines | 0 | Should we draw debug lines for siege equipment information? |
aec_dock_plat_wall | 0 | When attached to the wall, should we use the wall or tower platforms? |
aec_engine_attach | 1 | if the equipment is an engine, do we attach like a normal engine? |
aec_following_always_squared | 1.0 | How close to the destination should the following squad be to alway re-intercept? |
aec_following_intercept_angle_rad | 0.1 | How far off the facing does the following squad have to be to-reintercept? |
aec_following_intercept_dist | 4.0 | How far away does the following squad have to be to-reintercept? |
aec_following_squad_width_ratio | 2.8 | How wide is the following squad relative to the equipment's radius? |
aec_intercept_distance_from_dock | 1.5 | If intercepting first, how far (directly) away from the dock point do we go? |
aec_move_following_squad | 1 | Does the squad moving on the ground follow the tower? |
aec_move_without_position | 0 | Can the tower be moved even if everyone isn't in it? |
aec_ram_attack_speed_secs | 3.7 | How fast does the ram attack? |
aec_ram_first_attack_time_secs | 1.8 | How fast does the ram attack? |
aec_tower_radius_increase_for_ramp | 1.85 | How many extra meters do we make the tower's radius so it moved back from the wall? |
AGENT_INDICATOR_ARMY_OFFSET_FROM_EACHOTHER_Z | 0.42 | - |
AGENT_INDICATOR_ARMY_OFFSET_X | -0.75 | - |
AGENT_INDICATOR_ARMY_OFFSET_Y | 0 | - |
AGENT_INDICATOR_ARMY_OFFSET_Z | 2.8 | - |
AGENT_INDICATOR_FACTION_OFFSET_Z | 2.2 | - |
AGENT_INDICATOR_FACTION_SCALE | 1.75 | - |
AGENT_INDICATOR_NAVY_OFFSET_FROM_EACHOTHER_Z | 0.42 | - |
AGENT_INDICATOR_NAVY_OFFSET_X | 0.9 | - |
AGENT_INDICATOR_NAVY_OFFSET_Y | 0.3 | - |
AGENT_INDICATOR_NAVY_OFFSET_Z | 2.5 | - |
AGENT_INDICATOR_OFFSET_FROM_EACHOTHER_SETTLEMENT_OFFSET_Z | 0.42 | Settlement agent indicator separation on Z |
AGENT_INDICATOR_OFFSET_FROM_EACHOTHER_UNOCCUPIED_SETTLEMENT_OFFSET_Z | 0.42 | Unoccupied settlement agent indicator separation on Z |
AGENT_INDICATOR_SETTLEMENT_OFFSET_X | -0.7 | Settlement agent indicator x offset |
AGENT_INDICATOR_SETTLEMENT_OFFSET_Y | 0 | Settlement agent indicator y offset |
AGENT_INDICATOR_SETTLEMENT_OFFSET_Z | 5.1 | Settlement agent indicator z offset |
AGENT_INDICATOR_SETTLEMENT_SCALE | 0.8 | Settlement agent indicator x offset |
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_X | -0.3 | Unoccupied settlement agent indicator x offset |
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_Y | 0 | Unoccupied settlement agent indicator y offset |
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_Z | 3.2 | Unoccupied settlement agent indicator z offset |
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_SCALE | 1.3 | Unoccupied settlement agent indicator x offset |
agent_los_scale | 1.0 | Line of sight scale multiplier for campaign agents |
ai_brace_begin_threshold_distance | 100.0 | - |
AI_FORCE_ATTACK_PLAN | 0 | Forces the AI to go on the attack and forego any analysis of its own |
AI_FORCE_DEFENCE_PLAN | 0 | Forces the AI to go on the defence and forego any analysis of its own |
AI_FORCE_WITHDRAW_PLAN | 0 | Forces the AI to withraw and forego any analysis of its own |
AI_FULFILLMENT_EVALUATION_DAMPENING | 0 | - |
ALIGN_TO_TERRAIN | 1 | - |
ALL_UNITS_VISIBLE | 0 | all units visible |
ALLIANCE_COLOUR_ALLY | 0.333 | Determines colour used for allys alliance |
ALLIANCE_COLOUR_DESTROYED | 0.502 | Determines colour used for destroyed alliance |
ALLIANCE_COLOUR_ENEMY | 0.769 | Determines colour used for enemys alliance |
ALLIANCE_COLOUR_NEUTRAL | 1.0 | Determines colour used for neutral alliance |
ALLIANCE_COLOUR_PLAYER | 1.0 | Determines colour used for players alliance |
alliance_faction_colours | 0 | If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart |
ALLIANCE_RELATIVE_STRENGTH_LOSING | 0.25 | - |
ALLIANCE_RELATIVE_STRENGTH_WINNING | 0.75 | - |
allow_ai_deployment | 1 | Setting this to false would make the ai armies use deployment. |
allow_multiple_docking | 1 | - |
ALWAYS_ALIGN_TO_TERRAIN | 0 | - |
ALWAYS_OVERRIDE_FACIAL_ANIMATION | 0 | always override facial animation regardless of camera distance |
ALWAYS_SAVE_BATTLE_REPLAY | 0 | Ensures that even in Final Release Builds a battle replay is saved |
AMBIENCE_GROUND_TYPE_DIRECTIONS | 8 | - |
AMBIENCE_GROUND_TYPE_SAMPLE_DISTANCE | 5.0 | - |
AMBIENCE_GROUND_TYPE_SAMPLES | 12 | - |
AMBUSH_CUSTCENE_BREAKOUT_DELAY_TIME | 2.0 | - |
ANGLE_IN_DEGREES_FACING_FORWARD | 20.0 | - |
ANGLE_IN_DEGREES_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS | 50.0 | - |
ANIMAL_RANDOM_BEARING_OFFSET | 0.524 | - |
ANIMAL_RANDOM_POSITION_OFFSET | 0.1 | - |
AOIT_GRASS_MAX_DISTANCE | 15.0 | - |
AOIT_GRASS_MIN_DISTANCE | 0 | - |
AOIT_TREE_MAX_DISTANCE | 35.0 | - |
AOIT_TREE_MIN_DISTANCE | 0 | - |
app_multirun | 0 | Allow multiple instances of the application |
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_0 | 85 | - |
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_1 | 90 | - |
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_2 | 95 | - |
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_3 | 100 | - |
AREA_PERCENT_FULL_THRESHOLD_LEVEL_1 | 90 | - |
AREA_PERCENT_FULL_THRESHOLD_LEVEL_2 | 95 | - |
AREA_PERCENT_FULL_THRESHOLD_LEVEL_3 | 100 | - |
arena_battle_script_file | 0 | - |
ARMY_FLAG_SCALE | 0.65 | Flag scale for an army |
ARMY_FLAG_WIND_STRENGTH | 0.2 | Flag wind strength |
ARMY_FLAG_Y_OFFSET | 0.2 | Y offset for an army |
async_vfs | 1 | - |
ATTACK_EVENT_COOLDOWN_TIME | 0.25 | - |
AUDIO_AMBIENCE_HEIGHT_CHANGE_TIME | 0.3 | - |
AUDIO_CAMERA_TRANSITION_SOUND_TIMING | 0.4 | - |
AUDIO_CAMPAIGN_ANIMATION_MAX_DISTANCE | 40.0 | - |
AUDIO_CAMPAIGN_CAMERA_AABB_OFFSET | 20.0 | - |
AUDIO_CAMPAIGN_HUNNIC_INFLUENCE | 25.0 | - |
AUDIO_CAMPAIGN_TREE_BURNING_DISTANCE | 1.5 | - |
AUDIO_CAMPAIGN_TREE_BURNING_DISTANCE_UNIQUE | 6.0 | - |
AUDIO_CAMPAIGN_TREE_BURNING_TIME | 4.0 | - |
AUDIO_CAMPAIGN_UPDATE_DISTANCE | 5.0 | - |
AUDIO_MIN_DISTANCE_FROM_WATER_HEIGHT | 0.1 | - |
audio_mute_in_background | 1 | Mute game audio when not in focus |
audio_quality | 0 | 0 = high(default), 1 = low |
AUDIO_RAIN_HEIGHT_CAP | 125.0 | - |
AUDIO_RAIN_HEIGHT_CHANGE_TIME | 0.6 | - |
AUDIO_RELOAD_CAMPAIGN_MAP_SETTINGS | 0 | - |
AUDIO_SHIP_SPEED_CHANGE_TIME | 2.0 | - |
audio_sink_type | 0 | 0 = detect, 1 = XAudio2, 2 = DirectSound |
audio_speaker_configuration | 0 | 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 |
AUDIO_WIND_HEIGHT_CAP | 125.0 | - |
AUDIO_WIND_HEIGHT_CHANGE_TIME | 0.3 | - |
AUDIO_WIND_HEIGHT_SCALE | 0.6 | - |
AUDIO_WIND_OCCLUSION_DISTANCE | 60.0 | - |
AUTO_SET_ON_FIRE | 0 | - |
automanage_regions | 0 | Let the AI manage taxes etc in players regions |
autoresolve_difficulty | 0 | Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy |
autoresolver_unit_scaling_enabled | 1 | - |
autosave_to_disk_and_cloud | 0 | Save a copy of autosaves to the cloud |
award_all_achievements | 0 | - |
AWARENESS_ANIM_MAX_TIME | 45.0 | - |
AWARENESS_ANIM_MIN_TIME | 10.0 | - |
barrage_arrival_time_sec | 2.0 | how long it takes for a bombard to arrive on the battlefield |
barrage_radius | 16.0 | how wide the area of effect is for barrages |
batter_meter | 0 | Show battery status |
battle_advice_level | 2 | Sets advice level in the battle game |
BATTLE_AI_EXCLUSIVE | 0 | AI versus AI (no manual player control) |
BATTLE_AI_INVERT | 0 | Inversely defaults the AI-controlled force to be the 'other' one |
BATTLE_AI_LOG_MELEE | 0 | Spools Melee Manager decision-making. WARNING - May cripple the frame-rate! |
BATTLE_AUDIO_CITY_SAMPLE_COUNT | 16 | - |
BATTLE_AUDIO_CITY_SAMPLE_DISTANCE | 4.0 | - |
BATTLE_AUDIO_CITY_SAMPLE_ROW_COUNT | 5 | - |
BATTLE_BRIDGE_GROUND_SNAP_TOLERANCE | 1.0 | - |
battle_building_always_draw_last_lod | 1 | - |
battle_building_enable_lod_size_scale | 0 | - |
battle_building_fix_lod_range | 1 | - |
battle_building_lod0_distance | 100.0 | - |
battle_building_lod1_distance | 200.0 | - |
battle_building_lod2_distance | 300.0 | - |
battle_building_lod3_distance | 600.0 | - |
battle_building_lod4_distance | 10000.0 | - |
battle_building_lod_scale_nominal_size | 20.0 | - |
battle_building_no_draw_distance_calibration | 400.0 | - |
battle_building_no_draw_enable | 1 | - |
battle_building_no_draw_size_calibration | 2.0 | - |
battle_camera_bookmark_smooth | 0.02 | - |
BATTLE_CAMERA_EDGE_SCROLL_BORDER_BOTTOM | 0.002 | Distance from bottom edge of screen before camera scroll triggered |
BATTLE_CAMERA_EDGE_SCROLL_BORDER_LEFT | 0.002 | Distance from left edge of screen before camera scroll triggered |
BATTLE_CAMERA_EDGE_SCROLL_BORDER_RIGHT | 0.002 | Distance from right edge of screen before camera scroll triggered |
BATTLE_CAMERA_EDGE_SCROLL_BORDER_TOP | 0.002 | Distance from top edge of screen before camera scroll triggered |
BATTLE_CAMERA_EDGE_SCROLL_DEBUG_BORDER | 0 | If true, debug lines drawn to show scroll borders so easier to determine when will hit |
BATTLE_CAMERA_EDGE_SCROLL_DELAY_BOTTOM | 0 | Delay before camera starts scrolling after mousing over bottom scroll border |
BATTLE_CAMERA_EDGE_SCROLL_DELAY_LEFT | 0 | Delay before camera starts scrolling after mousing over left scroll border |
BATTLE_CAMERA_EDGE_SCROLL_DELAY_RIGHT | 0 | Delay before camera starts scrolling after mousing over right scroll border |
BATTLE_CAMERA_EDGE_SCROLL_DELAY_TOP | 0 | Delay before camera starts scrolling after mousing over top scroll border |
BATTLE_CAMERA_PLAYABLE_AREA_OFFSET | 100.0 | This specifies how much camera can go outside playable area to make dealing with untis at edge of playable area much more user friendly! |
battle_camera_shake_enabled | 1 | Enable battle camera shake effects |
BATTLE_CAMERA_SMOOTHING_DECAY | -15.0 | Determines smoothing decay for battle camera (should be negative number) |
battle_camera_tw_direction_height_mul_at_max_angle | 0.75 | - |
battle_camera_tw_direction_height_mul_at_min_angle | 0.5 | - |
battle_cinematic_display_directory | 0 | - |
battle_civilian_chance_to_catch_alight_multiplier | 0.25 | - |
battle_civilian_chance_to_select_closer_entity_target | 0.75 | - |
battle_civilian_debug_areas | 0 | - |
battle_civilian_debug_print_area_info | 0 | - |
battle_civilian_debug_shelter_buildings | 0 | - |
battle_civilian_debug_shelters | 0 | - |
battle_civilian_debug_valid_positions | 0 | - |
battle_civilian_distance_to_enter_shelter | 1.0 | - |
battle_civilian_flee_alight_direction_variation | 0.5 | - |
battle_civilian_fleeing_recalc_test_distance | 50.0 | - |
battle_civilian_fleeing_shelter_search_radius | 50.0 | - |
battle_civilian_fleeing_threats_enemy_unit_test_radius | 200.0 | - |
battle_civilian_force_spawn_all_areas | 0 | - |
battle_civilian_max_civilians_attacking_a_single_target | 5 | - |
battle_civilian_max_distance_from_deploy_area_to_attack_target | 300.0 | - |
battle_civilian_max_distance_to_attack_target | 100.0 | - |
battle_civilian_max_threat_radius | 150.0 | - |
battle_civilian_max_time_ms_delay_to_exit_burning_disabled_building | 10000.0 | - |
battle_civilian_max_time_ms_delay_to_exit_disabled_building | 3000.0 | - |
battle_civilian_max_time_ms_delay_to_set_alight | 10000.0 | - |
battle_civilian_min_distance_to_wander_to_shelter | 20.0 | - |
battle_civilian_min_time_ms_delay_to_exit_burning_disabled_building | 3000.0 | - |
battle_civilian_min_updates_before_recalc | 30 | - |
battle_debug_camera_constraints | 1 | - |
battle_difficulty | 0 | Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy |
BATTLE_DYNAMIC_MUSIC_CAPTURE_POINT_DISTANCE_SQUARED | 90000.0 | - |
BATTLE_DYNAMIC_MUSIC_PROJECTILE_MAX_DISTANCE_SQUARED | 40000.0 | - |
BATTLE_DYNAMIC_MUSIC_PROJECTILE_UPDATE_TIME | 1.5 | - |
battle_entity_always_draw_last_lod | 1 | - |
battle_entity_distance_scalar | 1.0 | - |
battle_entity_large_distance_scalar | 30.0 | - |
battle_entity_lod0_distance | 5.0 | - |
battle_entity_lod1_distance | 10.0 | - |
battle_entity_lod2_distance | 30.0 | - |
battle_entity_lod3_distance | 100.0 | - |
battle_entity_lod4_distance | 10000.0 | - |
battle_entity_medium_distance_scalar | 1.2 | - |
battle_entity_small_distance_scalar | 1.0 | - |
battle_fauna_always_create_boars | 0 | - |
battle_fauna_always_create_camels | 0 | - |
battle_fauna_always_create_crows | 0 | - |
battle_fauna_always_create_deer | 0 | - |
battle_fauna_always_create_elephants | 0 | - |
battle_fauna_always_create_ibises | 0 | - |
battle_fauna_always_create_lions | 0 | - |
battle_fauna_always_create_milans | 0 | - |
battle_fauna_always_create_peasants | 0 | - |
battle_fauna_always_create_seagulls | 0 | - |
battle_fauna_always_create_turtle_doves | 0 | - |
battle_fauna_always_create_vultures | 0 | - |
battle_fauna_always_create_whales | 0 | - |
battle_fauna_always_create_wolves | 0 | - |
battle_fauna_draw_attractor_debug_markers | 0 | - |
battle_fauna_draw_debug_flying_splines | 0 | - |
battle_fauna_draw_debug_markers | 0 | - |
battle_fauna_no_fauna | 0 | - |
battle_fauna_stress_test | 0 | - |
BATTLE_LOG_DEBUGDRAW | 0 | Enables rendering of the Battle Log Messages to the display in world-space |
BATTLE_LOG_SPOOL | 0 | Enables spooling output of Battle Log Messages |
battle_logger_disable_dialogs | 1 | Do we disable asserts showing when the logger is running? |
BATTLE_OVERRIDE_GAME_SPEED | -1.0 | If this is set to anything other than -1 then game speed will be force to run at this speed |
battle_prop_override_model_key | 0 | - |
battle_prop_scale_position | 1.0 | - |
battle_prop_x_offset | 0 | - |
battle_prop_y_offset | 0 | - |
battle_realism_mode | 1 | Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera |
BATTLE_REPLAY_TIMESTAMP | 0 | Appends the battle replay filename with the date/time to prevent future overwriting |
battle_shadow_split_scale | 1.0 | - |
BATTLE_SHADOW_SPLIT_SCALE | 0.75 | - |
battle_ship_always_draw_last_lod | 1 | - |
battle_ship_lod0_distance | 60.0 | - |
battle_ship_lod1_distance | 120.0 | - |
battle_ship_lod2_distance | 200.0 | - |
battle_ship_lod3_distance | 300.0 | - |
battle_ship_lod4_distance | 10000.0 | - |
battle_show_area_dividers | 0 | - |
battle_startup_player_alliance | 0 | - |
battle_startup_player_army | 0 | - |
battle_static_quadtree_border_size | 0 | - |
BATTLE_TERRAIN_DISPLAY_DEPLOYMENT_AREA_HEIGHT | 6.0 | The height of the coloured deployment spline |
BATTLE_TERRAIN_DISPLAY_PLAYABLE_BORDER_ENABLED | 1 | - |
battle_threat_icons | 1 | Show the threat of a unit on the unit id when a single unit is selected |
battle_time_limit | nan | Sets the time (in minutes) for each battle. -1 for unlimited |
BATTLE_VICTORY_COUNTDOWN_S | 2.0 | - |
battle_view_very_large_static_quadtree | 0 | - |
battle_visibility_min_tree_distance | 0 | - |
battle_visibility_render_target_size | 512 | - |
BATTLE_VO_MAX_WAITING_TIME | 1.0 | - |
battle_vomit_anims_weight | 0.15 | - |
BEARING_IN_DEGREES_TO_POSITION_TO_CONSIDER_ENTITY_ANIMS | 45.0 | - |
begin_battle_with_camera_faded | 1 | - |
BEING_CHARGED_REACTION_CHANCE | 0.6 | Chance of playing a reaction animation when being charged |
BERSERK_KILL_RATIO | 0.35 | how many kills to we have to make to go berserk (relative to our numbers) |
BERSERK_TICK_TIMEOUT | 100 | how long do we wait before berserk times-out |
bink_use_thread | 1 | tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) |
blm_debug_masks | 0 | - |
block_ui_lighting_changes | 0 | - |
BLOOD_INTENSITY_INCREMENT | 0.25 | - |
BLOOD_INTENSITY_RAMP_IN_TIME | 1.5 | - |
BMD_LOAD_GRASS | 1 | if this is set to false, then no grass will be loaded |
BMD_LOAD_TREES | 1 | if this is set to false, then no trees will be loaded |
BOARDING_BORDER | 5.0 | - |
boarding_circle_sectors | 0 | - |
bombard_projectile | 8 | - |
bombard_recharge_time_sec | 2.0 | how long it takes for a bombard to be ready |
bombard_time_frame_sec | 6.0 | the timeframe duration a shell could arrive within |
bottom_scaler | 0.35 | - |
break_on_cannon_id | 160 | - |
browser_window_height_scale | -1.0 | browser windows dimensions on screen |
browser_window_pos_x | nan | browser windows position on screen |
browser_window_pos_y | nan | browser windows position on screen |
browser_window_width_scale | -1.0 | browser windows dimensions on screen |
BUFFER_MANAGER_CREATE_RESOURCE_SORTED | 1 | - |
BUILDING_AREA_DIVIDER_DEBUG | 0 | - |
BUILDING_DESTROYED_KILLZONE | 1.5 | - |
building_destruction_anims | 1 | building_destruction_anims are loaded up and played |
building_destruction_emitters | 1 | building_destruction_emitters are loaded up and played |
building_display_enable_simple_add_instance | 1 | - |
building_effect_partially_visible_alpha | 0.05 | - |
building_filename_break | 10 | break on building |
BUILDING_FIRE_PROPAGATION | 1 | - |
BUILDING_FIRE_STAGE_ONE_DURATION | 18.0 | - |
BUILDING_FIRE_STAGE_TWO_DURATION | 10.0 | - |
BUILDING_LITE_BURN_SHADER_AMOUNT | 0.3 | - |
BUILDING_LITE_FIRE_STAGE_ONE_DURATION | 30.0 | - |
BUILDING_LITE_FIRE_STAGE_TWO_DURATION | 15.0 | - |
BUILDING_LITE_MAX_BURN_SHADER_AMOUNT | 1.0 | - |
BUILDING_MEMORY_BUDGET_MB | 40.0 | - |
BUILDING_MEMORY_REPORT_NUM_PLATFORMS | 20 | - |
building_model_break | 16 | break on building model |
building_model_xml_break | 16 | break on building model |
building_scale | 0.42 | - |
BURN_SHADER_AMOUNT | 0.3 | - |
bzm_validate_zones | 1 | Do we want to go through the battlefield zones and validate them all |
cache_constants | 1 | - |
cache_ps_resources | 1 | - |
cache_render_states | 1 | - |
cache_shader | 1 | - |
cached_spline_use_elevation | 0 | - |
cached_spline_vfx_length | 0.1 | - |
CAI_BDI_COMPLETION_REPORTER_PRIORITY | 10000.0 | On related component completion reports this to the console. |
CAI_BDI_WORLD_AND_ANALYSIS_BELIEF_PRIORITY | 100 | Externally managed world and analysis elements are system 'beliefs', these are considered at this arbitrary priority |
CAI_DIPLOMACY_NEGOTIATION_DISPLAYED_LIKELIHOOD_THRESHOLD_HIGH | 4.0 | Deals above this value will be displayed as likely to be accepted |
CAI_DIPLOMACY_NEGOTIATION_DISPLAYED_LIKELIHOOD_THRESHOLD_LOW | -4.0 | Deals below this value will be displayed as unlikely to be accepted |
cai_enable_diplomacy_log | 0 | - |
CAI_MAXIMUM_NUMBER_OF_ROUNDS_TO_RETAIN_GOAL_FAILURE_MEMORY | 10 | Length of failed goal memory in rounds. anything older than this is removed |
CAI_MEM_LOG_TURNS_PER_FILE | 25 | Controls number of turns' data stored in each memory usage log. |
CAI_MILITARY_GENERATOR_EXPLORATION_BIAS | 0.5 | Exploration bias of the military generator MCTS search |
CAI_MILITARY_GENERATOR_HEURISTIC_BIAS | 1.0 | Heuristic bias of the military generator MCTS search |
CAI_MILITARY_GENERATOR_RANDOM_BIAS | 0.4 | Random bias of the military generator MCTS search |
CAI_MILITARY_GENERATOR_SEARCH_MAX_ITERATIONS | 100 | Max iterations for depth first search. Higher the number, the more variety but the longer it takes. |
CAI_MILITARY_GENERATOR_SIZE_PENALTY | 0.05 | Score penalty for recruiting less than the requested amount of units in the military generator MCTS search |
cai_negotiation_gift_penalty | 10.0 | - |
cai_negotiation_gift_penalty_cooldown | 1.0 | - |
cai_negotiation_matching_goal_bonus | 10.0 | - |
CAI_PERF_LOG_TURNS_PER_FILE | 25 | Controls number of turns' data stored in each perf log. |
cai_strategic_balance_proportion_of_vassal_strength_own | 0 | - |
cai_strategic_balance_proportion_of_vassal_strength_their | 0 | - |
CAI_STRENGTH_AUTORESOLVER_TEST | 0 | Controls whether autoresolver bonuses & personality parameters that affect attack chance are disabled for testing. |
cai_tms_resource_allocator_maximum_number_of_forces_that_should_be_assigned_to_a_task | 4 | - |
cai_trade_agreement_value_multiplier | 2.0 | - |
cai_treachery_falloff | 2.0 | - |
cam_dof_circle_radius | 0 | - |
camera_bookmark_smooth | 1.0 | - |
CAMERA_FAR_CLIP_PLANE | 0 | - |
camera_height_grid_max_building_height | 1000.0 | - |
CAMERA_HEIGHT_MAX_LAND | 100.0 | - |
CAMERA_HEIGHT_MAX_LAND_MP | 100.0 | - |
CAMERA_HEIGHT_MAX_SEA | 150.0 | - |
CAMERA_HEIGHT_MAX_SEA_MP | 180.0 | - |
CAMERA_HEIGHT_MIN_LAND | 2.5 | - |
CAMERA_HEIGHT_MIN_SEA | 15.5 | - |
CAMERA_LINEAR_SPEED | 0 | - |
camera_move_speed | 100.0 | Set camera movement speed |
CAMERA_MOVE_SPEED_MAX | 100.0 | - |
CAMERA_MOVE_SPEED_MIN | 10.0 | - |
CAMERA_NEAR_CLIP_PLANE | 0 | - |
CAMERA_RTS_GRADIENT | 2.2 | - |
CAMERA_RTS_RADIUS | 12.0 | - |
CAMERA_SPEED | 1.5 | camera_speed |
camera_temp0_w | 0 | - |
camera_temp0_x | 0 | - |
camera_temp0_y | 0 | - |
camera_temp0_z | 0 | - |
camera_temp1_w | 0 | - |
camera_temp1_x | 0 | - |
camera_temp1_y | 0 | - |
camera_temp1_z | 0 | - |
camera_temp2_w | 0 | - |
camera_temp2_x | 0 | - |
camera_temp2_y | 0 | - |
camera_temp2_z | 0 | - |
camera_turn_speed | 5.0 | Set camera turn speed |
CAMERA_TURN_SPEED | 5.0 | - |
campaign_advice_level | 0 | Sets advice level in the campaign game |
campaign_agent_locomotion_speed | 1.25 | Multiplier for distance travelled per loco update |
campaign_animation_fallback_blendtime | 0.75 | - |
campaign_camera_edge_scroll_delay | 0.2 | Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. |
CAMPAIGN_CAMERA_PAN_SPEED | 50.0 | Sets the pan speed of the campaign camera |
CAMPAIGN_CAMERA_SMOOTHING_DECAY | -10.0 | Determines smoothing decay for campaign camera (should be negative number) |
CAMPAIGN_CAMERA_TILT_SPEED | 100.0 | Sets the tilt speed of the campaign camera |
campaign_character_fade_per_second | 2.0 | - |
campaign_character_force_fade | 0 | - |
campaign_character_master_alpha_fade_in_seconds | 0.2 | - |
campaign_character_render_active_log | 0 | - |
campaign_character_render_bone_names | 0 | - |
campaign_character_render_bones | 0 | - |
campaign_character_render_effects_debug | 0 | - |
campaign_character_render_locomotion_tween | 0 | - |
campaign_dead_character_fade_s | 5.0 | - |
CAMPAIGN_DESERT_EMITTERS_COUNT | 16 | - |
CAMPAIGN_DESERT_EMITTERS_SAMPLE_COUNT | 5 | - |
CAMPAIGN_DESERT_INTENSITY_SHROUD | 0.9 | - |
CAMPAIGN_DESERT_SAMPLE_DISTANCE | 1.5 | - |
campaign_difficulty | nan | Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy |
CAMPAIGN_DISPLAY_BORDERS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_BUILDINGS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_CHARACTERS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_EFFECTS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_FLAGS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_GARRISON_RESIDENCE_RENDER_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_MARKERS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_PROPS_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_SHROUD_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_TERRAIN_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_TRADE_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_TREES_ENABLED | 1 | - |
CAMPAIGN_DISPLAY_WILDLIFE_ENABLED | 1 | - |
campaign_flag_texture_overlay_offset_w | 0.3 | - |
campaign_flag_texture_overlay_offset_x | 0.15 | - |
campaign_flag_texture_overlay_offset_y | 0.2 | - |
campaign_flag_texture_overlay_offset_z | 0.6 | - |
CAMPAIGN_FOREST_DISTANCE_FORWARD | 12.0 | - |
CAMPAIGN_FOREST_RADIUS_BELOW | 4.0 | - |
CAMPAIGN_FOREST_RADIUS_FORWARD | 8.0 | - |
campaign_general_rank_up_tick | 12 | campaign_ninja_rank_up_tick |
campaign_grass_always_draw_last_lod | 1 | - |
campaign_grass_lod0_distance | 60.0 | - |
campaign_grass_lod1_distance | 60.0 | - |
campaign_grass_lod2_distance | 60.0 | - |
campaign_grass_lod3_distance | 60.0 | - |
campaign_grass_lod4_distance | 60.0 | - |
CAMPAIGN_MUSIC_TRACKS_BEFORE_UNLOCK | 8 | - |
CAMPAIGN_MUSICIAN_SOUND_COOLDOWN | 3.5 | - |
campaign_ninja_rank_up_tick | 16 | - |
campaign_prop_large_size_threshold | 1.0 | - |
campaign_props_max_distance | 60.0 | - |
campaign_sea_transparency_override | -1.0 | - |
campaign_sea_uv_scale | -1.0 | - |
CAMPAIGN_SELECTION_SOUND_COOLDOWN | 0.8 | - |
campaign_shadow_split_scale | 0.1 | - |
campaign_shroud_display_suppress | 0 | - |
CAMPAIGN_SHROUD_SAMPLE_COUNT | 16 | - |
CAMPAIGN_SHROUD_SAMPLE_DISTANCE | 1.5 | - |
CAMPAIGN_SHROUD_SAMPLE_ROW_COUNT | 5 | - |
campaign_sky_scale | 37.5 | - |
CAMPAIGN_TELEPORT_ACTIVE | 0 | When active teleport mode will be enabled by default (this is for userscript not console |
campaign_tick_pause | 0 | Set default for if the model should tick for campaign |
campaign_time_limit | nan | Sets the time (in minutes) for each round of the campaign. -1 for unlimited |
campaign_tree_always_draw_last_lod | 1 | - |
campaign_tree_lod0_distance | 30.0 | - |
campaign_tree_lod1_distance | 60.0 | - |
campaign_tree_lod2_distance | 90.0 | - |
campaign_tree_lod3_distance | 120.0 | - |
campaign_tree_lod4_distance | 10000.0 | - |
CAMPAIGN_UI_SPECIAL_SOUND_COOLDOWN | 0.25 | - |
campaign_view_min_wind_strength | 0.5 | - |
campaign_view_wind_multiplier | 20.0 | - |
CAMPAIGN_VO_COOLDOWN | 0.25 | - |
CAMPAIGN_VO_MAX_WAITING_TIME | 1.0 | - |
CAMPAIGN_WATER_EMITTERS_COUNT | 16 | - |
CAMPAIGN_WATER_EMITTERS_SAMPLE_COUNT | 5 | - |
CAMPAIGN_WATER_SEA_INTENSITY_SHROUD | 0.9 | - |
CAMPAIGN_WATER_SEA_SAMPLE_DISTANCE | 1.5 | - |
CAMPAIGN_Z_SCALE | 1.155 | - |
campaign_zocs_always_shown_for_selected_force | 0 | Always displays the zone of control for the selected force, not just when the mouse is over it. |
can_control_allies | 0 | For arena, if true you can select allies and give them orders |
CAN_PLAY_ANIM_MAX_DELAY | 3 | - |
cannon_crew_validity | 0 | toggle_cannon_crew_validity |
cannon_impulse | 1000.0 | - |
CANTABRIAN_DISTANCE_TO_SKIRMISH_AWAY | 5.0 | How far away should the circle be palces if the unit is in skirmish interrupt |
CANTABRIAN_MAXIMUM_RADIUS | 28.0 | What is the absolute maximum size of the circle |
CANTABRIAN_MIN_MOVE_AWAY_DISTANCE | 2.0 | Should the unit use it's own position to updated the desired position |
CANTABRIAN_MINIMUM_RADIUS | 9.0 | What is the absolute minimum size of the circle |
CANTABRIAN_NEW_MOVE | 1 | Should we use the new movement mode |
CANTABRIAN_NO_FIRE | 0 | Don't fire your weapons |
CANTABRIAN_RADIUS_RATIO_TO_MEN | 0.7 | How fast should the cantabrian circle increase each frame |
CANTABRIAN_ROTATE_INCREASE_EACH_FRAME | 0.4 | How fast should the cantabrian circle increase each frame |
CANTABRIAN_ROTATION_SKIRMISH_RATIO | 1.1 | How much faster should the circle rotate while in skirmish interrupt |
CANTABRIAN_SINE_WAVE_AMPLITUDE | 1.5 | If we're using a sin wave to move around the circle, what's it's amplitude |
CANTABRIAN_SINE_WAVE_FREQUENCY | 100.01 | If we're using a sin wave to move around the circle, what's it's frequency |
CANTABRIAN_SKIRMISH_RADIAN_INCREASE | 0.04 | How much extra should we increase each frame(during skirmish) |
CANTABRIAN_SPEED_RUN | 1 | Should we run when in Cantabrian circle |
CANTABRIAN_UPDATE_POSITION | 1 | Should the unit use it's own position to updated the desired position |
CANTABRIAN_USE_SINE_OFFSET | 1 | Should we add a sin wave offset to the position |
capture_shadows | 0 | - |
casualties_famous_weighting | 4.0 | Max amount of battles on map |
CAVALRY_SKIRMISH_COLLISION_TIME | 10.0 | the time to forward predict being hit; to start skirmishing |
chance_of_adding_AI_battle | 0 | Chance of adding a fully AI battle |
CHANCE_PER_ENTITY_POINT_TO_ANIM | 20 | - |
CHANCE_TO_DEVELOP_NEW_HEX | 100 | - |
CHANCE_TO_OPEN_EXPLORATION_POINT | 10 | - |
CHARACTER_MODEL_SCALE | 1.0 | - |
character_mouseover_vfx_alpha | 0.33 | - |
character_out_of_ap_hidden_amount | 1.0 | - |
character_out_of_ap_hidden_ap_threshold | 0.02 | - |
character_render_equipment_test | 0 | - |
character_render_test | 0 | - |
CHARGE_CHECK_DISTANCE_TIME | 0.5 | - |
CHARGE_SOUND_MAX_DELAY | 0.5 | - |
charge_target_update_distance | 0.5 | - |
CHARIOT_REIN_APPEAR_ITERATIONS | 20 | - |
CHARIOT_REIN_HARNESS1_TRANSLATE_X | 0.17 | - |
CHARIOT_REIN_HARNESS1_TRANSLATE_Y | 0.22 | - |
CHARIOT_REIN_HARNESS1_TRANSLATE_Z | 0.2 | - |
CHARIOT_REIN_HARNESS2_TRANSLATE_X | -0.17 | - |
CHARIOT_REIN_HARNESS2_TRANSLATE_Y | 0.22 | - |
CHARIOT_REIN_HARNESS2_TRANSLATE_Z | 0.2 | - |
CHARIOT_REIN_SLACK | 953267991 | - |
CHART_DRAW_GAME_UPDATE_TIME_PAUSE | 0 | - |
CHART_DRAW_GAME_UPDATE_TIME_SCALE | 1.0 | - |
chat_window_height_scale | -1.0 | chat windows dimensions on screen |
chat_window_pos_x | nan | chat windows position on screen |
chat_window_pos_y | nan | chat windows position on screen |
chat_window_width_scale | -1.0 | chat windows dimensions on screen |
CHECK_DUPLICATE_TREES | 1 | - |
check_for_cross_frame_dependencies | 0 | - |
CINDY_BOX_SIZE | 0.3 | - |
cindy_draw_handles | 0 | - |
CINDY_ENABLE_RECORDING_FORCE_LOD | 0 | - |
CINDY_ENABLE_STATUS_RENDER | 0 | - |
CINDY_POINT_LIGHT_SHADOW_QUALITY_HIGH | 1 | - |
CINDY_POINT_LIGHT_SHADOWS_ENABLED | 1 | - |
cindy_shadow_index | 0 | - |
cindy_shadows | 0 | - |
cindy_smoothing_parameter | 0.3 | cindy_smooth_parameter |
cindy_smoothing_threshold | 1.0 | - |
CINEMATIC_EVENT_GAP_INTERVAL_MS | 30000 | - |
CINEMATIC_EVENT_MARKER_HEIGHT | 2 | - |
CINEMATIC_EVENT_MARKER_POSITION_X | 0 | - |
CINEMATIC_EVENT_MARKER_POSITION_Y | 0 | - |
CINEMATIC_EVENT_MARKER_POSITION_Z | 0 | - |
circle_arc_subdivision | 48.0 | - |
city_radius | 8.0 | - |
civilian_displaced_pipe_speed_modifier | 10.0 | - |
clamp_dragouts | 1 | If true, right click dragouts clamped so that line dragged out must be connected with no no-go intersections so clamps between right click pos and current mouse position using any intersections |
CLEARANCE_MULTIPLIER_OFFSET | 1.02 | - |
clipping_plane_distance | 120.0 | - |
collision_rot | 0 | alters collision rotation |
collision_rot_flag | 1 | toggle collision rotation |
combat_outcome_prediction_debugging_attack_direction | 5 | - |
combat_outcome_prediction_debugging_height_delta | 0 | - |
combat_outcome_prediction_debugging_initial_separation | 100.0 | - |
combat_outcome_prediction_debugging_situation_type | 19 | - |
combat_outcome_prediction_debugging_unit_attacker | 0 | - |
combat_outcome_prediction_debugging_unit_defender | 0 | - |
combat_witness_assert_no_animation | 0 | assert when no matched combat or syncher animations are found |
COMBAT_WITNESS_CHAIN_PROBABILITY | 1.0 | probability of allowing chaining attacks |
COMBAT_WITNESS_CHAINING_SELECTION_BIAS | 0.1 | selection weight bias for chaining animations |
COMBAT_WITNESS_DISMEMBER_SELECTION_BIAS | 1.0 | selection weight bias for dismembering animations |
COMBAT_WITNESS_DURATION_WEIGHT_THRESHOLD | 2.0 | matched combat duration threshold above which selection weight will be reduced |
combat_witness_kill_without_animation | 0 | kill when no matched combat or syncher animations are found |
COMBAT_WITNESS_NAVAL_SKIP_NON_KILL_PROBABILITY | 0.8 | probability of skipping non-killing animations for naval boarding |
COMBAT_WITNESS_RADIUS_WEIGHT_THRESHOLD | 1.0 | matched combat radius threshold above which selection weight will be reduced |
COMBAT_WITNESS_RESTRICT_SPACE | 1 | restrict space available for matched combat |
COMBAT_WITNESS_USE_FLEEING_MATCHED_COMBAT | 0 | use matched combat against fleeing enemy; else use motion syncher |
combat_witness_use_secondary_attacks | 1 | use the combat witness secondary attack system |
combustion_modifier | 0.005 | - |
command_responsiveness_timing_output_unit_id | nan | - |
COMMAND_STAR_ARMY_OFFSET_FROM_EACHOTHER_Z | 0.35 | - |
COMMAND_STAR_ARMY_OFFSET_X | 0.9 | - |
COMMAND_STAR_ARMY_OFFSET_Y | 0 | - |
COMMAND_STAR_ARMY_OFFSET_Z | 2.3 | - |
COMMAND_STAR_ARMY_SCALE | 0.6 | - |
COMMAND_STAR_NAVY_OFFSET_FROM_EACHOTHER_Z | 0.35 | - |
COMMAND_STAR_NAVY_OFFSET_X | 0.6 | - |
COMMAND_STAR_NAVY_OFFSET_Y | 0 | - |
COMMAND_STAR_NAVY_OFFSET_Z | 1.95 | - |
compile_shaders_from_file | 0 | - |
component_3d_models_enabled | 1 | - |
CONSIDER_CHARGING_TIME | 1.8 | - |
CONTEXT_CAMERA_FAR_PLANE | 5000.0 | - |
CONTEXT_CAMERA_FOV | 1.571 | - |
CONTEXT_CAMERA_NEAR_PLANE | 0.15 | - |
controller_selection_precision | 10 | Set how accurate the cursor position needs to be to activate game objects and UI: 0 - 50 |
conversion_constants_conversion_points_base | 1.9 | - |
conversion_constants_conversion_points_mult | 2.4 | - |
conversion_constants_conversion_points_zeal_mult | 0.05 | - |
conversion_constants_pop_added | 200.0 | - |
conversion_constants_pop_mult | 0.004 | - |
CREAK_SIEGE_TOWER_TIME_HIGH_FREQUENCY | 3.0 | - |
CREAK_SIEGE_TOWER_TIME_HIGHEST_FREQUENCY | 2.0 | - |
CREAK_SIEGE_TOWER_TIME_LOW_FREQUENCY | 7.0 | - |
CREAK_SIEGE_TOWER_TIME_LOWEST_FREQUENCY | 9.0 | - |
CREAK_SIEGE_TOWER_TIME_NORMAL_FREQUENCY | 5.0 | - |
CREATE_BUILDING_LITES | 1 | - |
CREATE_BUILDING_LITES_NUMBER_THRESHOLD | 2000 | - |
create_shaders_on_demand | 0 | - |
cull_clouds_scale | 2.0 | - |
cull_sea | 1 | - |
CURSOR_CONTEXT_DEBUG_OUTPUT | 0 | - |
d3d11_always_update_cb | 0 | - |
d3d11_double_buffer | 1 | - |
d3d11_enable_10_0_device | 0 | - |
d3d11_enable_10_1_device | 0 | - |
d3d11_enable_debug_device | 0 | - |
d3d11_enable_draw | 1 | - |
d3d11_enable_drawcall_commands | 1 | - |
d3d11_enable_intel_extensions | 1 | - |
d3d11_enable_occulus_rift | 0 | - |
d3d11_enable_state_cache | 1 | - |
d3d11_fullscreen_set_maximum_frame_latency | 3 | - |
d3d11_test_multi_gpu | 0 | - |
d3d11_windowed_double_buffer | 0 | - |
d3d11_windowed_set_maximum_frame_latency | 1 | - |
d3d11_windowed_sleep_after_present | 0 | - |
d3d9_clear_unused_textures | 1 | - |
d3d9_double_buffer | 1 | - |
d3d9_enable_constant_folding | 1 | - |
d3d9_enable_Direct3D9Ex | 1 | - |
d3d9_enable_nosyslock | 1 | - |
d3d9_enable_partial_precision | 0 | - |
d3d9_enable_state_blocks | 0 | - |
d3d9_enable_texture_write_discard | 0 | - |
d3d9_triple_buffer | 0 | - |
d3d9_verify_ref_count | 0 | - |
d3d9_windowed_sleep_after_present | 0 | - |
dead_time_alpha_fade_out_seconds | 5.0 | - |
debug_add_battle_fog | 1 | - |
debug_battle_prop_decals | 0 | - |
debug_break_at_animation | 0 | - |
DEBUG_BUILDING_SECONDARY_OUTLINES | 0 | - |
debug_campaign_wind | 0 | - |
debug_defend_walls_position_x | 0 | - |
debug_defend_walls_position_y | 0 | - |
debug_defend_walls_width | 100.0 | - |
debug_dragouts | 0 | If true, shows debug line to help debug dragouts |
debug_enable_multi_model_on_startup | 0 | - |
debug_experience_info | 0 | - |
DEBUG_FIELD_WALLS | 0 | Add debug lines for field walls |
debug_fill_faces | 0 | - |
debug_gbuffer_point_light | 0 | - |
debug_log_draw | 0 | - |
debug_multi_model_rotate | 1 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_LOWER | 2.5 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_UPPER | 240.0 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_LOWER | 0.05 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_UPPER | 10.0 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_LOWER | 0.05 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_UPPER | 200.0 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_LOWER | 0.05 | - |
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_UPPER | 10.0 | - |
DEBUG_SKIRMISH_INTERRUPT | 0 | Do we want debug lines (where available) for skirmish |
debug_slowdown | 0 | - |
debug_text_enable | 1 | - |
debug_text_x | 0 | - |
debug_text_y | 0 | - |
debug_tickets_remaining | 0 | - |
debug_tracking_camera_offset_x | 0 | - |
debug_tracking_camera_offset_z | 0 | - |
debug_tracking_camera_radius | 0 | - |
DEBUG_TRIGGER_MOVIE | 0 | - |
decal_angle | 0 | - |
DECAL_MIN_PROJECTILE_SPEED | 2.0 | min projectile speed to trigger decal |
default_camera_type | 0 | default battle camera: 0-totalwar 1-rts 2-debug |
DEFAULT_FORMED_ATTACK_TETHER_DISTANCE | 2.0 | Dictates how far an entity can deviate from his formation position when in formed attack |
default_heightmap_max | 750.0 | - |
default_heightmap_min | -100.0 | - |
defrag_free_immediate | 0 | - |
defrag_incremental_enable | 1 | - |
defrag_per_frame_count | 1 | - |
DEPLOYABLE_BURN_SHADER_AMOUNT | 0.3 | - |
DEPLOYABLE_FIRE_STAGE_ONE_DURATION | 12.0 | - |
DEPLOYABLE_FIRE_STAGE_TWO_DURATION | 10.0 | - |
DEPLOYABLE_GLOW_INTENSITY_MOUSEOVER | 0.075 | - |
DEPLOYABLE_GLOW_INTENSITY_SELECTION | 0.15 | - |
DEPLOYABLE_NEW_FIRE_METHOD | 1 | - |
DEPLOYMENT_AREA_DISTANCE_BETWEEN_FLAGS | 10.0 | The distance bewtween the flags showing deployment areas |
DEPLOYMENT_AREA_DRAW_FLAGS | 0 | Draw flags around deployment zones |
DEPLOYMENT_AREA_DRAW_SPLINES | 1 | Draw old deployment splines |
dest_length_cap | 0.5 | - |
DESTROYED_ENGINES_BLOCK_DOCK | 0 | - |
destruction_blend_bottom | 65535.0 | - |
destruction_blend_top | 64.0 | - |
destruction_radius | 20.0 | - |
destruction_radius_rate | 0.001 | - |
destruction_zone_cease_tollerence | 0.01 | - |
destruction_zone_effect_time_per_level | 300 | - |
destruction_zone_effect_time_per_level_speedup | 150 | - |
destruction_zone_expansion_tolerance | 6.0 | - |
destruction_zone_expansion_variation_high | 6 | - |
destruction_zone_expansion_variation_low | 3 | - |
destruction_zone_extra_cost_value | 1 | - |
destruction_zone_fire_remains_chance | 0.1 | - |
destruction_zone_fire_resolution | 10.0 | - |
destruction_zone_levels_per_blur_level | 3 | - |
destruction_zone_number_anchors | 20 | - |
destruction_zone_sound_max_distance | 6.0 | - |
destruction_zone_sound_min_distance | 0.5 | - |
destruction_zone_sound_offset | 8.0 | - |
destruction_zone_spline_smoothing_factor | 0.3 | - |
destruction_zone_squared_distance_per_blur_level | 1.0 | - |
destruction_zone_squared_distance_per_blur_level_center | 15.0 | - |
destruction_zone_termination_level_multiplier | 1.0 | - |
destruction_zone_tree_fire_percentage | 50.0 | - |
destruction_zone_tree_particle_effect_chance | 7.5 | - |
detail_normal_uv_scale1 | 1.2 | - |
detail_normal_uv_scale2 | 1.2 | - |
detail_normal_uv_speed1 | 1.0 | - |
detail_normal_uv_speed2 | 1.0 | - |
DIPLOMACY_VOICE_START_DELAY_NORMAL | 0.1 | - |
DIPLOMACY_VOICE_START_DELAY_RESPONSE | 1.2 | - |
disable_ai_melee_manager | 0 | - |
disable_ambush_opening_cinematic | 0 | - |
disable_autoresolver_bounding_asserts | 0 | - |
disable_battle_morale | 0 | - |
disable_battle_tooltips | 0 | Disables battle tooltips |
disable_building_upgrade_icons | 0 | - |
disable_fatigue | 0 | - |
disable_fire | 0 | - |
DISABLE_FIRE_AT_WILL | 0 | - |
disable_personalities | 0 | - |
disable_prebattle_speeches | 1 | - |
disable_reflection | 0 | - |
disable_reflection_pvs | 0 | - |
disable_reform | 0 | - |
disable_refraction | 0 | - |
disable_render | 0 | - |
disable_selection_on_alt | 0 | Disables unit selection while holding alt, makes testing with entity selection easier |
disable_water_stenciling | 0 | - |
DISMEMBER_ANGULAR_VELOCITY_MULTIPLIER | 2.0 | - |
DISMEMBER_VELOCITY_MULTIPLIER | 2.0 | - |
display_component_info | 0 | If true, shows information on components when mousing over |
display_fps | 0 | - |
display_fps_x | nan | - |
display_fps_y | 10 | - |
DISPLAY_GRENADES_AIMING_DEBUG_DISPLAY | 0 | draw a debug line showing where grenadiers are throwing to |
DISTANCE_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS | 110.0 | - |
DISTANCE_FROM_CAMERA_TO_CONSIDER_SHIP_BASED_ENTITY_ANIMS | 250.0 | - |
DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_EXPLOSION_ANIM | 750.0 | - |
DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_IMPACT_ANIM | 500.0 | - |
docking_weighting | 3.0 | - |
DOUBLE_CLICK_DELAY | 0.25 | - |
downflow_rate | 0.5 | Rate of flow of water downwards |
drag_scaling_x | 35.0 | - |
drag_scaling_y | 45.0 | - |
DRAGOUT_ENTITY_INVALID_OPACITY | 0.25 | Determines opacity of drag out entity models when invalid dragout |
DRAGOUT_ENTITY_OPACITY | 0.85 | Determines opacity of drag out entity models |
DRAGOUT_LAST_VALID_GREYSCALE | 0.4 | Amount to greyscale dragout when using last valid position |
DRAGOUT_PROXY_MARKER_MIN_SIZE | 0.025 | Minimum apparent size of proxies (so can always see on screen) |
DRAGOUT_PROXY_MARKER_MIN_SIZE_TACMAP | 0.01 | Minimum apparent size of proxies (so can always see on screen) when on tacmap |
DRAGOUT_RENDER_ENTITIES | 1 | When set to true, formation layout displays entities instead of icons. Entities more expensive but look a lot better. |
dragout_resize_amount | 2.0 | Used when clamp_dragouts is true, the amount it will shrink down each time of dragout_resize_iterations to try and fit in |
dragout_resize_iterations | 20 | Used when clamp_dragouts is true, the number of times will try and shorten unit width to fit in |
DRAW_ALL_CANTABRIAN_DESTINATIONS | 1 | Should we draw loadsa destinations for the men in a unit |
DRAW_CANTABRIAN_DESTINATIONS | 0 | Should we draw destinations for the men in a unit |
draw_debug_bombard | 0 | for testing, draw debug lines |
draw_debug_borders_data | 0 | - |
draw_debug_borders_render_data | 0 | - |
draw_decal_bounds | 0 | - |
draw_decal_bounds_solid | 0 | - |
draw_point_light_bounds | 0 | - |
draw_point_light_cubes | 0 | - |
DRAW_VEHICLE_DEBUG_LINES | 0 | Do we want to draw boxes around vehicle pieces |
DS_mulitplier | 0.5 | Diamond Square Noise Multiplier |
DSFC_BREAK_ON_RUN | 1 | prototype |
dump_buffer_usage_stats | 0 | - |
dump_imposter_pages | 0 | - |
DUMP_TICKLOGS | 0 | - |
editor_season | 0 | - |
eject_magnitude | 3.0 | - |
EMPIRE_CUSTOM_TIME_CONTROL_SPEED | 1.0 | Sets the custom time control speed |
enable_action_camera_prototype | 1 | - |
enable_battle_cinematic_event_view | 1 | - |
enable_battle_visibility_view | 1 | - |
enable_battle_visibility_view_buildings | 1 | - |
enable_battle_visibility_view_debug | 0 | - |
enable_battle_visibility_view_fog_of_war | 1 | - |
enable_battle_visibility_view_gpu_acceleration | 1 | - |
enable_battle_visibility_view_trees | 0 | - |
ENABLE_BATTLE_VO_FACEFX | 0 | - |
enable_bi_directional_attach_point_searching | 1 | - |
enable_blood_debug | 0 | - |
enable_borderless_desktop_window_mode | 1 | - |
enable_campaign_stat | 0 | - |
enable_campaign_ui_path_prediction_prototype | 0 | - |
enable_crossfade_blend | 1 | - |
enable_debug_defend_walls | 0 | - |
enable_debug_tracking_camera | 0 | - |
enable_depth_copy | 0 | - |
enable_directory_loading_memory_check | 1 | - |
enable_dismember_debug | 0 | - |
enable_entity_fast_cull | 1 | - |
enable_falling_off_platform | 0 | - |
enable_first_person | 1 | - |
enable_float16_animation_texture | 0 | - |
enable_foam_test | 1 | - |
ENABLE_FRONTEND_AUDIO | 1 | - |
ENABLE_GENERALS_SPEECH | 1 | - |
ENABLE_GENERALS_SPEECH_FACEFX | 0 | - |
ENABLE_HIDE_WHILE_RUN | 1 | - |
enable_look_at | 1 | - |
ENABLE_MANUAL_CHARGE | 0 | - |
enable_metadata_effect_debug | 0 | - |
ENABLE_MUSIC | 1 | - |
ENABLE_NIGHT_LIGHTS | 0 | - |
enable_ocean_surface_update | 1 | - |
enable_ocean_update | 1 | - |
enable_prebattle_speech_stress_test | 0 | - |
enable_projectile_burst_velocity_modifier | 1 | - |
ENABLE_PROJECTILE_FLYBY_AIR | 0 | - |
ENABLE_PROJECTILE_FLYBY_BOUNCE | 1 | - |
ENABLE_PROJECTILE_INCOMING | 1 | - |
enable_radial_menu | 0 | Enables radial menu for testing |
enable_rc_memory_report_in_more_detail | 0 | - |
enable_rendered_visibility | 1 | - |
enable_replay_camera_tracks | 1 | - |
enable_replay_fast_forward_single_threaded_model | 0 | - |
enable_sco | 1.0 | temp |
enable_sea_stenciling | 1 | - |
enable_sea_stenciling_effect | 1 | - |
enable_settlement_ai_debugging | 0 | - |
enable_smooth_battle_camera_heights | 1 | - |
enable_smooth_battle_camera_heights_bezier_patches | 1 | - |
enable_sound | 1 | enables all audio content (default = true). If disabled none of the database or sound pack files are loaded. |
enable_steam_update_thread | 1 | Enable Steam Update Thread |
enable_stencil_clear | 1 | - |
enable_surface_texture | 1 | - |
enable_taunting_in_idle | 1 | - |
enable_tbb_building_display | 1 | - |
enable_tbb_building_lite_display | 1 | - |
enable_tbb_draw_naval_proxy | 1 | - |
enable_tbb_draw_tracker | 1 | - |
enable_tbb_fill_animation_texture | 1 | - |
enable_tbb_tree_display | 1 | - |
enable_tbb_verlet_standards | 1 | - |
enable_third_person_camera_prototype | 0 | - |
enable_tracker_balancing_sort | 1 | - |
enable_trajectory_markers_for_all | 1 | - |
enable_tree_burn | 200 | - |
enable_tree_display_billboard_shadow_capsules | 1 | - |
enable_ui_scaling | 1 | - |
enable_verify_heaps_on_handler_change | 0 | - |
enable_vertex_attrib_binding | 0 | - |
enable_visibility_cache | 1 | - |
end_control_length_scale | 1.0 | - |
ENGINE_FIRE_SOUND_INTENSITY_LARGE | 90.0 | - |
ENGINE_FIRE_SOUND_INTENSITY_SMALL | 35.0 | - |
ENGINE_FIRE_SOUND_SIZE_LARGE | 5.0 | - |
ENGINE_FIRE_SOUND_SIZE_SMALL | 2.0 | - |
ENGINE_ROPE_PULLING_LENGTH_FACTOR | 0.5 | - |
ENGINE_ROPE_RELAXED_LENGTH_FACTOR | 1.2 | - |
ENGINE_ROPE_VERLET_ITERATIONS | 25 | - |
ENRAGED_LEAVE_RATIO | 0.75 | the relative ratio at which we leave berserk |
ENRAGED_THRESHOLD | 100 | How many amok points we need to accrue to run amok (per entity) |
ENRAGED_UPDATE_POINTS_LOSS | 5 | the amount of rage points we lose when cooling off |
ENT_COMBAT_AWARENESS_RANGE | 3.0 | Range within which entity will be aware of target(m) |
ENT_COMBAT_TARGETS_REFRESH_TICKS | 3 | Ticks before we decide that targets are old and needs a refresh |
ENT_HOARDE_debug_row_num | 1 | When debugging, do we render the row of the entities instead of offset amount |
ENT_HOARDE_DEBUG_TIME | 2.5 | How long do we render the debug text |
ENT_HOARDE_draw_debug | 0 | Draw debugging information, offset amount for the entities |
ENT_HOARDE_max | 5 | When in a horde, how far away pretend maximum row, so large ranks don't go too far away |
ENT_HOARDE_min | 2 | When in a horde, what is the pretend minimum row, so the front rows get an offset |
ENT_HOARDE_offset_ratio | 0.25 | When in a horde, how far away should each entity be placed (relative to their rank/row) |
ENT_HOARDE_use_always | 0 | Does every unit move in a horde? |
ENT_HOARDE_use_row_for_offset | 0 | When in a horde, just use the base row value, not the ratio |
entitiy_display_chinese_dead_visible_time | 10.0 | - |
ENTITIY_PIPE_FALL_CHANCE | 0.01 | - |
ENTITY_ACTION_ATTACK_ANIMAL_IDLE_CHANCE | 50 | - |
ENTITY_ACTION_ATTACK_BERSERKER_IDLE_CHANCE | 80 | - |
ENTITY_ACTION_ATTACK_COMBAT_DISTANCE | 3.0 | Range within which target will be considered for attack (m) |
ENTITY_ACTION_ATTACK_CORRIDOR_FACTOR_LAND | 1.1 | Friendly collision corridor check factor, to determine whether there is space to advance, for land units |
ENTITY_ACTION_ATTACK_CORRIDOR_FACTOR_NAVAL | 0.25 | Friendly collision corridor check factor, to determine whether there is space to advance, for naval units |
ENTITY_ACTION_ATTACK_MAN_IDLE_CHANCE | 50 | - |
ENTITY_ACTION_ATTACK_MELEE_PUSH_DISTANCE | 2.0 | Melee push distance (m) |
ENTITY_ACTION_ATTACK_MOUNT_IDLE_CHANCE | 80 | - |
ENTITY_ACTION_ATTACK_RUN_DISTANCE | 10.0 | Range beyond which to run (m) |
ENTITY_ACTION_ATTACK_STOP_DISTANCE | 1.0 | Stop distance (m) |
ENTITY_ACTION_ATTACK_STRAFE_DISTANCE | 3.0 | Range below which to strafe (m) |
ENTITY_ACTION_ATTACK_TARGET_WITHDRAW_DISTANCE | 1.5 | Target withdraw distance (m) |
ENTITY_ACTION_ATTACK_WITHDRAW_CHANCE | 50 | - |
ENTITY_ACTION_ATTACK_WITHDRAW_DISTANCE | 0.05 | Friendly withdraw distance (m) |
ENTITY_ACTION_CELEBRATE_MAX_ANIM_DURATION | 6.0 | - |
ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_CONE_COSINE | 0.866 | Angle cosine within which to look for targets |
ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_CORRIDOR_WIDTH | 1.0 | Corridor within which to look for targets (if no target assigned) (m) |
ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_DISTANCE | 8.0 | Range within which to look for targets |
ENTITY_ACTION_CHARGE_ATTACK_BELOW_MIN_SPEED_TIMEOUT | 2.0 | Minimum speed timeout to finish charge (s) |
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_THRESHOLD | 10 | Number of entities in close proximity to consider finishing charge |
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_CAVALRY | 10.0 | Close proximity timeout to finish charge (s) |
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_ELEPHANTS | 10.0 | Close proximity timeout to finish charge (s) |
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_FORMED | 2.0 | Close proximity timeout to finish charge (s) |
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_UNFORMED | 10.0 | Close proximity timeout to finish charge (s) |
ENTITY_ACTION_CHARGE_ATTACK_MIN_RANGE | 3.0 | Range to target to initiate charge movement (m) |
ENTITY_ACTION_CHARGE_ATTACK_MIN_SPEED_FACTOR | 0.3 | Multiplied to charge speed to determine minimum speed to continue charge (m/s) |
ENTITY_ACTION_CHARGE_ATTACK_RESUSAL_RANGE | 10.0 | Range to enemy to start checking for refusals |
ENTITY_ACTION_CHARGE_ATTACK_TARGET_MATCHUP_RANGE | 10.0 | Range to trigger combat (m) |
ENTITY_ACTION_CHARGE_ATTACK_TIMEOUT_TOLERANCE | 2.0 | Timeout tolerance to finish charge (s) |
ENTITY_ACTION_CHARGE_ATTACK_VEER_ROTATION_DELTA | 0.035 | Rotation delta for veering (rad) |
ENTITY_ACTION_IDLE_ANIMAL_CHANCE | 0.05 | - |
ENTITY_ACTION_IDLE_MAN_CHANCE | 0.01 | - |
ENTITY_ACTION_IDLE_MOUNT_CHANCE | 0.02 | - |
ENTITY_ACTION_PIKE_AWARENESS_DISTANCE | 6.0 | - |
ENTITY_ACTION_PIKE_BEARING_TOLERANCE | 0.087 | - |
ENTITY_ACTION_PIKE_MAX_WITHDRAW_DISTANCE | 10.0 | - |
ENTITY_ACTION_PIKE_MOVE_ALLOW_MOVE_DELAY | 10 | - |
ENTITY_ACTION_PIKE_MOVE_ARRIVAL_BEARING | 0.017 | - |
ENTITY_ACTION_PIKE_MOVE_ARRIVAL_DISTANCE | 0.1 | - |
ENTITY_ACTION_PIKE_MOVE_AWARENESS_DISTANCE | 6.0 | - |
ENTITY_ACTION_PIKE_MOVE_MAX_WITHDRAW_DISTANCE | 10.0 | - |
ENTITY_ACTION_PIKE_MOVE_STRAFE_DISTANCE | 1.0 | - |
ENTITY_ACTION_PIKE_MOVE_WITHDRAW_DISTANCE | 3.5 | - |
ENTITY_ACTION_PIKE_WITHDRAW_DISTANCE | 3.5 | - |
ENTITY_ACTION_READY_ANIMAL_CHANCE | 0.08 | - |
ENTITY_ACTION_READY_MAN_CHANCE | 0.03 | - |
ENTITY_ACTION_READY_MOUNT_CHANCE | 0.03 | - |
ENTITY_ACTION_TRACK_OPTIMISATION | 1 | - |
entity_charge_attack_enable_obstruction_detection | 1 | - |
ENTITY_DISEMBARK_SHIP_TELEPORT_TIME_OUT | 35.0 | - |
ENTITY_DISPLAY_ALPHA_OVERRIDE | 1.0 | - |
ENTITY_DISPLAY_ENABLE_ALPHA_CHANGE | 1 | - |
entity_display_enable_imposter_shadows | 1 | - |
entity_display_imposter_scale | 1.0 | - |
ENTITY_DISPLAY_PROXIMITY_FADE_START | 0.4 | - |
entity_display_shadow_extrusion_multiplier | 1.0 | - |
entity_display_shadow_max_shadow_distance | 10000.0 | - |
entity_display_shared_pose_scale | 1.0 | - |
entity_display_use_imposter_variants_for_all | 0 | - |
entity_drag_max | 50 | For when disable_selection_on_alt is true, sets maximum number of entities that can be drag selected |
entity_drag_min | 0 | For when disable_selection_on_alt is true, sets minimum number of entities that can be drag selected |
ENTITY_EJECT_DISTANCE_SQUARED_PLAY_LONG_SCREAM | 50.0 | - |
ENTITY_FACTION_TINT_DISTANCE | 400.0 | - |
ENTITY_FACTION_TINT_MAX | 0 | - |
ENTITY_FIREARC_COLOUR | 0.784 | Colour of firearcs |
ENTITY_FORCE_INVINCIBLE | 0 | - |
ENTITY_JUMP_DISTANCE_SQUARED_PLAY_LONG | 50.0 | - |
ENTITY_LOD_OVERRIDE | 0 | use explicit lod distances from tweakers |
ENTITY_MAN_TRACKER_BOW_BOT_X | -0.7 | - |
ENTITY_MAN_TRACKER_BOW_BOT_Y | 0.1 | - |
ENTITY_MAN_TRACKER_BOW_TOP_X | 1.1 | - |
ENTITY_MAN_TRACKER_BOW_TOP_Y | 0.1 | - |
ENTITY_MAN_TRACKER_DEFAULT_BLEND_DURATION | 0.2 | - |
ENTITY_MARKER_MAX_UPDATE_TIME_FOR_FADE | 500 | - |
entity_range_scale_max_distance | 0 | - |
entity_range_scale_max_scale | 3.0 | - |
entity_range_scale_min_distance | 0 | - |
ENTITY_RETURN_TO_SHIP_TELEPORT_TIME_OUT | 5.0 | - |
ENTITY_SPEED_MODIFIER | 1.0 | Modifier for tweaking move speed for testing and cinematic capture |
ENTITY_TRACKER_ALPHA_CHANGE_SPEED | 0.5 | - |
ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_ANIMALS | 0.15 | - |
ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_MAN | 0.8 | - |
ENTITY_TRACKER_COMBAT_CHAINING_BLEND_DURATION | 0 | - |
ENTITY_TRACKER_DEFAULT_BLEND_DURATION | 0.3 | - |
ENTITY_TRACKER_MAX_TRANSITION_BLEND_DURATION | 0.2 | - |
ENTITY_TRACKER_TOWER_RIDER_OFFSET_Y | 1.05 | - |
ENTITY_TRACKER_TOWER_RIDER_OFFSET_Z | 0 | - |
ENTITY_TRACKER_WADING_VFX_CHANCE | 0.1 | - |
ENTITY_ZONE_PATH_ITERATOR_DEBUG | nan | - |
ESCALATION_BUILDINGS_ON_FIRE | 1 | - |
exclude_pack_files | 0 | Toggle the inclusion or exclusion of pack files from the VFS. |
EXCUSION_ZONE_ADD_CHECKS | 0 | - |
EXERTION_FATIGUE_BASE_TIME | 15.0 | - |
EXERTION_FATIGUE_EXHAUSTED_TIME | 3.0 | - |
explicit_thread_affinity | 1 | Enable thread affinity |
external_browser | 0 | Use external browser for encylopaedia, internal browser if set to false |
EXTRA_DOCKING_DISTANCE_FROM_WALL | 1.0 | - |
extra_height_of_wall | 2.3 | - |
EZ_SENTINAL_RANGE | 6.25 | The range between each set of deployable exclusion zones |
facefx_list_anims | 0 | - |
FACEFX_MIN_ENTITY_MAN_TRACKER_ANIMATION_DURATION | 0.001 | - |
FACEFX_MIN_UI_ANIMATION_DURATION | 0.001 | - |
FACIAL_ANIMATION_DISTANCE | 10.0 | facial animation distance |
FACIAL_ANIMATION_VO_ORDER_MIN_DISTANCE_SQUARED | 400.0 | - |
faction_tint_death_fade | 2.0 | - |
famous_battles_max_allowed | 1000000.0 | Max amount of battles on map |
famous_battles_start_amount | 4.0 | Starting amount of battles on map |
far_building_border | 0 | - |
FAR_BUILDING_LOD_THRESHOLD | 0 | - |
far_buildings | 1 | far_buildings are loaded up |
FATIGUE_IMMUNITY_CONTINUES_FATIGUE_UPDATING | 0 | - |
fill_animation_prefill | 1 | - |
fill_animation_prefill_random | 0 | - |
final_shadow_split_blend_fraction | 0.2 | - |
firc_arc_subdivision | 10.0 | - |
fire_arc_width | 2.5 | - |
fire_arc_width_tacmap | 10.0 | - |
FIRE_AREA_AFFECT_DETONATION_RADIUS_LOWER | 0.5 | - |
fire_now | 1 | broadsides fires immediately |
FIRE_PROPAGATION_DIST_SQ | 81.0 | - |
first_person_allow_all | 0 | - |
first_person_artillery_reload_time | 2.0 | - |
first_person_debug_following | 0 | - |
first_person_enable_men | 0 | - |
first_person_engine_zoom_fov | 0.25 | - |
first_person_engine_zoom_speed | 2.0 | - |
first_person_real_aim | 0 | - |
first_person_trajectory | 1 | - |
first_person_trajectory_light_height | 3.0 | - |
first_person_trajectory_light_range | 10.0 | - |
first_person_trajectory_width | 5.0 | - |
fix_res | 1 | Forbid window resizing |
fix_window_pos | 1 | Forbid window repositioning |
FLAG_ALPHA_BLEND_END | 2.0 | - |
FLAG_ALPHA_BLEND_START | 5.0 | - |
FLAG_AND_INDICATOR_MASTER_SCALE | 1.0 | Master scale |
FLAG_DISPLAY_REGISTRATION_ENABLED | 1 | - |
flag_wind_show_strength | 0 | - |
flag_wind_strength_change | 20.0 | - |
flag_wind_strength_max | 1.2 | - |
flag_wind_strength_min | 0.5 | - |
flat_sea_surface | 0 | - |
FLY_WED_DEBUG_OUTPUT | 0 | - |
FLY_WED_HALF_SPACING | 1 | - |
foam_cut_off_value | 1.0 | - |
foam_decay_rate | 1.0 | - |
foam_enabled | 1 | - |
foam_fade_in_time | 1.0 | - |
FOCAL_LENGTH_STAR_SIZE | 1000.0 | - |
FOOTSTEP_VFX_DISTANCE | 25.0 | footstep vfx distance |
FORCE_AMBUSH_BATTLE | 0 | - |
force_buildings_refresh | 0 | - |
FORCE_CAPTURE_LOCATIONS_VICTORY | 0 | In the event that a map has capture locations and this is set; set the victory type to capturing the majority of locations |
force_enable_cinematic_ui | 0 | Forces cinematic ui on (for cinematics team) |
FORCE_FACIAL_POSE | 0 | - |
FORCE_FORMED_ATTACK | 0 | - |
FORCE_FRAME_AFTER_MODEL_UPDATE | 0 | - |
force_frontend_backdrop_season | 6 | - |
FORCE_GATES_OPEN | 0 | - |
force_generate_win_on_timeout_capture_location | 0 | forces the generation of a win on timeout capture location |
FORCE_IDLE | 0 | - |
force_large_armies_enabled | 0 | If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. |
force_out_of_video_memory_at | 0 | - |
FORCE_REALISM_MODE | 0 | Forces realism mode to be on |
force_settlement_refresh | 1 | - |
force_size_famous_weighting | 4.0 | Max amount of battles on map |
force_steam_controller | 0 | ui |
force_sync_page_table | 0 | - |
force_total_video_memory | 0 | - |
force_unit_imposters | 0 | - |
FOREST_EMITTERS_COUNT | 4 | - |
FOREST_EMITTERS_MAX_DISTANCE | 100.0 | - |
FOREST_EMITTERS_MIN_DISTANCE | 40.0 | - |
FOREST_EMITTERS_SAMPLE_COUNT | 12 | - |
FOREST_EMITTERS_SAMPLE_DIRECTIONS | 16 | - |
forest_hi_max_threshold | 1.0 | - |
forest_hi_min_threshold | 0.94 | - |
FOREST_LEVEL_FOR_FOREST_WILDLIFE | 0.4 | - |
forest_low_max_threshold | 0.6 | - |
forest_low_min_threshold | 0 | - |
FOREST_MAX_DISTANCE | 150.0 | - |
forest_med_max_threshold | 0.95 | - |
forest_med_min_threshold | 0.35 | - |
FORMED_ATTACK_ENEMIES_IN_PROXIMITY_THRESHOLD | 0.65 | - |
FORMED_ATTACK_LINE_BLEND_FACTOR | 0.5 | - |
FORT_WALL_VISIBILITY_GRID_LOG2 | 7 | - |
fps_log | 0 | - |
frame_rate_fps_cap | 0 | - |
FREQUENT_TIMER_IN_SECONDS | 5.0 | - |
FRONTEND_BACKDROP_BUILDING_LOD_THRESHOLD | 0 | - |
FRONTEND_BACKDROP_MAX_TREE_SCALE | 1.2 | - |
FRONTEND_BACKDROP_MIN_TREE_SCALE | 0.8 | - |
frontend_camera_pause | 0 | - |
FRONTEND_SCENE_LEADER_POSITION_X | 0 | - |
FRONTEND_SCENE_LEADER_POSITION_Y | 0 | - |
FRONTEND_SCENE_LEADER_POSITION_Z | 0 | - |
froth_distortion_amount | 1.0 | - |
froth_distortion_speed | 1.0 | - |
froth_value | 1.0 | - |
fullscreen_pixel_offset | 0 | - |
g_battle_depth_bias | 1000.0 | - |
g_battle_terrain_on_shadow_cam_depth_offset_battle | 5000.0 | - |
g_battle_terrain_slope_scale_depth_bias | -2.0 | - |
g_camm_url | 62 | The remote server url for all serverside matchmaking requests |
g_campaign_depth_bias | 0 | - |
g_campaign_terrain_slope_scale_depth_bias | -2.0 | - |
g_casa_url | 62 | The remote server url for all serverside arbitration requests |
g_compass_x | -0.013 | - |
g_compass_y | 0.7 | - |
g_compass_z | 1.15 | - |
g_deep_choppy_scale | 10.0 | - |
g_deep_dispersion_scale | 3.0 | - |
g_deep_fold_scale | 0.4 | - |
g_deep_phillips_constant | 811329279 | - |
g_deep_regen | 1 | - |
g_deep_smallwaves_cutoff | 1500.0 | - |
g_deep_wind_dependency | 0.4 | - |
g_deep_wind_dir_x | 1.0 | - |
g_deep_wind_dir_y | 0 | - |
g_deep_wind_speed | 32.0 | - |
g_gauge_scale | 0.7 | - |
g_near_plane_bias | 0 | - |
g_new_depth_bias | 2500.0 | - |
g_new_shadow_map_sample_bias | 0 | - |
g_new_slope_scale_depth_bias | 1.8 | - |
g_new_tweak_rasterizer_state | 0 | - |
g_point_light_shadow_map_sample_bias | 0.99 | - |
g_shallow_choppy_scale | 1.0 | - |
g_shallow_dispersion_scale | 2.0 | - |
g_shallow_fold_scale | 0.02 | - |
g_shallow_phillips_constant | 811329279 | - |
g_shallow_regen | 1 | - |
g_shallow_smallwaves_cutoff | 1500.0 | - |
g_shallow_wind_dependency | 0.8 | - |
g_shallow_wind_dir_x | 1.0 | - |
g_shallow_wind_dir_y | 0 | - |
g_shallow_wind_speed | 10.0 | - |
g_spinner_s | 0.03 | - |
g_spinner_tilt | -0.9 | - |
g_spinner_tilt_amount | 0 | - |
g_spinner_x | -0.013 | - |
g_spinner_y | 0.7 | - |
g_spinner_z | 1.15 | - |
g_tweak_near_plane_bias | 0 | - |
g_tweak_terrain_depth_biases | 0 | - |
g_water_repeat_time | 5.0 | - |
g_wind_dir_offset | 0 | - |
garrison_mouseover_vfx_alpha | 0.33 | character_mouseover_vfx_alpha |
gate_open_time | 5.0 | - |
gbuffer_enable_readable_depth_buffer | 1 | - |
gbuffer_enable_refraction_copy | 1 | - |
GENERALS_SPEECH_FADE | 2.0 | - |
GENERALS_SPEECH_START_TIME | 4.0 | - |
generate_ui_image_errors | 0 | Reports missing images when a layout is loaded |
gesture_drag_scaling_x | 10.0 | - |
gesture_drag_scaling_y | 10.0 | - |
GESTURE_ZOOM_SCALAR | 0.4 | gesture pinch / zoom |
gfx_aa | 3 | Set antialiasing, 0-no, 1 = MLAA, 2 = MSAA2X, 3 = MSAA4X, 4 = MSAA8X |
gfx_alpha_blend | 0 | Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT |
gfx_blood_effects | 1 | Enable Blood effects |
gfx_brightness_setting | 1.2 | Set brightness |
gfx_building_quality | 3 | Set the quality of buildings. 0 - max performance, 3 - max quality |
gfx_depth_of_field | 0 | Set depth of field quality 0 - off, 1 - on |
gfx_device_type | 1 | Set device type, 0-D3D9, 1-D3D11, 2-GL3 |
gfx_direct_resource_access | 0 | Enable Direct Resource Access |
gfx_distortion | 1 | Enable Distortion Effect buffer |
gfx_effects_quality | 3 | Set effects quality. 0 - max performance, 3 - max quality |
gfx_first_run | 0 | First time application run |
gfx_fleet_size | 2 | Set fleet size. 0 - small, 2 - large |
gfx_fullscreen | 0 | Run the application in fullscreen or not |
gfx_gamma_setting | 2.0 | Set gamma correction |
gfx_gpu | 6 | The GPU description |
gfx_gpu_select | 0 | Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... |
gfx_grass_quality | 3 | Set grass quality. 0 - max performance, 3 - max quality |
gfx_hdr | 0 | Set high dynamic range rendering quality |
gfx_screen_space_reflections | 2 | Enable Screen Space Reflections, 0 - off, 3 - max quality |
gfx_screenshot_folder | 13 | Folder to where save screenshots relative to Empire directory |
gfx_shadermodel | 3 | Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 |
gfx_shadow_quality | 2 | Set shadow quality. 0 - max performance, 3 - max quality |
gfx_sky_quality | 3 | Set the quality of sky. 0 - max performance, 3 - max quality |
gfx_ssao | 1 | Enable Screen Space Ambient Occlusion buffer |
gfx_terrain_quality | 3 | Set terrain quality. 0 - max performance, 3 - max quality |
gfx_tesselation | 0 | Enable tesselation |
gfx_texture_filtering | 4 | Set texture filtering, 0-trilinear, 4- anisotropic 16x |
gfx_texture_quality | 3 | Set the quality of textures. 0 - small, 3 - ultra |
gfx_tree_quality | 3 | Set tree quality. 0 - max performance, 3 - max quality |
gfx_unit_quality | 3 | Set the quality of units. 0 - max performance, 3 - max quality |
gfx_unit_size | 3 | Set unit size. 0 - small, 3 - ultra |
gfx_unlimited_video_memory | 0 | Enable unlimited video memory allocation |
gfx_video_memory | 0 | Override available video memory (bytes) |
gfx_vignette | 0 | Enable vignette |
gfx_vsync | 1 | vertical synchronization |
gfx_water_quality | 3 | Set the quality of water. 0 - max performance, 3 - max quality |
GIANT_ENEMY_NEAR_REACTION_CHANCE | 0.3 | Chance of playing a reaction animation when giant enemy is near |
gl_enable_draw | 1 | - |
gl_log_driver_messages | 0 | - |
gl_uniform_buffer_mode | 1 | - |
gl_wireframe_mode | 0 | - |
glsl_regenerate | 0 | - |
grass_alpha_add | 0 | - |
grass_alpha_mul | 2.5 | - |
GRASS_ANGLE_CULL_AMOUNT | 0.7 | - |
grass_burn_override | -1.0 | - |
grass_far_addition | -0.5 | - |
grass_hi_max_threshold | 1.0 | - |
grass_hi_min_threshold | 0.45 | - |
grass_low_max_threshold | 0.4 | - |
grass_low_min_threshold | 0 | - |
grass_med_max_threshold | 0.65 | - |
grass_med_min_threshold | 0.45 | - |
GRENADE_IGNORE_COLLISION_TIME | 0.5 | - |
GROUP_BURNING_DEATH_TIME | 2.0 | - |
GROUP_DROWNING_HEIGHT | -1.0 | - |
GROUP_FORMATION_SELECTION_DEBUG_OUTPUT | 0 | - |
GROUP_FORMATION_TEMPLATE_ASSIGNMENT_DEBUG | 0 | - |
GROUP_IMPACT_ENTITIES_DELAY | 0.6 | - |
GROUP_IMPACT_FORCE_MELEE_TIME | 6.0 | - |
GROUP_IMPACT_IDEAL_ENTITIES_UNARY | 0.45 | - |
GROUP_IMPACT_MAX_DELAY | 0.6 | - |
GROUP_IMPACT_MIN_ENTITIES_UNARY | 0.15 | - |
GROUP_IMPACT_RESET_DELAY | 5.5 | - |
GROUP_INJURED_MAX_DELAY | 0.8 | - |
GROUP_INJURED_MAX_REFIRE_TIME | 0.5 | - |
GROUP_MOVEMENT_MIN_ENTITY_DISTANCE | 1.3 | - |
GROUP_MOVEMENT_SPEED_CHANGE_TIME | 0.75 | - |
GROUP_PROJECTILE_EXPLOSION_MAX_DELAY | 0.4 | - |
GROUP_PROJECTILE_EXPLOSION_MAX_REFIRE_TIME | 0.5 | - |
GROUP_PROJECTILE_FIRE_MAX_DELAY | 0.4 | - |
GROUP_PROJECTILE_FIRE_MAX_REFIRE_TIME | 0.5 | - |
GROUP_SOUND_MAX_SIZE_CHANGE_PER_UPDATE | 6 | - |
GROUP_SOUND_RTPC_INTERPOLATION_TIME | 0.25 | - |
GROUP_SOUND_UPDATE_TIME_MAX | 1.25 | - |
GROUP_SOUND_UPDATE_TIME_MIN | 0.75 | - |
group_spray_points | 1 | - |
GROUPMOVEMENT_COHESION_FROM_CROUCH | 80.0 | - |
GROUPMOVEMENT_COHESION_FROM_DISTANCE_MIN | 25.0 | - |
GROUPMOVEMENT_COHESION_FROM_DISTANCE_OFFSET | 90.0 | - |
GROUPMOVEMENT_COHESION_SPEED_MAX | 2.8 | - |
GROUPMOVEMENT_COHESION_SPEED_MIN | 1.2 | - |
GROUPMOVEMENT_COHESION_TO_SPEED_FACTOR | 0.01 | - |
GUERRILLA_MIN_DIST_FROM_KEY_BUILDING | 100.0 | - |
gust_down | 0 | - |
HANDS_ANIMATION_DISTANCE | 10.0 | hands animation distance |
hdr_level | 3 | - |
HEAD_TRACKING | 1 | enable head tracking |
height_diff_for_using_grapple_ropes | 3.0 | - |
HEX_DEVELOPED_EXPLORATION_POINT_CHANCE_INCREASE | 5 | - |
HEX_DEVELOPED_HEX_DEVELOPMENT_CHANCE_REDUCTION | 5 | - |
HIDDEN_UNIT_REVEALED_SOUND_COOLDOWN | 20.0 | - |
hide_cursor_in_cinematic_ui | 0 | Cursor is hidden whenever cinematic ui enabled (makes making movies easier), yet mouse functionality is retained |
HUGE_IMPOSTER_DISTANCE | 1000.0 | huge imposter distance |
HUGE_SHARED_POSE_DISTANCE | 500.0 | huge shared pose distance |
hull_sea_foam_duration | 6.0 | - |
hull_sea_foam_end_scale | 2.5 | - |
hull_sea_foam_fade_in | 1.0 | - |
hull_sea_foam_fade_out | 4.0 | - |
hull_sea_foam_start_scale | 2.0 | - |
IGNORE_CAN_PLAY_UNIT_TURN_TO_ANIMS_TEST | 1 | - |
ignore_victory_conditions | 0 | ignores victory conditions |
IMPOSTER_FOV_SCALE | 1.0 | imposter fov scale |
imposter_min_offset | 1.0 | - |
inaccurate_mode_radius_ratio_increase | 3.0 | how much should the bombard circle be extendded if set to inaccurate mode |
INFINITE_AMMO | 0 | - |
INFREQUENT_TIMER_IN_SECONDS | 20.0 | - |
intake_rate | 0.5 | Rate of intake of water through a 1 metre breach |
INTENSITY_FIRE_SPREADING_DIST_SQ | 6.0 | - |
INTERCEPTED_SEPARATION_DISTANCE | 10.0 | - |
invert_cam_x_axis | 0 | invert camera tilting up/down |
invert_cam_y_axis | 0 | invert camera panning left/right |
jpeg_quality | 100 | - |
kill_general | 0 | - |
KNOT_DISTANCE | 50.0 | knot distance |
lab_resolve_point | 2 | - |
LAKE_LEVEL_FOR_FROG | 0.4 | - |
LARGE_IMPOSTER_DISTANCE | 250.0 | large imposter distance |
LARGE_SHARED_POSE_DISTANCE | 75.0 | large shared pose distance |
LARGE_UNIT_NEARBY_REACTIVATE_DELAY | 10.0 | How many seconds after a large unit encountered before we react to another one |
LARGE_UNIT_NEARBY_TRIGGER_DISTANCE | 30.0 | If a large unit comes closer to the unit than this distance (meters), a reaction animation may be triggered |
lbutton_drag_move_threshold | 0.001 | How much have to drag mouse to initialise drag move on left click |
LEFT_HAND_POSITION_TRANSLATION_X | 0.06 | - |
lf_building_diff | 150 | - |
lf_building_diff_min | 0 | - |
lf_coastal_inner_size | -0.5 | - |
lf_coastal_outer_size | 1.0 | - |
lf_inner_size | -0.5 | - |
lf_outer_size | 2.0 | - |
light_rigid_decals | 1 | - |
limited_cycled_buffer_count | 0 | - |
load_pack_files | 1 | At startup, the pack files are scanned and loaded. Set to false to prevent this. |
lock_cursor_to_window | 0 | If true, cursor will be clamped to confines of game window |
lock_fail_probability | 0 | - |
LOCOMOTIVE_FORCE_STRAFE | 0 | Forces locomotives to strafe |
LOG_GENERALS_SPEECH | 0 | - |
log_metrics_to_file | 0 | Should we create a log file [The Creative Assembly\ <Game Title> \logs] |
LOOK_AT_MOVING_UNIT_DISTANCE | 10.0 | - |
LOOK_AT_UNIT_IN_MELEE_DISTANCE | 50.0 | - |
LuaProfile | 0 | Enable lua profiling |
map_image_public_order_max | 20.0 | - |
map_image_region_colour_opacity | 130 | - |
map_zoom_increment | 1.0 | - |
map_zoom_speed | 0.5 | - |
max_ancillaries | 3 | How many ancillaries a character can have at any one time |
max_async_file_requests | 120 | - |
max_async_files_reserve | 10 | - |
max_dist_for_jumping | 6.0 | - |
MAX_DISTANCE_BUILDING_LARGE | 200.0 | - |
MAX_DISTANCE_BUILDING_LARGE_RUMBLE | 370.0 | - |
MAX_DISTANCE_BUILDING_MEDIUM | 150.0 | - |
MAX_DISTANCE_BUILDING_MEDIUM_RUMBLE | 320.0 | - |
MAX_DISTANCE_BUILDING_SMALL | 70.0 | - |
MAX_DISTANCE_BUILDING_SMALL_RUMBLE | 290.0 | - |
max_dynamic_decal_instances | 128 | - |
MAX_HDR_SUN_COLOUR_SCALE | 25000.0 | - |
max_height_above_deck_for_jumping_from | 5.0 | - |
max_height_for_jumping_up_to_grapple_rope | 2.0 | - |
MAX_LENGTH_SQUARED_COAST_POSITION_CHANGE | 900.0 | - |
MAX_MELEE_NUM_CHANGE_DOWN_PER_UPDATE | 10 | - |
MAX_OAR_ANIM_OFFSET | 0.25 | - |
MAX_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT | 0.25 | - |
max_premapped_blocks_reserve | 8 | - |
max_premapped_files_per_block_reserve | 4096 | - |
MAX_RELATIVE_ARMY_STRENGTH_TIME_IN_SECONDS | 60.0 | - |
MAX_SOUND_DISTANCE_EXTRA | 8.0 | - |
max_static_decal_instances | 1000 | - |
max_traits | 20 | Define how many traits a character can have at any one time |
MAX_TREE_SCALE | 1.2 | - |
max_video_decode_frame_catchup_per_tick | 10 | Set the number of frames the video can attempt to catch up per tick: this keeps the app responsive. |
max_video_decode_frame_lag | 60 | Set the number of frames the video can lag behind the audio before the audio gets paused to allow the video to catch up. |
MAX_VO_RANDOM_SELECTION_ATTEMPT | 6 | - |
maximum_boarding_interval_angle | 1.4 | - |
MAXIMUM_PASSABLE_SLOPE_ANGLE_DEGREES | 30.0 | Sets the slope which defines no go regions |
MEDIUM_IMPOSTER_DISTANCE | 150.0 | medium imposter distance |
MEDIUM_SHARED_POSE_DISTANCE | 50.0 | medium shared pose distance |
MELEE_ATTACK_THRESHOLD_MINIMUM | 4 | minimum value that MELEE_ATTACK_THRESHOLD_MODIFIER is clamped to |
MELEE_ATTACK_THRESHOLD_MODIFIER_IDLE_AMMO_REMAINING | 0.85 | 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 AND has ammo remaining |
MELEE_ATTACK_THRESHOLD_MODIFIER_IDLE_NO_AMMO | 0.25 | 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 |
MELEE_ATTACK_THRESHOLD_MODIFIER_ORDERED | 0.15 | 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 |
melee_cavalry_cp_multiplier | 0.85 | - |
MELEE_INTERCEPT_CLEAR_PATH_DEBUG | 0 | - |
MELEE_INTERCEPT_CLEAR_PATH_RATIO | 0.5 | - |
MELEE_INTERCEPT_CLEAR_PATH_TEST | 1 | - |
method1 | 1 | - |
MILITARY_FORCE_EXCHANGE_ACTION_SEPARATION | 0.15 | - |
military_force_stance_display_build_offset_max | 1.0 | - |
military_force_stance_display_build_time | 2.5 | - |
military_force_stance_display_dismantle_offset_max | 0.5 | - |
military_force_stance_display_dismantle_time | 2.0 | - |
MIN_BODYGUARD_UNITS_TO_SHOW_BODYGUARDS_LIST | 1 | - |
MIN_CAN_POINT_INSTEAD_OF_FACE_DISTANCE_SQUARED | 200.0 | - |
MIN_CONVERSATION_VO_DISTANCE_SQUARED | 2.5 | - |
MIN_DEFERRED_DEFAULT_ZONE_PATHS_TO_PROCESS | 1 | - |
MIN_DEFERRED_VERY_HIGH_ZONE_PATHS_TO_PROCESS | 10 | - |
MIN_DOGS_TO_PLAY_APPROACHING_VO | 10 | - |
MIN_ELEPHANTS_TO_PLAY_ANIMALS_VO | 5 | - |
MIN_ENTITIES_FOR_GROUP_SOUND | 5 | - |
MIN_ENTITIES_FOR_TAUNT_VO | 15 | - |
MIN_ENTITIES_TO_PLAY_ANIMS | 10 | - |
MIN_ENTITY_SPEED_FOR_MOVEMENT_SOUND_NORMAL | 0.5 | - |
MIN_FLOODED_DISPLAY_VALUE | 0.3 | ship flooded display |
min_gradient_for_climbing | -0.2 | - |
min_height_diff_for_using_grapple_ropes | 1.0 | - |
MIN_MEN_REQUIRED_TO_PLAY_CONVERSATIONAL_VO | 4 | - |
MIN_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT | 0.1 | - |
MIN_RELATIVE_ARMY_STRENGTH_TIME_IN_SECONDS | 30.0 | - |
MIN_SHIP_SINK_SPEED | 0 | when sinking ships will sink at this speed at minimum, bobbies sink sets maximum |
MIN_SHIP_SINK_SPEED_ACCELERATION | 0.075 | - |
MIN_SPEED_FOR_IMPACT | 1.0 | - |
MIN_SPEED_TO_PLAY_GROUP_BRACE | 3.5 | - |
MIN_TRAVEL_DISTANCE_FOR_UNIT_APPROACHING | 50.0 | - |
MIN_TREE_SCALE | 0.8 | - |
MIN_UNITS_IN_ALLIANCE_TO_PLAY_GENERALS_SPEECH | 1 | - |
MIN_VELOCITY_LOWER_ANCHOR | 0.1 | - |
MIN_VELOCITY_RAISE_ANCHOR | 0.2 | - |
minimum_casualties_required | 1000.0 | Minimum total casualties required |
minimum_force_required | 1000.0 | Minimum men required (per side) |
minimum_units_per_side | 8.0 | Minimum units required (per side) |
MISSILE_FIRE_REACTION_CHANCE | 0.5 | Chance of playing a reaction animation when under missile fire |
MOMENTUM_SCALE | 0.5 | - |
MORALE_SHAKEN_REACTION_CHANCE | 0.1 | Chance of playing a reaction animation when morale is shaken |
MORALE_WAVERING_REACTION_CHANCE | 0.2 | Chance of playing a reaction animation when morale wavering |
mouse_wheel_sensitivity | 50 | mouse wheel sensitivity: <0-100> default value = 50 |
mp_battle_artillery_ammo_cost_modifier | 0.85 | Percentage of decrease in an artillery unit strength if ammo is used up |
mp_battle_disconnect_autoresolve_treshold | 0.25 | Percentage of decrease in an alliance strength that must occur to spawn autoresolve code when one of the players disconnect in an MP battle |
mp_battle_disconnect_victory_treshold | 0.15 | Percentage of value that an alliance must have over the other alliance to win an MP battle that ended due to a disconnection |
mp_battle_ranged_ammo_cost_modifier | 0.5 | Percentage of decrease in a ranged unit strength if ammo is used up |
mud_max_threshold | 0.2 | - |
mud_min_threshold | 0 | - |
MULTIPLAYER_READY_COOLDOWN | 2.0 | - |
multithreaded_model_enabled | 1 | Run the battle model on a separate thread |
MUSIC_GENERALS_SPEECH_FADE | 2.0 | - |
napoleons_battles_unlocked | 0 | Unlocks all of napoleons battles for dev purposes |
NAVAL_AI_EXCLUSIVE_BOARD | 0 | Prioritises AI behaviour towards boarding the enemy |
NAVAL_AI_FIRE_REPAIR_TIRGGER | -0.3 | 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 |
NAVAL_AI_FIRE_RETREAT_TIRGGER | -0.7 | When the fire reaches this state, AI back off from combat (goes from -1 to 0, 0 is when they abandon ship |
naval_flag_amplitude | 2.5 | - |
naval_flag_distance_scale | 200.0 | - |
naval_flag_frq | 5.0 | - |
naval_flag_size | 0.5 | - |
naval_flag_wind_clip_distance | 200.0 | - |
naval_flag_wind_direction_change | 10.0 | - |
naval_flag_wind_display_enabled | 1 | - |
naval_flag_wind_show_strength | 0 | - |
naval_flag_wind_strength_change | 1.0 | - |
naval_flag_wind_strength_max | 10.0 | - |
naval_flag_wind_strength_min | 1.0 | - |
naval_render_wakes | 1 | - |
NAVY_FLAG_SCALE | 1.0 | Flag scale for a navy |
NAVY_FLAG_WIND_STRENGTH | 0.2 | Flag wind strength |
NAVY_FLAG_Y_OFFSET | 0.4 | Y offset for a navy |
NEIGHBOUR_DEAD_FLINCH_CHANCE | 0.5 | Chance of playing a flinch animation when one of our neighbour man was hit to dead |
NEIGHBOUR_HIT_FLINCH_CHANCE | 0 | Chance of playing a flinch animation when one of our neighbour man was hit |
NEIGHBOUR_HIT_FLINCH_RADIUS | 2.0 | How close reacting men should be to the man being hit. Radius in meters |
NEW_AREA_CHANCE | 10 | - |
NEW_AREA_CHANCE_WITH_NO_OPEN_AREAS_INCREASE | 75 | - |
new_shadows | 1 | - |
NIGHT_LIGHT_COLOUR | 1.0 | Colour of night lights |
NIGHT_LIGHT_OFFSET | 10.0 | - |
NIGHT_LIGHT_RANGE | 13.0 | - |
NIGHT_LIGHT_SHIP_OFFSET | 17.0 | - |
NIGHT_LIGHT_SHIP_RANGE | 35.0 | - |
NIGHT_SPOT_DISTANCE_REDUCTION | 0.8 | how much less range you ahve for spotting at night |
NO_CANTABRIAN_INCREMENT | 0 | Should we not rotate the men in a cantabrian circle |
no_clip | 0 | toggle clip |
no_grass_threshold_forest | 1.2 | - |
no_grass_threshold_rock | 2.0 | - |
no_grass_threshold_sand | 2.25 | - |
NO_VARIANT_DISTANCE | 100.0 | no variant distance |
NON_CAVALRY_SKIRMISH_COLLISION_TIME | 15.0 | the time to forward predict being hit; to start skirmishing |
NUM_ATTEMPT_TO_PLAY_CONVERSATIONAL_VO | 5 | - |
NUM_BUILDING_EXPENSIVE_CAN_SHOOT_TESTS_PER_TICK | 5 | - |
NUM_BUILDINGS_ON_FIRE_TRIGGER_FIRE_EVENT | 15 | - |
num_critical_fires | 10.0 | - |
NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MAX | 8 | - |
NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MIN | 4 | - |
number_of_threads | 8 | Set the number of threads <= 0 - automatic, >0 = explicit number |
number_of_threads_for_campaign_pathfinder_cache | 0 | 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 |
oar_sea_foam_duration | 7.0 | - |
oar_sea_foam_end_size | 10.0 | - |
oar_sea_foam_fade_in | 0.1 | - |
oar_sea_foam_fade_out | 3.5 | - |
oar_sea_foam_start_size | 1.0 | - |
OCCUPIED_SETTLEMENT_FLAG_SCALE | 1.0 | Flag scale for an occupied settlement |
OCCUPIED_SETTLEMENT_FLAG_Y_OFFSET | 0.5 | Y offset for an occupied settlement |
ocean_wireframe | 0 | - |
OFFICERS_CAN_SHOOT | 0 | - |
OIT_GRASS_MAX_DISTANCE | 25.0 | - |
OIT_GRASS_MIN_DISTANCE | 0 | - |
oit_multi_pass | 0 | - |
OIT_TREE_MAX_DISTANCE | 25.0 | - |
OIT_TREE_MIN_DISTANCE | 0 | - |
ON_AWARENESS_PERCENT_CHANCE_ANIM_PER_ENTITY | 0.2 | - |
ON_CAPTURED_BUILDING_DISTANCE | 130.0 | - |
ON_CAPTURED_GATEHOUSE_ANIM_UNARY_CHANCE_PER_ENTITY | 0.1 | - |
ON_PROJECTILE_IMPACT_ANIM_UNARY_CHANCE_PER_ENTITY | 0.1 | - |
ON_RAISED_BANNER_ANIM_UNARY_CHANCE_PER_ENTITY | 0.1 | - |
OP_RAGE_INFO | 0 | Debug output rage values |
ORDER_VO_COOLDOWN_TIME_MAX | 10.0 | - |
ORDER_VO_COOLDOWN_TIME_MIN | 1.0 | - |
ORDER_VO_RESUME_DELAY | 0.45 | - |
out_of_video_memory | 0 | - |
outline_num_passes | 1 | - |
OUTPUT_BUILDING_MEMORY_USAGE | 0 | - |
output_current_twitch_frame | 0 | - |
OUTPUT_SHIP_DAMAGE_PANELS | 0 | - |
OUTPUT_XML_LOG | 1 | in the debugger, this outputs all the xml data |
overlay_camera_push | 0.7 | - |
override_autoresolve_handicap | 0 | Enable/disable use of autoresolve_difficulty setting (otherwise uses battle setting) |
override_load_xml_first | 0 | - |
override_normal_stance | nan | - |
override_province_public_order_factors | 0 | - |
OVERRIDE_QUOTE_KEY | 0 | - |
OVERRIDE_QUOTE_SOURCE | nan | - |
OWN_BORDER_COLOUR_B | 0 | - |
OWN_BORDER_COLOUR_G | 60 | - |
OWN_BORDER_COLOUR_R | 180 | - |
pass_all_ancillaries | 0 | - |
pass_all_traits | 0 | - |
PATH_SEARCH_BRIDGE_MAX_COST_MULTIPLIER | 0.4 | - |
PATH_SEARCH_BUILDING_REFERENCE_COST | 1.0 | - |
PATH_SEARCH_MAX_HEURISTIC_COST_TO_BE_MULTIPLIED | 10.0 | - |
PATH_SEARCH_VEHICLE_REFERENCE_COST | 1.0 | - |
pathfinder_enable_post_process_round_robin | 1 | - |
pathfinder_enable_progressive_paths | 1 | - |
pathfinder_unit_to_debug_id | nan | - |
PAUSED_MAX_WAITING_TIME | 2.0 | - |
PERCENT_ORDERS_COMPLETED_CHANCE | 0.5 | - |
PERCENT_UNITS_ROUTING_EVENT | 20 | - |
PERCENT_UNITS_WAVERING_EVENT | 20 | - |
perform_preindexed_filecheck | 1 | Set/reset the collection of unpacked files for file_exists calls (default true) |
PHALANX_ALLOWED_ON_TOWER_RATIO | 0.2 | - |
PIKE_WALL_OFFSET | 0.45 | - |
pip_skip_frames | 3 | - |
PIPE_JUMP_ANGLE_MAX | 1.344 | - |
PIPE_JUMP_ANGLE_MIN | 0.785 | - |
PIPE_WALL_DOOR_SHARING_COST_MULTIPLIER | 10.0 | - |
play_destruction_vfx | 1 | destruction vfx plays |
PLAY_SOUNDS_FOR_SPLICED_ANIMS | 1 | - |
porthole_3d | 1 | If true, portholes in UI use 3d models. Otherwise use 2d images. |
porthole_shadows_partial_clear | 0 | - |
porthole_use_current_scene_lighting | 0 | - |
POUR_BOILING_OIL_ON_EVERYONE | 0 | - |
prebattle_speech_stress_test_end_type | 173 | - |
prebattle_speech_stress_test_start_type | 0 | - |
prebattle_speech_test_fort_gates | 0 | - |
precache_ui | 1 | Preloads all UI layouts when the UI is created |
precursor_ratio | 2.0 | - |
PREVENT_MISFIRES | 0 | Prevent engines from misfiring |
print_faction_available_buildings | 0 | - |
print_region_available_buildings | 0 | - |
PROJECTILE_BOUNCE_DAMAGE_SPEED_THRESHOLD | 10.0 | Speed threshold for bouncing projectiles to do damage to structures (m/s) |
PROJECTILE_CAMERA_ENDING_TIMER_HIT | 6000 | - |
PROJECTILE_CAMERA_ENDING_TIMER_MISS | 3000 | - |
PROJECTILE_CAMERA_TIME_DILATION_INVERSE_COEFFICIENT | 15.0 | - |
PROJECTILE_CAMERA_TRANSITION_DURATION_S | 1.0 | - |
PROJECTILE_FLYBY_FOV | 0.3 | - |
PROJECTILE_FLYBY_MAX_DISTANCE_SQUARED | 5500.0 | - |
PROJECTILE_FLYBY_MIN_DISTANCE_SQUARED | 1600.0 | - |
PROJECTILE_GRENADE_FUSE_TIME | 3.0 | Fuse time for grenade (s) |
projectile_impulse | 25.0 | - |
PROJECTILE_METAL_FRONT_ANGLE | 0 | Angle for playing metal sounds for the front of heavy siege equipment |
PROJECTILE_ROLLING_FRICTION | 0.4 | Rolling friction of projectile |
PROJECTILE_ROLLING_FRICTION_FIREBALL | 0.86 | Rolling friction of projectile |
projectile_spawn_height | 250.0 | how high should the projectiles spawn from |
PROJECTILE_STATIONARY_FUSE_TIME | 20.0 | Fuse time for stationary projectile (s) |
PROJECTILE_STICKING_FUSE_TIME | 20.0 | Fuse time for sticking projectile (s) |
PROJECTILE_TRACKER_ARROW_SCALE | 1.5 | - |
PROJECTILES_FORCE_SHIP_FIRE | 0 | - |
prototype_always_horse | 0 | - |
province_public_order_factor_attitude | 0 | - |
province_public_order_factor_happiness | 0 | - |
province_public_order_factor_repression | 0 | - |
province_public_order_factor_satisfaction | 0 | - |
province_public_order_factor_slave | 0 | - |
proximity_fading | 1 | When enabled, entities will automatically fade out as get close to them rather than clipping with camera. |
quadtree_disable_cache | 0 | - |
quadtree_render_debug_nodes | 0 | - |
r_deep_waves_scale | 4.0 | - |
r_deep_waves_scale_xz | 8.0 | - |
R_SCALE | 0.5 | - |
r_shallow_waves_scale | 4.0 | - |
r_shallow_waves_scale_xz | 4.0 | - |
RADAR_BORDER_OPACITY | 0.4 | - |
RADAR_BORDER_SIZE | 4.0 | - |
RAGE_DIRECTION_UPDATE_INTERVAL | 100 | means that all of the units have been updated once in x tick time |
RAMMING_CREW_EFFECT_VELOCITY_MULTIPLIER | 5.0 | - |
RAMMING_IMPULSE_MULTIPLIER | 20.0 | - |
RAND_PERCENT_PLAY_CAN_WITHDRAW_RATHER_THAN_LOSING | 50 | - |
ranging_shot_arrival_time_sec | 0.1 | how long it takes for a bombard to arrive on the battlefield |
READ_MULTIPLE_SELECTION_SHIPS | 0 | - |
READY_ENTER_RANGE | 40.0 | - |
READY_EXIT_RANGE | 50.0 | - |
reflection_flattening_factor | 0.5 | - |
REFORM_ID | 0 | - |
refraction_copy_resource | 0 | - |
RELEASE_ANIMALS_ON | 1 | will animals be released by the handlers |
RELEASE_ANIMALS_RANGE | 150.0 | The distance at which animals will be released |
reload_battle_script | 0 | - |
reload_display_variance | 1.05 | the amount to change the reload time, for display purposes only |
render_battle_props | 1 | - |
render_blendmap | 1 | - |
render_character_bleed_fade_in_seconds | 2.0 | - |
render_character_bleed_max_intensity | 0.75 | - |
render_character_diff_state_anim_speed_mod | 1.25 | - |
render_character_teleport_fade_seconds | 0.25 | - |
render_clouds | 1 | - |
render_debug_lines | 1 | - |
render_disable_ship | 0 | - |
render_disable_ship_planks | 0 | - |
render_disable_ship_verlet | 0 | - |
render_enable_draw | 1 | - |
render_entities | 1 | force-disable entity display |
render_front_spray | 1 | - |
render_imposters | 1 | - |
RENDER_MOVEMENT_EXTENTS_BORDERS | 0 | enable/disable debug display of movement extent splines |
RENDER_MOVEMENT_EXTENTS_BOUNDS | 0 | enable/disable debug display of inner and outer bounds for movement extent splines |
RENDER_MOVEMENT_EXTENTS_CONTROL_POINTS | 0 | enable/disable debug display of movement extent spline segment control points |
RENDER_MOVEMENT_EXTENTS_LINES | 0 | enable/disable debug display of start and endpoint of movement extent spline segments |
RENDER_MOVEMENT_EXTENTS_SPLINE | 1 | enable/disable display of movement extent splines |
RENDER_MOVEMENT_EXTENTS_TRIANGLE_ID | nan | id of movement extents triangle to display (-1 = all) |
RENDER_MOVEMENT_EXTENTS_TRIANGLES | 0 | enable/disable debug display of movement extents triangles |
render_optimized_instancing | 1 | - |
render_sea_flat | 0 | - |
render_sea_foam | 1 | - |
render_sea_surface | 1 | - |
render_settlement_debug_display | 0 | - |
render_settlement_far_distance | 100.0 | - |
render_ship_splashes | 1 | - |
render_side_spray | 1 | - |
render_skip_dip | 0 | - |
render_skip_disabled_techniques | 1 | - |
render_skydome | 1 | - |
render_staging_offset_max | 100000 | - |
render_stats_scoped | 0 | - |
render_stats_ui | 0 | - |
render_trade | 1 | - |
render_tree_bounds | 0 | - |
render_vfx_far_distance | 80.0 | - |
RENDER_ZOC_BORDERS | 0 | enable/disable debug display of zoc splines |
RENDER_ZOC_BOUNDS | 0 | enable/disable debug display of inner and outer bounds for zoc splines |
RENDER_ZOC_CONTROL_POINTS | 0 | enable/disable debug display of zoc spline segment control points |
RENDER_ZOC_LINES | 0 | enable/disable debug display of start and endpoint of zoc spline segments |
RENDER_ZOC_SPLINE | 1 | enable/disable display of zoc splines |
RENDER_ZOC_TRIANGLE_ID | nan | id of zoc triangle to display (-1 = all) |
RENDER_ZOC_TRIANGLES | 0 | enable/disable debug display of zoc triangles |
report_mesh_budget | 0 | - |
report_rigid_budget | 0 | - |
report_ui_loc_errors | 0 | - |
report_unused_directory_entries | 0 | - |
rescale_battle_prop_decals | 1 | - |
rescale_battle_prop_decals_lower_safety_margin | 0.25 | - |
rescale_battle_prop_decals_upper_safety_margin | 0.5 | - |
RESTRICT_MOVEMENT_RATIO_COMBAT | 2.0 | - |
RESTRICT_MOVEMENT_RATIO_NON_COMBAT | 3.0 | - |
rewriting_allowed | 0 | - |
RIGGING_UPDATE_ALL_SAILS | 0 | update all sails all the time |
RIGHT_HAND_POSITION_TRANSLATION_X | -0.06 | - |
rigid_cache_enabled | 0 | - |
rigid_calc_texel_density | 0 | - |
rigid_campaign_tree_lod | 100.0 | - |
rigid_campaign_tree_zprefill | 1 | - |
rigid_cloth_particle_mass | 1.0 | - |
rigid_cloth_y_axis_rotation_constraint | 360.0 | - |
rigid_collision_scale | 1.1 | - |
rigid_collision_sphere_scale | 1.0 | - |
rigid_collision_test | 1 | - |
rigid_collision_test_interval | 3 | - |
rigid_collision_z_offset | 0 | - |
rigid_enable_all_rigids | 1 | - |
rigid_enable_weighted | 1 | - |
rigid_gbuffer_only | 0 | - |
rigid_map_stats | 0 | - |
rigid_min_number_instances_for_async_tbb | 100 | - |
rigid_model_loader_override_texture_blend_wind | 0 | - |
rigid_num_simulation_steps | 10 | - |
rigid_rope_culling_threshold | 4000.0 | - |
rigid_rope_flex | 1.0 | - |
rigid_rope_particle_mass | 5.0 | - |
rigid_rope_wind_pressure_scalar | 0.01 | - |
rigid_show_colliders | 0 | - |
rigid_show_weighted_cloth_sim_mesh | 0 | - |
rigid_show_weighted_cloth_unsimulated | 0 | - |
rigid_show_weighted_mesh | 1 | - |
rigid_simulation_auto_run | 1 | - |
rigid_simulation_damping | 0.999 | - |
rigid_simulation_force_scale | 1.0 | - |
rigid_simulation_handle_tension | 0.95 | - |
rigid_simulation_interval | 0.05 | - |
rigid_simulation_restore | 0 | - |
rigid_simulation_side_force_perturbation_scale | 1.0 | - |
rigid_simulation_side_force_perturbation_spacing | 3.5 | - |
rigid_simulation_side_force_perturbation_speed | 1.0 | - |
rigid_skip_small_parts | 1 | - |
rigid_sort | 1 | - |
rigid_tesselation_displacement_scale | 0.4 | - |
rigid_tesselation_factor | 5.0 | - |
rigid_tree_lod_scalar | 1.0 | - |
rigid_update_animation_texture | 1 | - |
river_flow_rate | 0.02 | - |
river_scale | 1.0 | - |
root_time | 1.0 | Multiplier for lowest level time advancement |
ROPE_DISTANCE | 200.0 | rope distance |
ROPE_DISTANCE_FADEOUT | 150.0 | rope distance fade out start |
rope_test | 0 | - |
rot_velocity_foam | 0.4 | - |
rotational_acceleration | 1 | - |
rotational_acceleration_value | 10.0 | - |
round_sea_camera | 1 | - |
ROUT_DIRECTION_FINDER_MAP_EDGE_WEIGHT | 1.0 | - |
RULES_PROJECTILE_BOUNCE_NORMAL_VELOCITY_DAMPING | 0.4 | - |
RULES_PROJECTILE_BOUNCE_PLANE_VELOCITY_DAMPING | 0.6 | - |
RULES_PROJECTILE_BOUNCE_SURFACE_OFFSET | 0.05 | - |
RUN_SPEED_MODIFIER | 1.0 | Modifier for tweaking run speed for testing and cinematic capture |
SALLYOUT_ALLOW_RETURN_TO_DEFENCE | 0 | Allows the defensive AI to return to the settlement after previously deciding to Sally Out |
sand_max_threshold | 0.2 | - |
sand_min_threshold | 0 | - |
save_deferred_fog | 0 | - |
save_deferred_lighting | 0 | - |
save_envmap | 0 | - |
save_skymap | 0 | - |
scene_skip_env_update | 0 | - |
SCOUTING_GRID_REFRESH | 0 | - |
SCOUTING_GRID_RESOLUTION_MULTIPLIER | 1.0 | - |
scrub_lod_distance_default | 200 | - |
scrub_node_always_render | 0 | - |
scrub_node_display_aabb | 0 | - |
scrub_node_instances | 0 | - |
scrub_node_mem | 0 | - |
sea_choppiness | 1.8 | - |
sea_decay | 0.001 | - |
sea_foam_vfx_num_spray_per_frame | 2 | - |
sea_foam_vfx_spray_name | 19 | - |
sea_fps | 10.0 | - |
sea_horz_scale | 70.0 | - |
SEA_LEVEL_FOR_SEAGULL | 0.2 | - |
sea_mesh_offset_distance | 3.0 | - |
sea_num_divisions | 256.0 | - |
sea_phillips_constant | 945758993 | - |
sea_quantisation_distance | 20.0 | - |
sea_repeat_time | 10.0 | - |
sea_shininess | 1000.0 | - |
sea_wind_speed | 10.0 | - |
settlement_ai_area_overoccupation_penalty | 1.0 | - |
settlement_ai_debugging_disallow_use_of_walls | 0 | - |
settlement_ai_debugging_draw_analysis | 0 | - |
settlement_ai_debugging_draw_graph_optimisations | 0 | - |
settlement_ai_debugging_draw_graphs | 0 | - |
settlement_ai_debugging_draw_HLS | 0 | - |
settlement_ai_debugging_draw_HLS_influence_map_id | 0 | - |
settlement_ai_debugging_draw_influence_maps | 0 | - |
settlement_ai_debugging_draw_orders | 0 | - |
settlement_ai_debugging_draw_resource_allocator | 0 | - |
SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z | 2.0 | - |
settlement_expandion_build_time | 5.0 | - |
settlement_expandion_offset_max_time | 1.0 | - |
settlement_expansion_anim_z_axis_negative_offset | 1.3 | - |
settlement_expansion_damage_wall_proportion_per_level | 0.3 | - |
settlement_expansion_enable_pathfinder_debug | 0 | - |
settlement_expansion_expand_sprawl_into_next_slot_chance | 0.6 | - |
settlement_expansion_growth_update_chance_city | 0.7 | - |
settlement_expansion_growth_update_chance_walled_city | 1.0 | - |
settlement_expansion_ignore_pathfinder | 0 | - |
settlement_expansion_upgrade_max_non_slot_upgrades_at_max_level_unary | 0.35 | - |
settlement_expansion_upgrade_max_zoe_validation_expansions | 2 | - |
settlement_expansion_upgrade_slot_sprawl_chance | 0.8 | - |
SETTLEMENT_FLAG_WIND_STRENGTH | 0.15 | Flag wind strength |
SETTLEMENT_FLAG_X_OFFSET | 0 | X flag offset for a settlement |
SETTLEMENT_FLAG_Z_OFFSET | 0 | Z flag offset for a settlement |
settlement_height_override | 0 | - |
SETTLEMENT_PERCENT_BADLY_DAMAGED | 30 | - |
SETTLEMENT_PERCENT_RUINED | 60 | - |
settlement_quick_switch_construction_multiplier | 12.5 | - |
shader_compile_filter | 0 | - |
shadow_cam_depth_offset_battle | 150.0 | - |
shadow_cam_depth_offset_campaign | 14.0 | - |
shadow_split_battle_min_distance_delta | 0.01 | - |
shadow_split_blend_fraction | 0.1 | - |
shadow_split_campaign_min_distance_delta | 0.01 | - |
shadow_split_enlargement_safe_zone | 1.05 | - |
shadow_split_min_cosine_angle_delta | 1.0 | - |
shadowmap_extreme_quality | 0 | - |
shadowmap_split_scale | 1.0 | - |
SHELL_SIZE_ONE_SIDE | 6 | - |
shells_per_barrage | 8 | how many shells are spawned per barrage |
SHIP_BOARDING_ACCELERATION_MAGNITUDE_FACTOR | 0.18 | - |
SHIP_BOARDING_IMMOBILISER_ACCELERATION_MAGNITUDE_FACTOR | 0.07 | - |
SHIP_BOARDING_MAX_ACCELERATION_MAGNITUDE | 6.5 | - |
SHIP_BUOYANCY_POSITION_DAMPENING_TWEAKER | 0.001 | dampens the buoyancy effect on position |
SHIP_BUOYANCY_ROTATION_DAMPENING_TWEAKER | 0.001 | dampens the buoyancy effect on rotation |
SHIP_COLLISION_EXTRA_SIZE | 2.0 | - |
SHIP_COLLISION_SOUND_HEIGHT | 2.0 | - |
SHIP_DEBUG_RENDER_WAKES | 0 | - |
SHIP_DISPLAY_MAX_LATERAL_WIND_FORWARD_SCALE | 5.0 | - |
ship_display_max_sail_simulations_per_frame | 8 | - |
SHIP_DISPLAY_MIN_FORWARD_WIND | 1.0 | - |
ship_display_multi_thread_sail_simulation | 1 | - |
ship_display_num_sail_simulations_per_thread | 2 | - |
SHIP_DISPLAY_SAIL_ROPES_BREAK_DAMAGE_MULTIPLIER | 1.0 | - |
SHIP_DISPLAY_SAIL_ROPES_BREAK_VALUE | 0 | - |
SHIP_DISPLAY_SAILS_BURN_MULTIPLIER | 1.0 | - |
SHIP_DISPLAY_SAILS_BURN_SPEED | 0.03 | - |
SHIP_DISPLAY_SAILS_BURN_VALUE | 0 | - |
SHIP_DISPLAY_SAILS_DAMAGE_MULTIPLIER | 1.0 | - |
SHIP_DISPLAY_SAILS_DAMAGE_SPEED | 1.0 | - |
SHIP_DISPLAY_SAILS_DAMAGE_VALUE | 0 | - |
SHIP_DISPLAY_SAILS_PROJECTILE_EFFECT_MULTIPLIER | 0.1 | - |
ship_display_update_all_sail_simulations | 0 | - |
SHIP_DISPLAY_WIND_SCALE | 30.0 | - |
SHIP_DRUM_CLOSEST_DISTANCE | 150.0 | - |
SHIP_ENTITY_BEARING_BLEND_FACTOR | 0.1 | - |
SHIP_ENTITY_DISPLAY_MAX_DEBUG_SAIL_UPDATES | 1 | - |
SHIP_ENTITY_FORCE_FIELD_DEBUG | 0 | - |
SHIP_ENTITY_MIN_TURNING_SPEED | 0.5 | SHIP_ENTITY_BEARING_BLEND_FACTOR |
SHIP_FIRE_DESTRUCTION_TICKS | 150 | - |
SHIP_FLOODED_DISPLAY_SCALAR | 10.5 | ship flooded display |
SHIP_FORCE_FIELD_MAX_TURN_RATE | 0.122 | - |
SHIP_FORCE_FIELD_TURN_MIN_ANGLE | 0.175 | - |
SHIP_FORCE_FIELD_TURN_RATE | 0.07 | - |
SHIP_GUST_HEIGHT_OFFSET | 20.0 | - |
SHIP_HEIGHT_ABOVE_GROUND_FOR_BEACHING | 1.0 | - |
SHIP_HULL_POINT_SEPARATION | 1.0 | - |
SHIP_HULL_SPLASH_PROBABILITY | 0.35 | - |
SHIP_INCENDIARY_GENERATION_RADIUS | 2.0 | Radius used to procedurally generated the incendiary points on ships |
SHIP_INCREASED_SINKING_SPEED_OFFSET_PER_SECOND | -2.5 | - |
SHIP_INCREASED_SINKING_SPEED_START_TIME | 12.5 | - |
SHIP_MARKER_HEIGHT_OFFSET | 0.8 | height offset for ship mouseover/selection markers |
ship_marker_height_scale | 1.1 | - |
ship_marker_width_scale | 3.0 | - |
SHIP_MODEL_SCALE | 0.45 | - |
SHIP_OAR_DRUM_MIN_SPEED | 0.5 | - |
SHIP_OAR_DRUM_TIME | 1.0 | - |
SHIP_OAR_EFFORT_TIME | 0.15 | - |
SHIP_OAR_IMPACT_TIME | 1.85 | - |
SHIP_OAR_POSITION_BACK_OFFSET | 6.0 | - |
SHIP_OAR_POSITION_FRONT_OFFSET | 7.5 | - |
SHIP_OAR_POSITION_SIDE_OFFSET | 5.0 | - |
SHIP_OAR_SOUND_COUNT_CLOSE | 3 | - |
SHIP_OAR_SOUND_DISTANCE_FAR | 40.0 | - |
SHIP_ON_FIRE_REACTION_CHANCE_LVL1 | 0.4 | Chance of playing a reaction animation when ship is on fire |
SHIP_ON_FIRE_REACTION_CHANCE_LVL2 | 0.9 | Chance of playing a reaction animation when ship is on fire |
SHIP_RAMMED_STUMBLE_CHANCE | 0.5 | Chance of playing a stumble animation by the crew men when their ship is being rammed |
SHIP_ROTATIONAL_VELOCITY_HULL_CREAK | 0.15 | - |
SHIP_ROTATIONAL_VELOCITY_SAIL_WIND_GUST | 0.15 | - |
SHIP_SPEED_IS_MOVING | 3.0 | - |
SHIP_SPEED_THRESHOLD_TO_USE_FASTEST_SIZE | 2.0 | - |
ship_target_marker_height_scale | 1.2 | - |
ship_target_marker_width_scale | 3.0 | - |
ship_to_ship_damage | 1 | toggle ship_to_ship_damage |
should_circle_to_board_angle | 40.0 | - |
SHOUT_SOUND_RETRIGGER_MIN_TIME | 6.0 | - |
show_campaign_selection_bounds | 0 | - |
show_captured_shadows | 0 | - |
SHOW_COMMAND_RESPONSIVENESS_TIMING | 0 | - |
show_command_responsiveness_timing_output | 0 | - |
show_cpu_moves | 1 | Show/hide the movement of the ai pieces on the campaign map |
show_cpu_moves_level | 1 | 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 |
show_debug_scene_camera | 1 | - |
show_debug_shadow_cameras | 1 | - |
show_debug_split_frustums | 1 | - |
SHOW_DEPLOYMENT_CALCULATION | 0 | - |
SHOW_ENEMY_UI_SPLINES | 0 | when true splines for enemy units will be registered so can see their ui when switching armies |
SHOW_FIREARCS | 1 | if true, firearcs will be shown when appropriate. If false disables them completely (requested by elliott) |
show_frontend_movies | 1 | Use to disable intro movies |
show_path_markers | 1 | Show paths in naval battles |
SHOW_PRECURSOR_FIREARCS | 0 | if true, firearcs will be shown for precursor units |
show_projectile_trails | 1 | Show projectile trails... |
show_radial_without_ctrl | 0 | If true, middle mouse button opens up radial without having to have ctrl held (false by default as middle mouse for camera) |
show_selection_markers | 1 | Show the selection markers under the units |
show_target_zones | 1 | Show firing arcs etc |
SHOW_UNDESTROYED_SETTLEMENT_BUILDINGS | 0 | - |
SHOW_VALIDATE_TARGET_TESTS | 0 | draw debug lines for fire tests |
shroud_blur_kernel_size_v2 | 10 | - |
shroud_edge_padding | 128 | - |
shroud_half_edge_padding | 64 | - |
shroud_padding | 20 | - |
SIEGE_TOWER_JUMP_DISTANCE | 2.7 | - |
SIM_BASED_ENABLE_COMBAT_OUTCOME_BOUNDING | 1 | - |
simple_click_proxy_delay | 200 | Delay before a simple click shows a proxy preview of movement in milisconds |
simulation_patch_meters | 1000.0 | - |
skip_all_autoresolver_battles | 0 | - |
skip_model_shadow | 0 | - |
skip_update_camera | 0 | - |
SKIRMISH_BUFFER_TIME | 6.0 | the extra buffer time to add to skirmishing whilst being chased |
SKIRMISH_THREAT_CORRIDOR_SIDE_ANGLE | 20.0 | - |
sky_hdr_scaler | 1.0 | - |
slot_battle_radius | 4.0 | - |
SLOT_CAN_CONSTRUCT_OFFSET_Z | 1.6 | - |
SLOT_FLAG_SCALE | 0.3 | Flag scale for a slot |
SLOT_FLAG_WIND_STRENGTH | 0.15 | Flag wind strength |
SLOT_FLAG_X_OFFSET | 0 | X flag offset for a Slot |
SLOT_FLAG_Y_OFFSET | -0.3 | Y flag offset for a Slot |
SLOT_FLAG_Z_OFFSET | 0 | Z flag offset for a Slot |
SMALL_IMPOSTER_DISTANCE | 100.0 | small imposter distance |
SMALL_SHARED_POSE_DISTANCE | 50.0 | small shared pose distance |
soft_collision_display_alpha | 0.8 | - |
SOFT_COLLISION_OBJECT_BRACING_RADIUS_ADDITION | 0.5 | - |
SOFT_COLLISION_OBJECT_DEAD_MASS_MODIFIER | 0.15 | - |
sound_advisor_enabled | 1 | advisor sound enabled |
sound_advisor_volume | 100 | advisor sound volume 0-100 |
SOUND_ANIM_HEIGHT | 0.5 | - |
SOUND_ANIMATION_MAX_DEAD_TIME | 10.0 | - |
SOUND_BOILING_OIL_HEIGHT | 1.5 | - |
SOUND_CAPTURE_PATH | 27 | - |
SOUND_CHANGE_POOLS_CLOSEST_ENTITY_DISTANCE | 40.0 | - |
SOUND_COMMUNICATION_BUFFER_SIZE_IN_KB | 512 | - |
SOUND_DEFAULT_BUFFER_LOW_RATIO | 0.9 | - |
SOUND_DEFAULT_BUFFER_SIZE_IN_KB | 23972 | - |
SOUND_ENABLE_UI | 1 | - |
SOUND_FIRE_INTENSITY_NEW_POSITION_SCALE | 1.5 | - |
SOUND_FIRE_INTENSITY_TIME_SCALE | 6.0 | - |
SOUND_GRID_BUILDING_HEIGHT_REDUCTION | 0.3 | - |
SOUND_GRID_DEBUG_CONTINUOUS_DISTANCE | 81.0 | - |
SOUND_GRID_DEBUG_CONTINUOUS_STEP | 10.0 | - |
SOUND_GRID_DEBUG_DISCRETE_DISTANCE | 40 | - |
SOUND_GRID_ENVIRONMENT_CITY_HEIGHT_MODIFIER | 8.0 | - |
SOUND_GRID_ENVIRONMENT_CITY_SEARCH_SIZE | 34.0 | - |
SOUND_GRID_ENVIRONMENT_CITY_SIZE_MODIFIER | 100.0 | - |
SOUND_GRID_ENVIRONMENT_FOREST_BURN_SIZE | 120.0 | - |
SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MAX | 24.0 | - |
SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MIN | 16.0 | - |
SOUND_GRID_ENVIRONMENT_FOREST_MIN_SIZE | 24.0 | - |
SOUND_GRID_ENVIRONMENT_FOREST_SEARCH_SIZE | 30.0 | - |
SOUND_GRID_ENVIRONMENT_WATER_NUM_FOR_SEA | 3000 | - |
SOUND_GRID_ENVIRONMENT_WATER_SEA_EXPANSION | 10.0 | - |
SOUND_GRID_OBSTRUCTION_TEST_DISPLAY_TIME | 0.2 | - |
SOUND_GRID_TBB_GRAIN | 32 | - |
SOUND_GRID_TREE_RADIUS_MULTIPLIER | 0.5 | - |
SOUND_LINE_MAX_DISTANCE | 120.0 | - |
SOUND_LINE_MIN_DISTANCE | 10.0 | - |
SOUND_LOADING_SCREEN_UNLOAD_TIME | 7.0 | - |
SOUND_LOWER_ENGINE_DEFAULT_BUFFER_LOW_RATIO | 0.7 | - |
SOUND_LOWER_ENGINE_DEFAULT_BUFFER_SIZE_IN_KB | 13312 | - |
sound_master_enabled | 1 | master sound enabled |
sound_master_volume | 100 | master sound volume 0-100 |
SOUND_MAX_ANIMATION_GROUND_TYPES | 4 | - |
SOUND_MAX_ANIMATION_SOUND_DISTANCE | 80.0 | - |
SOUND_MONITOR_POOL_SIZE | 512 | - |
SOUND_MONITOR_QUEUE_POOL_SIZE | 128 | - |
sound_music_enabled | 1 | music sound enabled |
sound_music_volume | 52 | music sound volume 0-100 |
SOUND_PAUSED_REPLAY_UPDATE_TIME | 0.1 | - |
SOUND_PLAY_ALL_ANIMATION_SOUNDS | 0 | - |
SOUND_POOL_SWITCH_IMMEDIATELY | 0 | - |
SOUND_POSITION_SMOOTH_TIME | 0.2 | - |
sound_previous_advisor_volume | 100 | Last modified sound value |
sound_previous_master_volume | 100 | Last modified sound value |
sound_previous_music_volume | 100 | Last modified sound value |
sound_previous_sfx_volume | 100 | Last modified sound value |
sound_previous_vo_volume | 100 | Last modified sound value |
sound_setting_version | 2 | Version of current audio settings to handle reseting some default values between updates |
sound_sfx_enabled | 1 | sfx sound volume enabled |
sound_sfx_volume | 100 | sfx sound volume 0-100 |
SOUND_SMOKE_INTENSITY_MAX | 15.0 | - |
SOUND_SMOKE_INTENSITY_NEW_POSITION_SCALE | 0.5 | - |
SOUND_SMOKE_INTENSITY_TIME_SCALE | 0.8 | - |
SOUND_STREAM_IO_BUFFER_SIZE_IN_KB | 1024 | - |
SOUND_STREAM_IO_MAX_CACHE_RATIO | 1.0 | - |
SOUND_STREAM_MANAGER_BUFFER_SIZE_IN_KB | 256 | - |
SOUND_TERRAIN_EFFECT_MAX_DISTANCE_SQUARED | 6400.0 | - |
SOUND_UPDATE_ANIMATION_ENTITIES | 1 | - |
sound_vo_enabled | 1 | vo sound enabled |
sound_vo_volume | 100 | vo sound volume 0-100 |
SOUND_WARN_OF_UNLOADED_DATA | 0 | - |
SOUND_WAVEFILE_BUFFER_SIZE_IN_KB | 88064 | - |
source_ship_angle_to_boarding_target | 90.0 | - |
source_ship_obtuse_angle_to_boarding_target | 160.0 | - |
sp_lobby_enable_reinforcements | 0 | Set true to have extra armies come on as reinforcement |
sp_lobby_reinforcement_0_angle_deg | 0 | Set the approach angle in degrees for the first reinforcement army |
sp_lobby_reinforcement_1_angle_deg | 0 | Set the approach angle in degrees for the second reinforcement army |
sp_lobby_reinforcement_2_angle_deg | 0 | Set the approach angle in degrees for the third reinforcement army |
spatial_system_ray_intersection_visualiser | 0 | - |
SPECIAL_ABILITY_INTENSITY | 0.5 | - |
SPECIAL_ABILITY_INTENSITY_MIN_UPDATE | 0.25 | This is so that we don't update ALL the time, but in increments |
SPECIAL_ABILITY_SMALL_RECHARGE | 0 | - |
SPLINE_HEIGHT_ABOVE_SEA | 1.0 | - |
SPLINE_HEIGHT_ABOVE_TERRAIN | 0.2 | - |
split_d0 | 0 | - |
split_d1 | 0 | - |
split_d2 | 0 | - |
split_d3 | 0 | - |
spray_cut_off_value | 1.0 | - |
spray_duration | 1.0 | - |
spray_speed | 1.0 | - |
sprite_cache_report_interval | 100 | - |
SQUAD_TASK_ATTACK_IDLE_UNITS_USE_ORDERED_LOCATION | 1 | - |
SQUAD_TASK_INTERCEPT_LOOK_AHEAD_TIME | 5.0 | - |
ss_f | 10000.0 | - |
ss_matchmaking_max_phase_timeout | 60000 | - |
ss_n | 10.0 | - |
ss_w | 2048.0 | - |
ss_y | 1000.0 | - |
ssr_reflections_blur_min_depth | 0.5 | - |
ssr_reflections_blur_min_normal_similarity | 0.98 | - |
ssr_reflections_blur_pass_blur_radius_multiplier_max | 5.0 | - |
ssr_reflections_blur_pass_blur_radius_multiplier_min | 2.0 | - |
STANDARD_BEARER_FLAG_HEIGHT_OFFSET | 1.5 | - |
start_control_length_scale | 8.0 | - |
START_EVERY_BUILDING_ON_FIRE | 0 | - |
STATS_BASED_ENABLE_REINFORCEMENT_CAPPING | 0 | - |
steam_funnel_speed | 1.0 | - |
STEERING_X_MAG_BLEND | 0 | - |
stereo_max_view_count | 0 | - |
strong_heap_verification | 0 | Dictates whether or not strong heap verification is carried out at the end of every main loop |
subtitles | 1 | Display subtitles during movies |
SURROUND_PANNING_MULTIPLIER | 1.0 | - |
SURROUND_SAMPLE_COUNT | 8 | - |
SURROUND_SAMPLE_DIRECTIONS | 16 | - |
swell_fps | 2.0 | - |
swell_horz_scale | 800.0 | - |
swell_num_divisions | 128.0 | - |
swell_phillips_constant | 856397345 | - |
swell_repeat_time | 30.0 | - |
swell_wind_speed | 12.74 | - |
TACTICAL_MAP_DOUBLE_CLICK_THRESH_MS | 0 | determines time in ms as what counts as double click for tactical toggle. If 0 will always toggle. |
TACTICAL_MAP_DRAG_SPEED | 4.0 | how quick mbutton dragging moves camera |
TACTICAL_MAP_FACE_CURRENT_DIRECTION | 1 | if true, camera direction will be in direction battle camera was in. Otherwise always faces 'north' so like radar |
TACTICAL_MAP_FAR_PLANE | 10000.0 | far plane distance |
TACTICAL_MAP_HEIGHT_MOVE_WEIGHT | 0.01 | how much impact height has on movement speed (the higher the bigger impact) |
TACTICAL_MAP_HEIGHT_ZOOM_WEIGHT | 1000.0 | how much impact height (size of map in this case) has on zoom speed (the higher the bigger impact) |
TACTICAL_MAP_HELD_THRESH_MS | 100.0 | determines time in ms as what counts as holding down tactical toggle (to avoid flicker when double tapping) |
TACTICAL_MAP_IS_MOVEABLE | 1 | if true, allows to control camera movement with wasd/mouse scroll |
TACTICAL_MAP_LIGHT_CHANGE_DURATION_MS | 1000.0 | how long takes for lighting setting to change (fog to clear) |
TACTICAL_MAP_LIGHTING_USE_FILE | 0 | if true, lighting will use lighting file. Otherwise will use main lighting settings but with fog disabled |
TACTICAL_MAP_LOAD_TRANSITION_DURATION_S | 6.0 | how long loading screen camera pan takes in secs |
TACTICAL_MAP_MAX_HEIGHT | 99999.0 | used to define max height can zoom out (used for e3 so couldnt zoom out fully) |
TACTICAL_MAP_MAX_HEIGHT_TWEAK | 100.0 | extra height added onto height calculated can see whole battlefield |
TACTICAL_MAP_MIN_HEIGHT | 400.0 | how much can zoom in when moveable, value is distance from highest point on map can zoom into |
TACTICAL_MAP_MOVE_SPEED_MULITPLIER | 4.0 | how quick moves with wasd in tac map |
TACTICAL_MAP_NEAR_PLANE | 50.0 | near plane distance |
TACTICAL_MAP_ROTATE_SPEED | 0.1 | how fast rotates |
TACTICAL_MAP_SCROLL_SPEED | 100.0 | how much scroll changes height when zoom |
TACTICAL_MAP_SCROLL_THRESHOLD | 10.0 | determines how much have to scroll to enable tacmap |
TACTICAL_MAP_SCROLL_TRANSITION_ENABLED | 0 | when enabled, will autotransition tacmap in and out when using mouse wheel to scroll |
TACTICAL_MAP_SMOOTHING_DECAY | -8.0 | determines smoothing applied to tacmap movement |
TACTICAL_MAP_STARTS_LOW | 0 | if true, camera starts at most zoomed point |
TACTICAL_MAP_TRANSITION_DURATION_S | 0.5 | how long camera pan takes in secs |
TACTICAL_MAP_TRANSITION_IS_INSTANT | 0 | if true, no camera pans, just instant |
TACTICAL_MAP_ZOOM_TO_CURSOR | 1 | if true, camera zooms towards cursor, otherwise zooms straight down |
target_ship_angle_to_boarding_target | 50.0 | - |
tbb_battle_props | 1 | - |
TBB_CLEAR_FROM_HEIGHTMAP_GRAIN_SIZE | 64 | - |
tbb_draw_tracker_grain | 50 | - |
tbb_dynamic_platform_grain | 500 | - |
tbb_entity_cache_location_grain | 100 | - |
tbb_fill_animation_texture_grain | 32 | - |
TBB_HEIGHTFIELD_OUTLINE_RASTERISE_MIN_GRAIN_SIZE | 6 | - |
tbb_naval_proxy_model_updated_grain | 5 | - |
TBB_RADAR_GENERATOR_COLOUR_OVERLAY_GRAIN_SIZE | 64 | - |
TBB_RADAR_GENERATOR_GROUNDTYPE_OVERLAY_GRAIN_SIZE | 64 | - |
TBB_RADAR_GENERATOR_HEIGHT_OVERLAY_GRAIN_SIZE | 64 | - |
TBB_RADAR_GENERATOR_NO_GO_OVERLAY_GRAIN_SIZE | 64 | - |
tbb_rigging_system_update_grain | 1 | - |
tbb_sea_foam_grain | 8 | - |
TBB_SET_GROUNDTYPE_GRAIN_SIZE | 64 | - |
tbb_test_worker_thread_number | 0 | - |
tbb_tracker_model_updated_grain | 50 | - |
tbb_update_cloud_instances_grain_size | 40 | - |
TBB_UPDATE_FROM_BLENDMAP_GRAIN_SIZE | 64 | - |
terrain_aabb_max | 500.0 | - |
terrain_aabb_min | -10.0 | - |
terrain_always_rebuild_block_instances | 0 | - |
terrain_blend_contrast | 0 | - |
terrain_blend_gain | 1.0 | - |
terrain_campaign_waterplane_scale_w | 2.0 | - |
terrain_campaign_waterplane_scale_x | 15.0 | - |
terrain_campaign_waterplane_scale_y | 15.0 | - |
terrain_campaign_waterplane_scale_z | 2.0 | - |
terrain_clip_intersected | 1 | - |
terrain_debug_sphere_size | 1.0 | - |
terrain_debug_sphere_step | 10.0 | - |
terrain_debug_spheres | 0 | - |
terrain_debug_x | 0 | - |
terrain_debug_z | 0 | - |
terrain_disable_height_tests | 0 | - |
terrain_draw | 1 | - |
terrain_editor_normal_strength | 0.5 | - |
terrain_editor_tile_max_y | 200.0 | - |
terrain_editor_tile_min_y | -50.0 | - |
terrain_editor_v3_tile_max_y | 5000.0 | - |
terrain_editor_v3_tile_min_y | -50.0 | - |
terrain_enable_blend | 1 | - |
terrain_enable_custom_geom | 1 | - |
terrain_enable_debug_spheres | 0 | - |
terrain_enable_fringes | 1 | - |
terrain_enable_shadows | 0 | - |
terrain_enable_threaded_vis | 1 | - |
terrain_enable_water_plane | 1 | - |
terrain_far_blend_end | 37.0 | - |
terrain_far_blend_start | 9.0 | - |
terrain_far_shader_distance | 1500.0 | - |
terrain_grain | 4000 | - |
terrain_hf_height | 1.0 | - |
terrain_intersection_clip_test | 0 | - |
terrain_invisible | 0 | - |
terrain_large_tile | 8 | - |
terrain_lf_height | 712.0 | - |
terrain_lod_addition | 0 | - |
terrain_lq_infield_blend_range | 100.0 | - |
terrain_matrix_optimisation | 1 | - |
terrain_mid_distance_detail_far | 256.0 | - |
terrain_mid_distance_detail_near | 1000.0 | - |
terrain_mid_distance_detail_near_lq | 0 | - |
terrain_mid_distance_detail_scale | 1000.0 | - |
terrain_mid_distance_detail_strength | 0.6 | - |
terrain_mid_distance_normal_strength | 1.0 | - |
terrain_mid_distance_slope_factor | 3.0 | - |
terrain_mid_distance_slope_high | 1.5 | - |
terrain_mid_distance_slope_low | 0.8 | - |
terrain_near_distance_detail_distance | 200.0 | - |
terrain_near_distance_scale | 20.0 | - |
terrain_near_distance_strength | 0.6 | - |
terrain_normal_lf_scale | 1.3 | - |
terrain_normal_terrain_scale | 0.8 | - |
terrain_normal_tile_scale | 1.2 | - |
terrain_override_climate_change_index | nan | - |
terrain_override_season | nan | - |
terrain_prop_additional_area | 0 | - |
terrain_redraw_far | 0 | - |
terrain_refraction_offset | -0.2 | - |
terrain_refraction_scale | 4.1 | - |
terrain_render_override | 0 | - |
terrain_render_wireframe | 0 | - |
terrain_scale | 169.625 | - |
terrain_sea_lf_height | 400.0 | - |
terrain_set_climate | nan | - |
terrain_skip_add_instance | 0 | - |
terrain_skip_vis | 0 | - |
terrain_specular | 0.01 | - |
terrain_stencil_blends | 0 | - |
terrain_tess | 1 | - |
terrain_test | 0 | - |
terrain_tile_debug_max_distance | 1200.0 | - |
terrain_tile_x_break | nan | - |
terrain_tile_y_break | nan | - |
terrain_update_normal_map | 1 | - |
terrain_vertical_offset | 38.28 | - |
terrain_visible_blend_tiles | 82.0 | - |
terrain_visible_tiles | 600.0 | - |
terrain_vtex_commit_changes_check | 1 | - |
terrain_wait_task | 0 | - |
terry_lf_normal_scale | 4.0 | - |
TEST_AI_BUILD | 0 | Exclusive AI resetting and seed-changing game (amount of battles supplied) |
test_battle_vomit_anims | 0 | - |
test_blood_amount | 0 | - |
test_blood_weights | 0 | - |
test_blood_weights_threshold | 10 | - |
test_dismember_clip_threshold | 0 | - |
test_entity_tracker_cloaks | 0 | - |
test_loading_screen_quotes | 0 | - |
test_minspec_compliance | 0 | test minspec compliance test |
TEST_SPM | 0 | - |
test_steam_controller | 0 | ui |
texture_dbg_scale | 1.0 | - |
texture_dbg_x | 0 | - |
texture_dbg_y | 0 | - |
texture_filename_break | 9 | break on texture |
texture_manager_async_cache | 1 | enable async cache~loading of textures |
texture_manager_async_report_not_ready | 0 | enable async load of textures |
texture_manager_async_wait_timeout | 1000 | Timeout while waiting for texture loads to complete, in milliseconds |
texture_manager_enable_async_load | 0 | enable async load of textures |
texture_manager_enable_async_update | 0 | enable async update of textures |
texture_manager_enable_cache_update | 1 | enable texture manager cache |
texture_manager_enable_delay_load | 0 | enable delay load of textures |
texture_manager_filename_break | 9 | break on texture |
third_person_camera_height | 15.0 | - |
THROW_TORCHES_DEBUG | 0 | - |
THROW_TORCHES_DOCKING_PUSH_IN_RATIO | 0.75 | we request to intercept slightly closer, so there'll be a re-intercept if at max range |
THROW_TORCHES_INTERCEPT_PUSH_IN_RATIO | 0.75 | we request to intercept slightly closer, so there'll be a re-intercept if at max range |
throwing_grapples_max_angle | 18.0 | - |
throwing_grapples_max_distance | 15.0 | - |
tile_map_cache_block_count | 128 | - |
tile_map_cache_block_size | 16384 | - |
tile_map_cache_stream_block_size | 65536 | - |
TIME_BEFORE_PROJECTILE_IMPACT_TO_PLAY_INCOMING_SOUND | 1.0 | - |
TIME_RANGE_END_TIME_OFFSET | 925353388 | - |
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_GUSTY | 0.2 | - |
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_MOVING | 0.2 | - |
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_STORMY | 0.2 | - |
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_TURNING | 0.15 | - |
TOOLTIP_MOVE_THRESHOLD | 0.001 | - |
TORPEDO_BUOYANCY | 10.0 | - |
TORPEDO_BUOYANCY_HEIGHT | 0 | - |
tracker_balancing_sort_block_size | 25 | - |
TRANSPORTED_ARMY_FLAG_WIND_STRENGTH | 0.2 | Flag wind strength |
tree_burn_override | -1.0 | - |
tree_fizzle_cull | 0 | - |
tree_lod_scaler | 1.35 | - |
tree_lodding_method | 1 | - |
TRIGGER_EFFECT_0 | 7 | TRIGGER_EFFECT_0 name |
TRIGGER_EFFECT_1 | 8 | TRIGGER_EFFECT_1 name |
TRIGGER_SELECTED_ON_STOPPED_TIME | 1.0 | - |
turn_off_defensibles_shooting | 0 | This is a dev only command, where defensible won't shoot |
turning_angle_to_dest_proportion | 0.8 | - |
tweaker_allow_client_to_client_connections | 1 | - |
tweaker_allow_join_incompatible_games | 0 | - |
TWEAKER_COMPATIBILITY_WITH_COMMAND_PROFILER_ENABLED | 0 | - |
tweaker_p2p_session_log_events | 0 | - |
tweaker_temp_a | 1.0 | - |
tweaker_temp_b | 1.0 | - |
twitch_bitrate | 1500 | Twitch streaming bit rate, max kbps (230 - 3500) |
twitch_enabled | 0 | - |
twitch_error_log_path | 0 | - |
twitch_fps | 30 | Twitch frames-per-second for broadcast (10-60) |
twitch_game_volume | 1.0 | Volume of system to be sent through twitch stream (0-1) |
twitch_mic_volume | 1.0 | Volume of microphone to be sent through twitch stream (0-1) |
twitch_remember_account | 1 | Determines whether game should remember twitch account |
twitch_server_name | 0 | Name of ingest server to use for twitch. If non will use default as dictated by twitch |
twitch_stream_title | 17 | Title of stream show on website for viewers |
twitch_user_name | 0 | Twitch account user name that is remembered |
twitch_user_password_encrypted | 0 | Twitch account password that is remembered and encrypted |
ui_card_mode | 1 | Determines if card panel shown or minimised |
ui_controller_accuracy_scale | 1.4 | Used to control a growth factor for every ui component to aid with game controller support |
ui_enabled | 1 | - |
ui_flags_light_angle | 42.0 | - |
ui_height | 900.0 | - |
ui_land_unit_ids | 0 | 0 = always, 1 = on mouse over, 2 = never |
ui_mouse_scroll | 1 | Allow/disallow scrolling of the map by putting the cursor at the edge of the screen |
ui_onscreen_kb | 0 | Enable on-screen keyboard for touch |
ui_radar_mode | 0 | Determines if radar panel shown or minimised |
ui_radar_scale | 1.0 | Scale of battle radar |
ui_rect_height | 0 | - |
ui_rect_left | 0 | - |
ui_rect_override | 0 | - |
ui_rect_top | 0 | - |
ui_rect_width | 0 | - |
ui_show_campaign_labels | 1 | Show/hide the labels under settlements |
ui_show_help_markers | 1 | Show/hide the markers that indicate various things such as disembark zones and bastions |
ui_show_input_method | 0 | Show current input method |
UI_SKIN_DIRECTORY_TWEAK | 0 | Allows you to specify the Skin directory, relative to the Skin folder (currently only effects start-up) |
ui_telestration_always_on | 0 | Enables telestration for single player (for if want to draw for replays, or videos, etc) |
ui_touch_enabled | 1 | Enable touch controls |
ui_touch_last_used | 1 | is_touch_last_used |
ui_unit_id_scale | 0 | Sets scale of unit banners |
ui_unit_tooltip_expand_mode | 2 | 0 = never expand, 1 = delayed expand, 2 = always expand |
ui_width | 1440.0 | - |
ui_x | 0 | - |
ui_y | 0 | - |
uied_use_dx11 | 1 | If true, uied will use dx11 |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_CELEBRATE_ANIM | 0.75 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_DEFAULT_ANIM | 0.2 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_GENERAL_NEAR_ANIM | 0.5 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_IN_SIEGE_TOWER_ANIM | 0.25 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_NERVOUS_ANIM | 0.75 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_OUT_OF_AMMO_ANIM | 0.5 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_RALLY_ANIM | 0.75 | - |
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_TAUNT_ANIM | 0.75 | - |
UNARY_CHANCE_NERVOUS_ANIM | 0.5 | - |
UNIT_COMBAT_ANALYSER_FAST_UPDATE_TICKS | 30 | - |
UNIT_COMBAT_ANALYSER_MIN_ENTITIES_THRESHOLD | 6 | - |
UNIT_COMBAT_ANALYSER_NUM_FAST_UPDATES | 2 | - |
UNIT_COMBAT_ANALYSER_SLOW_UPDATE_TICKS | 70 | - |
unit_continue_hiding_threshold | 75 | - |
unit_dust_frequency_override | 0 | - |
UNIT_GLOW_INTENSITY_MOUSEOVER | 0.03 | - |
UNIT_GLOW_INTENSITY_SELECTION | 0.08 | - |
UNIT_ID_COMBAT_MOVE_THRESHOLD_SQ | 9.0 | distance sqd unit id target position has to be from current position until it moves whilst unit in combat. (to minimise small movements of unit id in combat, make easier to read) |
UNIT_ID_VELOCITY_WEIGHT | 0.5 | how much velocity factored into positioning of unit ids for predictive movement (so dont lag behind quick units) |
unit_info_expanded | 1 | If true, unit info panel will show all stats |
unit_info_shown_in_battle | 1 | If true, unit info panel is shown in battle |
UNIT_PROXY_MARKER_HEIGHT_OFFSET | 0 | - |
UNIT_PROXY_MARKER_HIGHLIGHT_SCALE | 1.2 | - |
UNIT_PROXY_MARKER_MIN_RADIUS | 0.8 | - |
UNIT_PROXY_MARKER_MIN_SIZE | 0.01 | - |
UNIT_PROXY_MARKER_OVER_SCALE | 1.2 | - |
UNIT_PROXY_MARKER_SELECTED_SCALE | 1.2 | - |
UNIT_SPECIAL_ABILITIES_TABLE_OUTPUT | 0 | Do we want to output the ability details |
unit_start_hiding_threshold | 85 | - |
unit_task_move_test_wheel_at_start | 0 | - |
unit_task_move_test_wheel_at_start_max_angle | 180.0 | - |
unit_test | 0 | unit test (for daily build) |
UNIT_VELOCITY_COUNTED_AS_MOVING | 0.1 | - |
unit_visibility | 1.0 | - |
UNOCCUPIED_SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z | 1.6 | - |
UNOCCUPIED_SETTLEMENT_FLAG_SCALE | 1.0 | Flag scale for an unoccupied settlement |
UPDATE_BATTLE_RELATIVE_STRENGTH_TIME | 20.0 | - |
update_disable_ship | 0 | - |
UPDATE_NUM_VISIBLE_ENEMY_UNITS_TIME | 5.0 | - |
UPDATE_TIME_BASE_FAR | 1.0 | - |
UPDATE_TIME_BASE_NEAR | 0.25 | - |
UPDATE_TIME_RANDOM_OFFSET | 0.2 | - |
upflow_rate | 0.1 | Rate of flow of water upwards |
use_accurate_spatial_query_check | 1 | should we use the OBB for testing? |
use_autotrigger_abilities | 1 | Use the prototype for autotriggering of abilities |
USE_BASE_BAMBOO | 1 | - |
USE_BASE_CHEVEAU | 1 | - |
use_bink_for_videos | 0 | - |
use_debug_bombard_settings | 0 | for testing, use basic settings (independant of battle type) |
USE_GESTURES | 1 | do we handle gestures? |
use_image_info_db | 1 | - |
use_land_in_naval_battle | 1 | - |
use_point_based_capture_points | 1 | Capture points will be point based rather than time based |
use_prototype_spells | 0 | do we want to prototype some spells |
use_tree_billboard_blocks | 1 | - |
use_tweak_vals | 0 | - |
use_vfs_cacheing | 1 | Turn on the scoped VFS caches |
VALIDATE_BUILDINGS_EF | 1 | - |
validate_commit_changes | 0 | - |
VALIDATE_EFSLOT_PATHFINDING | 0 | - |
variant_debug_burn_amount | -1.0 | - |
variant_debug_damage_amount | -1.0 | - |
variant_debug_dump | 0 | - |
variant_max_variations | 5 | - |
variant_slot_variation_assert | 0 | - |
vegetation_billboard_use_previous_frame | 1 | - |
vegetation_block_enable | 1 | - |
vegetation_create_default_soft_collision | 0 | - |
vegetation_hstrength | 0.91 | - |
vegetation_vstrength | 0.08 | - |
VEHICLE_BURN_SHADER_AMOUNT | 0.3 | - |
VEHICLE_FIRE_STAGE_ONE_DURATION | 18.0 | - |
VEHICLE_FIRE_STAGE_TWO_DURATION | 10.0 | - |
VEHICLE_RAM_DEAD_TIME_BEFORE_FADE_OUT_START | 10.0 | - |
VEHICLE_RAM_FADE_OUT_SPEED | 2.0 | - |
velocity_foam | 7.0 | - |
velocity_speed_modifier | 0.3 | - |
VERBOSE_ADC | 0 | circumvent cooldown |
verbose_network_logging | 0 | - |
verbose_texture_manager_reporting | 0 | enable verbose texture manager reporting |
verlet_standards_update_time_multiplier | 1.0 | - |
vfs_filename_break | 0 | - |
vfs_log_level | 0 | 0 - off, 1 - mod-user, 2 - dev |
VFX_AREA_SCALE_FACTOR | 0.01 | - |
VFX_BACKWARD_TIME_STEP | 0.01 | - |
VFX_DEBUG_FORCE_CPU_SIMULATION | 0 | - |
VFX_DEBUG_INFO_UPDATE_ENABLE | 1 | - |
VFX_DEBUG_SHOW_PARTICLE_COUNT | 0 | - |
VFX_DEBUG_UPDATE_SIMULATION_ENABLE | 1 | - |
VFX_DEBUG_WIREFRAME | 0 | - |
VFX_DEFAULT_DISTANCE_FROM_CAMERA | 0.01 | - |
VFX_EMITTER_ORIENTATION_AXIS_LENGTH | 10.0 | - |
VFX_ENABLE | 1 | - |
VFX_FAR_DISTANCE_CULLING_BIAS | 0 | - |
VFX_HACK_IGNORE_XREF_MODIFICATION | 0 | - |
VFX_LARGE_FLOAT | 1.0000000272564224e+16 | - |
VFX_MIN_PROJECTILE_SPEED | 6.5 | min projectile speed to trigger effect |
VFX_PARALLEL_UPDATER | 0 | - |
VFX_RENDER_PARTICLES | 1 | - |
VFX_RIGID_ALPHA_END | 0 | - |
VFX_RIGID_ALPHA_MID_A | 1.0 | - |
VFX_RIGID_ALPHA_MID_B | 1.0 | - |
VFX_RIGID_ALPHA_START | 1.0 | - |
VFX_RIGID_ALPHA_TIME_A | 0 | - |
VFX_RIGID_ALPHA_TIME_B | 0.75 | - |
VFX_SHOW_EMISSION_SURFACE | 0 | - |
VFX_SHOW_EMISSION_SURFACE_GEOM | 0 | - |
VFX_SHOW_EMITTER_ORIENTATION | 0 | - |
VFX_SIMULATION_PARALLEL_UPDATE_PARTICLE_TEXTURE | 0 | - |
VFX_SIMULATION_PREPARESORT_TBB_PARAM_GRAIN | 100 | - |
VFX_SIMULATION_SPAWN_TBB_PARAM_GRAIN | 100 | - |
VFX_SIMULATION_STEP_TBB_PARAM_GRAIN | 100 | - |
VFX_SORT_PARTICLES | 1 | - |
VFX_VOLUME_SCALE_FACTOR | 0.002 | - |
VFX_WIND_ANGLE_DELTA | 5.0 | - |
VFX_WIND_SCALE_FACTOR | 20.0 | - |
VICTORY_TYPE_OF_BATTLE_CALCULATED_BASED_ON_WINNERS_CASUALTIES | 1 | should the result be based on the winner's casualties rather than the expected casualties? |
video_decode_deadline | 0 | Set the deadline for video frame decoding. |
vis_bump_max | 300.0 | unit_visibility |
vis_bump_min | 300.0 | unit_visibility |
vis_clamp_max | 300.0 | unit_visibility |
vis_invisible_decay | 1.0 | unit_visibility |
vis_natural_decay | 3.0 | unit_visibility |
visibility_view_R8 | 1 | - |
VO_CHANCE_NATIVE_RESPONSE | 0.2 | - |
VO_CHANCE_PLAY_ORDER_ANIM | 75 | - |
VO_CHANCE_PLAY_SELECTION_ANIM | 75 | - |
VO_CHANCE_SELECTED_GENERAL | 0.5 | - |
VO_CHANCE_SELECTED_GENERIC | 0.5 | - |
VO_CHANCE_SELECTED_PRIMARY_NAME | 0.7 | - |
VO_CHANCE_SELECTED_SECONDARY_NAME | 0.3 | - |
VO_CHANCE_SELECTED_SUBCULTURE | 0.5 | - |
VO_CHANCE_SELECTED_TERTIARY_NAME | 0.15 | - |
VO_CHANCE_SELECTED_UNIT_CLASS | 0.5 | - |
VO_CHANCE_SUBCULTURE_SPECIFIC_ATTACK_ORDER | 0.45 | - |
VO_CHANCE_SUBCULTURE_SPECIFIC_GENERIC_ORDER | 0.25 | - |
VO_CHANCE_VO_CONVERSATION_INDIVIDUAL | 0.8 | - |
VO_CONVERSATION_FACEFX | 0 | - |
VO_CONVERSATION_MAX_ATTENUATION_DISTANCE_SQUARED | 500.0 | - |
VO_ORDER_MIN_PLAY_DISTANCE_SQUARED | 90000.0 | - |
VO_UNITS_IN_RANGE_OF_POSITION_DISTANCE | 50.0 | - |
voice_chat_enable | 1 | Enables VOIP functionality in Steam. (default = true) |
voice_chat_microphone_gain | 100 | voice_chat_microphone_gain (0-100). |
voice_chat_microphone_gain_boost | 1 | Boost microphone gain. |
voice_chat_transmit_only_when_key_pressed | 1 | voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). |
voice_chat_volume | 100 | Voice chat volume (0-100). |
VOICE_HEIGHT | 1.0 | - |
vr_x | 0 | - |
vr_y | 0 | - |
VS_ELEPHANT_DAMAGE_RATIO | 0 | how much extra rage do projectiles with damage vs elephants cause (relative to their extra damage) |
vtex_allow_teleport_detect | 1 | - |
vtex_battle_frame_blend_budget | 0 | - |
vtex_campaign_frame_blend_budget | 0 | - |
vtex_check_duplicate_cache_pages | 0 | - |
vtex_check_duplicate_page_requests | 0 | - |
vtex_do_reduction | 0 | - |
vtex_enable_blend_messages | 0 | - |
vtex_enable_composite_pass | 1 | - |
vtex_enable_copy_to_cache | 1 | - |
vtex_enable_terrain_touch | 1 | - |
vtex_mip_levels_requested_each_frame | 0 | - |
vtex_render_debug_mode | 0 | - |
vtex_verify_page_table_sync | 0 | - |
vtex_wait_for_touch | 0 | - |
WAKE_TEXTURE_HEIGHT | 35.0 | WAKE TEXTURE_HEIGHT |
WALK_SPEED_MODIFIER | 1.0 | Modifier for tweaking walk speed for testing and cinematic capture |
warp_angle | 0 | - |
warp_distance | 0 | - |
warp_shadows | 1 | - |
warscape_enable_state_tracker | 1 | - |
warscape_load_cache_file_size_limit | 1048576 | - |
warscape_load_cache_report | 0 | - |
WATER_LAKE_MAX_DISTANCE | 100.0 | - |
WATER_RIVER_MAX_DISTANCE | 100.0 | - |
WATER_SEA_MAX_DISTANCE | 180.0 | - |
WATER_WILDLIFE_RANDOM_DIST | 25.0 | - |
wave_trough_y_value | 0 | - |
WAYPOINT_PATH_MIN_WIDTH | 0.5 | min_width_of_the_waypoint_arrow |
WAYPOINT_PATH_TACTICAL_SCALE_INCREASE | 3.0 | width_of_the_waypoint_arrow |
WAYPOINT_PATH_WIDTH_DEFAULT | 2.5 | width_of_the_waypoint_arrow |
WAYPOINT_SMOOTH_EASE_WEIGHT | 5.0 | how much current distance to target taken into account for smoothing (higher means moves quicker as further away |
WAYPOINT_SMOOTH_MOVE_SPEED | 1.0 | speed waypoint moves when smooth moving to close target to reduce flickering |
WAYPOINT_SNAP_THRESHOLD | 100.0 | distance that waypoint start has to move before snapping rather than smoothely moving to |
WAYPOINT_WIDTH_SCALE_START_DIST_SQ | 500.0 | min_width_of_the_waypoint_arrow |
weaken_all_buildings | 0 | - |
wheel_sea_foam_duration | 12.0 | - |
wheel_sea_foam_end_scale | 6.0 | - |
wheel_sea_foam_fade_in | 0.5 | - |
wheel_sea_foam_fade_out | 3.5 | - |
wheel_sea_foam_start_scale | 1.0 | - |
WHEELED_VEHICLE_WHEEL_FADE_TIME | 0.5 | - |
WHEELED_VEHICLE_WHEEL_MIN_MOVE_SPEED | 0.2 | - |
WHEELED_VEHICLE_WHEEL_MIN_ROTATION_SPEED | 0.1 | - |
WHEELED_VEHICLE_WHEEL_REACTION_TIME | 0.1 | - |
win_on_quit_battle | 0 | By default lose on quitting a battle. |
wind_maximum | 400.0 | max wind speed |
WOUNDED_CHAIN_PROBABILITY | 50 | - |
wp_damp | 0.1 | damping |
wp_gain | 0.1 | gain |
write_preferences_at_exit | 1 | Write preferences at exit |
ws_force_editor_mode | 0 | - |
x_pos | 2217 | Window position |
x_res | 1024 | Fixed window width |
XP_GROWTH_RATE | 0.35 | The curve increase is defined by this value |
XP_GROWTH_SCALAR | 1.25 | The curve increase is multiplied by this value |
y_pos | 236 | Window position |
y_res | 768 | Fixed window height |