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 Variables714Active campaign model variables (action points, marriage, replenishment, cultural conversion, looting)
Database KV Tweakers518Live database table records in RAM (unit stats, battle calibrations, building parameters)
Campaign AI Variables158Campaign AI evaluators, strategic task generators, and threat thresholds
Direct Engine Tweakers2341Graphics, 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_modifier0-
abandon_settlement_per_faction_province_desolation_public_order_penalty0-
abandon_settlement_per_faction_province_uncertainty_public_order_penalty0-
ambush_critical_fail_proportion_of_fail0-
annexed_territory_multiplier_on_realm_divide0-
armed_citizenry_army_percentage_on_change_hands0-
armed_citizenry_navy_percentage_on_change_hands0-
artillery_capture_chance0-
autoresolver_alliance_wipe_out_loser_strength_of_max_threshold0-
autoresolver_alliance_wipe_out_winner_loser_strength_multiple0-
autoresolver_battle_damage_modifier_full_naval_units_at_sea0-
autoresolver_battle_damage_modifier_non_naval_units_at_sea0-
autoresolver_battle_excess_melee_damage_multiplier0-
autoresolver_battle_excess_melee_damage_received_from_target_multiplier0-
autoresolver_battle_max_melee_skirmish_time_proportion0-
autoresolver_battle_melee_skirmish_speed_proportion_multiplier0-
autoresolver_battle_missile_range_modifier_used_in_ranged_combat0-
autoresolver_battle_naval_ramming_damage_multiplier0-
autoresolver_battle_naval_ramming_initial_seperation0-
autoresolver_battle_num_defender_towers_in_fortified_settlement0-
autoresolver_battle_num_defender_towers_in_unfortified_settlement0-
autoresolver_battle_reinforcement_time0-
autoresolver_battle_result_accuracy_high_prediction_variation0-
autoresolver_battle_result_accuracy_low_prediction_variation0-
autoresolver_battle_result_accuracy_moderate_prediction_variation0-
autoresolver_battle_result_accuracy_very_high_prediction_variation0-
autoresolver_battle_result_accuracy_very_low_prediction_variation0-
autoresolver_battle_timestep0-
autoresolver_battle_tower_base_kps0-
autoresolver_bound_max_ammo_per_second_mod_unit_size0-
autoresolver_bound_max_melee_strength_proportion0-
autoresolver_bound_max_ranged_kills_per_second0-
autoresolver_bound_min_melee_kills_per_second_full_strength0-
autoresolver_bound_min_ranged_kills_per_ammo_mod_unit_size0-
autoresolver_bound_min_ranged_kills_per_second0-
autoresolver_building_damage_num_assult_equipment_percentage0-
autoresolver_building_damage_num_units_percentage0-
autoresolver_casualty_unary_received_by_excess_melee_units_from_target0-
autoresolver_chase_down_damage_multiplier0-
autoresolver_max_hp_for_enemy_hp_dps_modifier0-
autoresolver_min_battle_time_before_retreat0-
autoresolver_min_hp_for_enemy_hp_dps_modifier0-
autoresolver_num_excess_melee_units_receiving_casualties_from_target0-
autoresolver_num_units_multiplier_vs_enemy_to_allow_retreat0-
autoresolver_unit_base_retreat_threshold0-
autoresolver_unit_wipe_out_threshold0-
autoresolver_wall_damage_num_artillery_units_percentage0-
autoresolver_winner_additional_building_damage_num_assult_equipment_percentage0-
autoresolver_winner_additional_building_damage_num_units_percentage0-
autoresolver_winner_kpd_major_win_threshold0-
autoresolver_winner_kpd_minor_win_threshold0-
autoresolver_wipe_out_army_force_unary_lost0-
background_resource_supply0-
base_wealth_increase0-
baseline_pop_growth0-
battle_combat_outcome_prediction_non_artillery_missile_accuracy0-
besieged_attrition_force_size_threshold0-
besieging_attrition_force_size_threshold0-
blockaded_attrition_force_size_threshold0-
blockading_attrition_force_size_threshold0-
bonus_start_of_campaign_income_for_humans_on_easy_difficulty0-
bonus_start_of_campaign_income_for_humans_on_normal_difficulty0-
brige_battle_detection_path_distance0-
building_cultural_conversion_cost_mod0-
building_cultural_conversion_time_mod0-
building_min_conversion_cost0-
building_slum_creation_time0-
building_slum_dismantle_cost0-
camera_far_z0-
camera_fov0-
camera_maximum_distance0-
camera_maximum_tilt_angle0-
camera_minimum_distance0-
camera_minimum_tilt_angle0-
camera_mousewheel_step_val0-
camera_near_z0-
camera_tactical_transition_duration0-
captured_required_region_prestige_multiplier0-
captured_units_prize_money_percent0-
captured_units_slaves_percent0-
cdir_unit_quality_accuracy_value0-
cdir_unit_quality_armour_value0-
cdir_unit_quality_charge_value0-
cdir_unit_quality_experience_value0-
cdir_unit_quality_morale_value0-
cdir_unit_quality_weapons_value0-
character_creation_max_age0-
character_creation_min_age0-
character_recruitment_base_cost0-
character_recruitment_cost_per_command_star0-
character_recruitment_max_distance0-
character_recruitment_pool_cap0-
character_recruitment_pool_refill_rate_admiral_00-
character_recruitment_pool_refill_rate_admiral_10-
character_recruitment_pool_refill_rate_admiral_20-
character_recruitment_pool_refill_rate_general_00-
character_recruitment_pool_refill_rate_general_10-
character_recruitment_pool_refill_rate_general_20-
character_research_points_cap0-
civil_war_always_trigger_fame_level0-
civil_war_faction_starting_treasury_mod0-
civil_war_gravitas_threshold_multiplier0-
civil_war_high_chance_fame_level0-
civil_war_minimum_fame_level_required0-
desertion_morale_penalty_attrition_threshold0-
desertion_morale_penalty_max0-
desertion_morale_penalty_per_turn0-
destruction_zone_recovery_turns0-
diplomacy_can_offer_break_client_state0-
diplomacy_can_offer_break_defensive_alliance0-
diplomacy_can_offer_break_military_alliance0-
diplomacy_can_offer_break_non_aggression_pact0-
diplomacy_can_offer_break_soft_military_access0-
diplomacy_can_offer_break_trade0-
diplomacy_can_offer_break_vassal0-
diplomacy_client_states_must_be_invited_into_defensive_wars0-
diplomacy_defensive_allies_must_be_invited_into_defensive_wars0-
diplomacy_major_factions_required_for_alliance_broken_notification0-
diplomacy_major_factions_required_for_alliance_notification0-
diplomacy_major_factions_required_for_became_client_state_notification0-
diplomacy_major_factions_required_for_became_vassal_notification0-
diplomacy_major_factions_required_for_client_state_rejected_protector_notification0-
diplomacy_major_factions_required_for_join_war_notification0-
diplomacy_major_factions_required_for_liberation_notification0-
diplomacy_major_factions_required_for_master_liberated_vassal_notification0-
diplomacy_major_factions_required_for_peace_notification0-
diplomacy_major_factions_required_for_protector_canceled_client_state_notification0-
diplomacy_major_factions_required_for_satrapy_declares_war_on_master_notification0-
diplomacy_masters_must_be_invited_into_defensive_wars0-
diplomacy_masters_must_be_invited_into_offensive_wars0-
diplomacy_maximum_client_or_vassal_regular_tribute_value0-
diplomacy_military_allies_must_be_invited_into_defensive_wars0-
diplomacy_military_allies_must_be_invited_into_offensive_wars0-
diplomacy_protectors_must_be_invited_into_defensive_wars0-
diplomacy_refusing_to_join_client_state_in_defensive_war_breaks_treaty0-
diplomacy_refusing_to_join_client_state_in_defensive_war_declares_war0-
diplomacy_refusing_to_join_defensive_ally_in_defensive_war_breaks_treaty0-
diplomacy_refusing_to_join_master_in_defensive_war_breaks_treaty0-
diplomacy_refusing_to_join_master_in_defensive_war_declares_war0-
diplomacy_refusing_to_join_master_in_offensive_war_breaks_treaty0-
diplomacy_refusing_to_join_master_in_offensive_war_declares_war0-
diplomacy_refusing_to_join_military_ally_in_defensive_war_breaks_treaty0-
diplomacy_refusing_to_join_military_ally_in_offensive_war_breaks_treaty0-
diplomacy_refusing_to_join_protector_in_defensive_war_breaks_treaty0-
diplomacy_refusing_to_join_protector_in_defensive_war_declares_war0-
diplomacy_refusing_to_join_vassal_in_defensive_war_breaks_treaty0-
diplomacy_refusing_to_join_vassal_in_defensive_war_declares_war0-
diplomacy_refusing_to_join_vassal_in_offensive_war_breaks_treaty0-
diplomacy_refusing_to_join_vassal_in_offensive_war_declares_war0-
diplomacy_regionless_factions_retain_clients_and_vassals0-
diplomacy_show_trespass_message_each_turn0-
diplomacy_smallest_payment0-
diplomacy_turns_of_embargo_on_break_trade0-
diplomacy_use_war_override_messages0-
diplomacy_vassals_must_be_invited_into_defensive_wars0-
diplomacy_vassals_must_be_invited_into_offensive_wars0-
disable_climate_change_event_feed_event0-
display_camera_pre_battle_zoom0-
display_movement_extents_fade_time0-
display_movement_extents_interior_alpha0-
display_movement_extents_origin_alpha0-
display_movement_extents_origin_fringe_width0-
display_movement_extents_owned_border_colour_alpha0-
display_movement_extents_owned_border_colour_blue0-
display_movement_extents_owned_border_colour_green0-
display_movement_extents_owned_border_colour_red0-
display_movement_extents_owned_fill_colour_blue0-
display_movement_extents_owned_fill_colour_green0-
display_movement_extents_owned_fill_colour_red0-
display_movement_extents_perimeter_alpha0-
display_movement_extents_perimeter_fringe_width0-
display_movement_extents_unowned_border_colour_alpha0-
display_movement_extents_unowned_border_colour_blue0-
display_movement_extents_unowned_border_colour_green0-
display_movement_extents_unowned_border_colour_red0-
display_movement_extents_unowned_fill_colour_blue0-
display_movement_extents_unowned_fill_colour_green0-
display_movement_extents_unowned_fill_colour_red0-
display_settlement_area_land_border_colour_alpha0-
display_settlement_area_land_border_colour_blue0-
display_settlement_area_land_border_colour_green0-
display_settlement_area_land_border_colour_red0-
display_settlement_area_land_fade_time0-
display_settlement_area_land_fill_colour_blue0-
display_settlement_area_land_fill_colour_green0-
display_settlement_area_land_fill_colour_red0-
display_settlement_area_land_interior_alpha0-
display_settlement_area_land_origin_alpha0-
display_settlement_area_land_origin_fringe_width0-
display_settlement_area_land_perimeter_alpha0-
display_settlement_area_land_perimeter_fringe_width0-
display_settlement_area_sea_border_colour_alpha0-
display_settlement_area_sea_border_colour_blue0-
display_settlement_area_sea_border_colour_green0-
display_settlement_area_sea_border_colour_red0-
display_settlement_area_sea_fade_time0-
display_settlement_area_sea_fill_colour_blue0-
display_settlement_area_sea_fill_colour_green0-
display_settlement_area_sea_fill_colour_red0-
display_settlement_area_sea_interior_alpha0-
display_settlement_area_sea_origin_alpha0-
display_settlement_area_sea_origin_fringe_width0-
display_settlement_area_sea_perimeter_alpha0-
display_settlement_area_sea_perimeter_fringe_width0-
display_trade_naval_route_colour_enemy_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_enemy_and_neutral_blockaded_green0-
display_trade_naval_route_colour_enemy_and_neutral_blockaded_red0-
display_trade_naval_route_colour_enemy_and_neutral_blue0-
display_trade_naval_route_colour_enemy_and_neutral_green0-
display_trade_naval_route_colour_enemy_and_neutral_red0-
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_green0-
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blockaded_red0-
display_trade_naval_route_colour_enemy_blockaded_and_neutral_blue0-
display_trade_naval_route_colour_enemy_blockaded_and_neutral_green0-
display_trade_naval_route_colour_enemy_blockaded_and_neutral_red0-
display_trade_naval_route_colour_enemy_blockaded_blue0-
display_trade_naval_route_colour_enemy_blockaded_green0-
display_trade_naval_route_colour_enemy_blockaded_red0-
display_trade_naval_route_colour_enemy_blue0-
display_trade_naval_route_colour_enemy_green0-
display_trade_naval_route_colour_enemy_red0-
display_trade_naval_route_colour_neutral_blockaded_blue0-
display_trade_naval_route_colour_neutral_blockaded_green0-
display_trade_naval_route_colour_neutral_blockaded_red0-
display_trade_naval_route_colour_neutral_blue0-
display_trade_naval_route_colour_neutral_green0-
display_trade_naval_route_colour_neutral_red0-
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_green0-
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blockaded_red0-
display_trade_naval_route_colour_owned_and_enemy_and_neutral_blue0-
display_trade_naval_route_colour_owned_and_enemy_and_neutral_green0-
display_trade_naval_route_colour_owned_and_enemy_and_neutral_red0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_green0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blockaded_red0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_blue0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_green0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_and_neutral_red0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_blue0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_green0-
display_trade_naval_route_colour_owned_and_enemy_blockaded_red0-
display_trade_naval_route_colour_owned_and_enemy_blue0-
display_trade_naval_route_colour_owned_and_enemy_green0-
display_trade_naval_route_colour_owned_and_enemy_red0-
display_trade_naval_route_colour_owned_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_owned_and_neutral_blockaded_green0-
display_trade_naval_route_colour_owned_and_neutral_blockaded_red0-
display_trade_naval_route_colour_owned_and_neutral_blue0-
display_trade_naval_route_colour_owned_and_neutral_green0-
display_trade_naval_route_colour_owned_and_neutral_red0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_green0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blockaded_red0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_blue0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_green0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_and_neutral_red0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_green0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blockaded_red0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_blue0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_green0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_and_neutral_red0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_blue0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_green0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blockaded_red0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_blue0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_green0-
display_trade_naval_route_colour_owned_blockaded_and_enemy_red0-
display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_blue0-
display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_green0-
display_trade_naval_route_colour_owned_blockaded_and_neutral_blockaded_red0-
display_trade_naval_route_colour_owned_blockaded_and_neutral_blue0-
display_trade_naval_route_colour_owned_blockaded_and_neutral_green0-
display_trade_naval_route_colour_owned_blockaded_and_neutral_red0-
display_trade_naval_route_colour_owned_blockaded_blue0-
display_trade_naval_route_colour_owned_blockaded_green0-
display_trade_naval_route_colour_owned_blockaded_red0-
display_trade_naval_route_colour_owned_blue0-
display_trade_naval_route_colour_owned_green0-
display_trade_naval_route_colour_owned_red0-
display_trade_route_fade_distance0-
display_trade_route_fade_time0-
display_trade_route_maximum_flow_scale0-
display_trade_route_maximum_flow_time0-
display_trade_route_maximum_flow_value0-
display_trade_route_minimum_flow_scale0-
display_trade_route_minimum_flow_time0-
display_trade_route_minimum_flow_value0-
display_trade_route_sea_cost0-
display_trade_route_trader_offset0-
display_trade_route_trader_speed0-
display_zone_of_control_fade_time0-
display_zone_of_control_interior_alpha0-
display_zone_of_control_origin_alpha0-
display_zone_of_control_origin_fringe_width0-
display_zone_of_control_owned_border_colour_alpha0-
display_zone_of_control_owned_border_colour_blue0-
display_zone_of_control_owned_border_colour_green0-
display_zone_of_control_owned_border_colour_red0-
display_zone_of_control_owned_fill_colour_blue0-
display_zone_of_control_owned_fill_colour_green0-
display_zone_of_control_owned_fill_colour_red0-
display_zone_of_control_perimeter_alpha0-
display_zone_of_control_perimeter_fringe_width0-
display_zone_of_control_unowned_border_colour_alpha0-
display_zone_of_control_unowned_border_colour_blue0-
display_zone_of_control_unowned_border_colour_green0-
display_zone_of_control_unowned_border_colour_red0-
display_zone_of_control_unowned_fill_colour_blue0-
display_zone_of_control_unowned_fill_colour_green0-
display_zone_of_control_unowned_fill_colour_red0-
economic_power_gdp_factor0-
economic_power_max0-
economic_power_min0-
economic_power_treasury_factor0-
economic_wealth_category_threshold_moderate0-
economic_wealth_category_threshold_strong0-
economic_wealth_category_threshold_very_strong0-
economic_wealth_category_threshold_weak0-
economic_wealth_max_amount_moderate0-
economic_wealth_max_amount_strong0-
economic_wealth_max_amount_very_strong0-
economic_wealth_max_amount_very_weak0-
economic_wealth_max_amount_weak0-
economics_additional_tribute_percentage_per_settled_horde_unit0-
economics_max_additional_tribute_percentage_for_settled_hordes0-
enable_scripted_pathfinding_restrictions0-
faction_gdp_other0-
faction_gdp_other_minor0-
faction_leader_honour_effect_acquired_vassal_clan0-
faction_leader_honour_effect_assassination_attempt0-
faction_leader_honour_effect_becoming_christian0-
faction_leader_honour_effect_being_christian0-
faction_leader_honour_effect_crushing_defeat0-
faction_leader_honour_effect_dishonouring_alliance0-
faction_leader_honour_effect_eradicated_clan0-
faction_leader_honour_effect_heroic_victory0-
faction_leader_honour_effect_looting_city0-
faction_leader_honour_effect_threatening_with_empty_words0-
faction_leader_management_level_0_to_value0-
faction_leader_management_level_1_to_value0-
faction_leader_management_level_2_to_value0-
faction_leader_management_level_3_to_value0-
faction_leader_management_level_4_to_value0-
faction_leader_management_level_5_to_value0-
faction_leader_management_level_6_to_value0-
faction_leader_management_level_7_to_value0-
faction_leader_management_level_8_to_value0-
faction_leader_management_level_9_to_value0-
faction_leader_management_value_mod_abs_monarchy0-
faction_leader_management_value_mod_cons_monarchy0-
faction_leader_management_value_mod_republic0-
family_age_of_adulthood0-
family_age_of_guaranteed_adulthood0-
family_base_child_chance0-
family_base_child_chance_reduction_per_child0-
family_base_illegitimate_child_chance0-
family_base_illegitimate_child_chance_reduction_per_child0-
family_base_wife_chance0-
family_bastard_gravitas_limit0-
family_bride_search_cost0-
family_chance_of_adulthood0-
family_emergent_faction_leader_maximum_age0-
family_emergent_faction_leader_minimum_age0-
family_emergent_wife_maximum_age0-
family_husband_decreasing_child_chance_age0-
family_husband_decreasing_child_chance_period0-
family_husband_decreasing_child_chance_value0-
family_infant_mortality_chance_very_young0-
family_infant_mortality_chance_young0-
family_male_child_chance0-
family_maximum_child_chance_decrease_due_to_age0-
family_maximum_number_of_children0-
family_minimum_hostage_age0-
family_retainer_faction_leader_maximum_age0-
family_retainer_faction_leader_minimum_age0-
family_retainer_wife_maximum_age0-
family_rounds_between_bereavement_and_remarriage0-
family_rounds_between_children0-
family_rounds_between_marriage_and_first_child0-
family_rounds_between_wife_offers0-
family_turns_before_any_chance_of_adulthood0-
family_wife_barren_age0-
family_wife_chance_increase_period0-
family_wife_chance_increase_value0-
food_shortage_system_food_cap0-
food_shortage_system_food_shortage_cap_global_mod0-
food_shortage_system_growth_mod_cap0-
food_shortage_system_income_cap0-
food_shortage_system_income_scale0-
food_shortage_system_local_food_shortages_food_cap0-
food_shortage_system_local_food_shortages_penalty_cap_horde0-
food_shortage_system_local_food_shortages_penalty_cap_non_horde0-
food_shortage_system_morale_mod_cap0-
food_shortage_system_replenishment_mod_cap0-
food_surplus_town_wealth_multiplier0-
general_admiral_action_point_bonus0-
general_promotion_cost0-
gentleman_happiness_divisor0-
gentleman_happiness_negative_limit0-
gentleman_happiness_positive_limit0-
gift_base_value_large0-
gift_base_value_medium0-
gift_base_value_small0-
horde_host_spawn_development_point_carry_over0-
horde_host_spawn_development_point_cost_base0-
horde_host_spawn_development_point_cost_current_host_mod0-
horde_infighting_ai_food_consumption0-
horde_infighting_ai_gdp_mod0-
horde_infighting_food_consumption0-
horde_infighting_gdp_mod0-
hostage_turns0-
ikko_ikki_incite_revolt_cost0-
immigration_capacity0-
losing_unit_minimum_strength0-
loyalty_1_chance_of_defection0-
loyalty_2_chance_of_defection0-
loyalty_adjustment_general_married_daughter0-
loyalty_adjustment_lost_office_after_gaining_it0-
loyalty_adjustment_lower_level_granted_office0-
loyalty_adjustment_son_became_heir0-
loyalty_adjustment_son_replaced_as_heir0-
loyalty_risk_low0-
max_civilians_at_settlement_development_level0-
max_num_civilians_in_non_settlement_battle0-
max_num_civilians_in_settlement_battle0-
max_siege_equipment0-
maximum_attrition_pct0-
maximum_faction_leader_honour0-
maximum_loyalty0-
migration_religion0-
migration_unhappiness0-
military_force_building_build_new_development_point_cost_multiplier0-
military_force_building_health_attrition_damage_inflicted0-
military_force_building_health_attrition_percentage_suffered0-
military_force_building_health_casualties_damage_inflicted0-
military_force_building_health_casualties_percentage_suffered0-
military_force_building_health_sabotage_damage_inflicted0-
military_force_building_health_sabotage_percentage_suffered0-
military_force_building_raze_development_point_refund_multiplier0-
military_force_building_repair_cost_dev_point_multiplier0-
military_force_development_max_development_points0-
military_force_development_point_growth_threshold0-
military_force_morale_attrition0-
military_force_morale_bankruptcy0-
military_force_morale_battle_lost_turns0-
military_force_morale_battle_won0-
military_force_morale_battle_won_turns0-
military_force_morale_bettle_lost0-
military_force_morale_casualties_multiplier0-
military_force_morale_decimated0-
military_force_morale_decimated_turns0-
military_force_morale_faction_leader_death0-
military_force_morale_faction_leader_death_turns0-
military_force_morale_foriegn_soil0-
military_force_morale_idle0-
military_force_morale_kings_own0-
military_force_morale_looted_settlement_base0-
military_force_morale_looted_settlement_multiplier0-
military_force_morale_looted_settlement_turns0-
military_force_morale_low_level0-
military_force_morale_raiding0-
military_force_morale_released_captives_turns0-
military_force_morale_starting_value0-
military_force_morale_transfer_penalty_turns0-
military_force_slots_auto_repair_damage0-
minimum_faction_leader_honour0-
minimum_loyalty0-
minimum_population0-
minimum_population_after_recruitment0-
minimum_religion_support_for_state_religion_change0-
mission_result_critical_failure_modifier0-
mission_result_critical_success_modifier0-
mp_armour_cost_multiplier0-
mp_armour_fixed_cost0-
mp_weapon_cost_multiplier0-
mp_weapon_fixed_cost0-
naval_attrition_crew_max_damage0-
naval_attrition_crew_min_damage0-
naval_attrition_crew_min_pct0-
naval_attrition_hull_max_damage0-
naval_attrition_hull_min_damage0-
naval_attrition_hull_min_pct0-
ninja_action_point_bonus0-
non_general_faction_leader_starting_honour0-
occupation_decision_colonise_conquest_public_order_reduction0-
occupation_decision_colonise_cost0-
occupation_decision_colonise_cost_increase_for_inverse_proportion_of_max_men0-
occupation_decision_colonise_cost_reduction_percentage_per_unit0-
occupation_decision_colonise_growth_per_unit0-
occupation_decision_colonise_public_order_reduction0-
occupation_decision_colonise_soldiers_percentage_lost0-
occupation_decision_gift_to_another_faction_base_loot_income0-
occupation_decision_gift_to_another_faction_conquest_public_order_reduction0-
occupation_decision_gift_to_another_faction_public_order_reduction_different_culture0-
occupation_decision_gift_to_another_faction_public_order_reduction_same_culture0-
occupation_decision_liberate_base_loot_income0-
occupation_decision_liberate_conquest_public_order_reduction0-
occupation_decision_liberate_public_order_reduction0-
occupation_decision_loot_building_damage_percent0-
occupation_decision_loot_building_damage_spread_percent0-
occupation_decision_loot_conquest_public_order_reduction0-
occupation_decision_loot_income_percentage_modifier0-
occupation_decision_occupation_base_loot_income0-
occupation_decision_occupation_conquest_public_order_reduction0-
occupation_decision_occupation_public_order_reduction_different_culture0-
occupation_decision_occupation_public_order_reduction_same_culture0-
occupation_decision_raze_base_loot_income0-
occupation_decision_raze_conquest_public_order_reduction0-
occupation_decision_raze_public_order_reduction0-
occupation_decision_raze_without_occupy_base_loot_income0-
occupation_decision_raze_without_occupy_conquest_public_order_reduction0-
occupation_decision_raze_without_occupy_income_percentage_modifier0-
occupation_decision_raze_without_occupy_public_order_reduction0-
occupation_decision_sack_base_loot_income0-
occupation_decision_sack_building_damage_percent0-
occupation_decision_sack_building_damage_spread_percent0-
occupation_decision_sack_conquest_public_order_reduction0-
occupation_decision_sack_income_percentage_modifier0-
occupation_decision_sack_public_order_reduction0-
occupation_decision_vassal_base_loot_income0-
occupation_decision_vassal_public_order_reduction0-
passive_spying_region_bonus0-
pathfinding_land_to_sea_beach_transition_action_point_cost0-
pathfinding_sea_to_land_beach_transition_action_point_cost0-
percent_siege_duration_to_reach_escalation_2_at_max_strength0-
percent_siege_duration_to_reach_escalation_2_at_min_strength0-
plague_force_to_force_battle_infectivity_multiplier0-
plague_force_to_force_infectivity_multiplier0-
plague_force_to_region_infectivity_multiplier0-
plague_region_to_force_infectivity_multiplier0-
plague_region_to_region_infectivity_multiplier0-
plague_sea_to_region_infectivity_multiplier0-
plague_trade_to_region_infectivity_multiplier0-
policing_automated_cap0-
policing_automated_cost_per_pop0-
policing_garrison_cap0-
politician_bodyguard_replenishment_rate0-
politics_action_cost_modifier_on_non_statesmen0-
politics_action_prevention_cost_modifier_monachy0-
politics_action_prevention_cost_modifier_republic0-
politics_intrigue_chance_base0-
politics_ministerial_position_cost_modifier0-
politics_ministerial_position_order_modifier0-
politics_power_ratio_political_contribution0-
politics_senate_support_loss_bankruptcy0-
pop_growth_for_spawn0-
post_battle_region_debuff_bundle_turns0-
prestige_famous_battle_defeat_value0-
prestige_famous_battle_victory_value0-
prestige_horde_army_value_easy0-
prestige_horde_army_value_hard0-
prestige_horde_army_value_normal0-
prestige_limit_faction_leader_honour0-
prestige_limit_famous_battles0-
prestige_limit_infrastructure0-
prestige_region_value_bonus_original_home_region0-
prestige_region_value_bonus_province_capital0-
prestige_region_value_easy0-
prestige_region_value_hard0-
prestige_region_value_normal0-
prestige_vassal_region_value0-
primary_slot_building_religion_conversion_cost_mod_lower_bound0-
primary_slot_building_religion_conversion_cost_mod_upper_bound0-
province_development_threshold_cal_points_addition0-
province_development_threshold_calc_points_multiplier0-
province_fertility_abandon_region_penalty_turns0-
province_public_order_base_repression_threshold0-
province_public_order_base_satisfaction_threshold0-
province_public_order_max_repression_threshold0-
province_public_order_max_satisfaction_threshold0-
province_public_order_min_repression_threshold0-
province_public_order_min_satisfaction_threshold0-
province_public_order_rebellion_defeated_region_not_owned_not_spawned_crackdown0-
province_public_order_rebellion_defeated_region_not_owned_spawned_crackdown0-
province_public_order_rebellion_defeated_region_owned_not_spawned_crackdown0-
province_public_order_rebellion_defeated_region_owned_spawned_crackdown0-
public_order_banditry_penalty_loot0-
public_order_banditry_penalty_occupy0-
public_order_banditry_penalty_raze0-
public_order_banditry_penalty_sack0-
public_order_banditry_penalty_vassal0-
public_order_luxury_resource_available_attitude0-
public_order_luxury_resource_production_attitude0-
public_order_luxury_resource_value0-
raid_faction_diplomatic_penalty0-
raid_faction_province_development_penalty0-
raid_faction_province_public_order_penalty0-
raid_max_radius0-
raid_own_faction_trade_route_value_mod0-
raid_radius0-
raid_settlement_base_value0-
raid_settlement_gdp_income_percentage0-
raid_settlement_trade_income_percentage0-
raid_trade_route_base_value0-
raid_trade_route_value_percentage0-
raze_main_and_port_building_damage_level0-
rebel_budget_factor_army0-
rebel_budget_factor_garrison0-
rebel_budget_factor_settlement_buildings0-
rebel_budget_factor_settlement_slot0-
rebel_budget_factor_unhappiness0-
recruitment_population_cost0-
region_building_minimum_cost_to_repair_as_percentage_of_full_cost0-
region_development_growth_base_point0-
region_gdp_trade_piracy_effect_contested0-
region_gdp_trade_piracy_effect_controlled0-
region_gdp_trade_piracy_effect_shared0-
region_horde_food_consumption0-
region_horde_settled_food_consumption0-
region_raid_food_consumption0-
region_raid_food_consumption_per_unit0-
region_raid_food_proportion_stolen0-
region_recent_battle_heavy_damage_food_consumption0-
region_recent_battle_light_damage_food_consumption0-
region_recent_battle_moderate_damage_food_consumption0-
region_sanitation_plague_chance_modifier0-
reinforcement_radius0-
religion_drift0-
replenishment_base_land0-
replenishment_base_sea0-
replenishment_bonus_land_can_recruit_unit_owned_region0-
replenishment_bonus_land_garrisoned_in_owned_province0-
replenishment_bonus_land_garrisoned_in_shared_province0-
replenishment_bonus_land_owned_region0-
replenishment_bonus_sea_can_recruit_unit_owned_sea_region0-
replenishment_bonus_sea_garrisoned_in_owned_sea_region0-
replenishment_bonus_sea_garrisoned_in_shared_sea_region0-
replenishment_bonus_sea_owned_sea_region0-
rounds_between_taking_kyoto_and_becoming_shogun0-
rounds_to_hold_office_before_loss_hits_loyalty0-
sea_region_control_status_contested_recruitment_cost_mod0-
sea_region_control_status_controlled_recruitment_cost_mod0-
sea_region_control_status_shared_recruitment_cost_mod0-
settlement_auto_repair_building_health_points_per_round0-
settlement_development_point_cost_secondary_slot_10-
settlement_development_point_cost_secondary_slot_1_province_capital0-
settlement_development_point_cost_secondary_slot_20-
settlement_development_point_cost_secondary_slot_2_province_capital0-
settlement_development_point_cost_secondary_slot_30-
settlement_development_point_cost_secondary_slot_3_province_capital0-
settlement_development_point_cost_secondary_slot_40-
settlement_development_point_cost_secondary_slot_4_province_capital0-
settlement_loot_value_multiplier_replenish_per_round0-
settlement_looting_base_loot0-
settlement_looting_pct_region_gdp0-
settlement_looting_pct_region_gdp_reduction0-
settlement_looting_publicorder_reduction0-
settlement_looting_region_gdp_reduction_turns0-
settlement_looting_surrender_publicorder_reduction0-
settlement_wall_repair_points_base0-
siege_attrition_resistance_turns_base0-
siege_attrition_resistance_turns_port_multiplier0-
siege_escalation_level_1_count_wall_pieces_health_less_than0-
siege_escalation_level_1_total_wall_health_less_than0-
siege_escalation_level_1_wall_pieces_health0-
siege_escalation_level_2_wall_breaches_count0-
slave_points_mod0-
state_gift_multiplier_linear0-
state_gift_multiplier_quadratic0-
state_religion_conversion_bonus0-
tax_efficiency_province_capital_score0-
tax_efficiency_regions_maximum0-
tax_efficiency_regions_middle0-
tax_efficiency_regions_minimum0-
tax_efficiency_result_maximum_reduction0-
tax_efficiency_result_middle_reduction0-
tax_efficiency_result_minimum_reduction0-
tech_first_in_culture_prestige_multiplier0-
threat_effect_maximum0-
threat_effect_minimum0-
threat_effect_no_threat_multiplier0-
threat_reputation_maximum0-
threat_reputation_minimum0-
threat_reputation_reduction0-
threat_reputation_rounds_before_required_war0-
threaten_modifier_ally_fame_multiplier0-
threaten_modifier_base0-
threaten_modifier_fame_contribution_base0-
threaten_modifier_maximum0-
threaten_modifier_minimum0-
town_wealth_growth_discontent_reduction0-
trade_commerce_raiding_maximum_raiding_permille0-
trade_commerce_raiding_reduction_per_ship0-
trade_demand_multiplier0-
trade_luxury_resource_strategic_value0-
trade_price_large_change_threshold0-
trade_price_small_change_threshold0-
trade_resource_region_gdp_contribution0-
trade_route_internat_sea_length_limit0-
trade_route_land_sea_bias0-
trade_route_value_accumulator_degredation_proportion0-
trade_route_value_accumulator_proportion0-
trade_route_value_combined_gdp_proportion0-
trade_ship_resource_volume0-
unilateral_diplomatic_gift_state_gift_proportion0-
unit_battle_setup_night_battle_attacker_fatigue_penalty0-
unit_battle_setup_night_battle_defender_morale_bonus0-
unit_first_in_culture_prestige_multiplier0-
unit_minimum_strength0-
unit_stat_accuracy_bonus_threshold_level_10-
unit_stat_accuracy_bonus_threshold_level_20-
unit_stat_armour_bonus_threshold_level_10-
unit_stat_armour_bonus_threshold_level_20-
unit_stat_charge_bonus_threshold_level_10-
unit_stat_charge_bonus_threshold_level_20-
unit_stat_melee_bonus_threshold_level_10-
unit_stat_melee_bonus_threshold_level_20-
unit_stat_morale_bonus_threshold_level_10-
unit_stat_morale_bonus_threshold_level_20-
zone_of_control_land_radius0-
zone_of_control_naval_radius0-

Database KV Tweakers

518 database row variables loaded directly from database tables into RAM. (518 variables, sorted alphabetically)

Name Default Value Description
admiral_influence_range400-
archery_dojo_ammo_replenish_rate_local_modifier0.07-
archery_dojo_reload_skill_global_modifier20-
armour_melee_penetrating_divisor4-
armour_melee_piercing_divisor2-
armour_missile_penetrating_divisor4-
armour_missile_piercing_divisor2-
army_destruction_alliance_strength_ratio0.1-
army_destruction_enemy_strength_ratio2.25-
army_destruction_friend_strength_vs_enemy_strength_ratio2.5-
artillery_near_miss_distance_squared144.0-
attackpower_extreme_range_multplier0.7-
attackpower_long_range_multiplier0.85-
battle_camera_max_distance_from_army200.0-
battleai_sallyout_defend_settlement_preference0.1-
battleai_sallyout_open_field_victory_factor1.5-
battleai_sallyout_tower_strength200.0-
battlefield_zone_slot_threshold5.0-
bayonet_melee_attack_bonus0-
bayonet_ring_reload_time_penalty0-
blood_bonus_120-
blood_bonus_50-
blood_bonus_70-
boarding_bonus_time60.0-
boarding_melee_attack_bonus10-
boarding_melee_defense_bonus10-
boiling_oil_distance_multiplier0.25-
boiling_oil_flow_duration5.0-
bracing_calibration_ranks3.0-
bracing_calibration_ranks_multiplier2.0-
bracing_charge_reflector_bonus4.0-
bracing_immovable_by_small_entity_mass1000.0-
bracing_max_multiplier_clamp15.0-
break_off_ignore_collision_time0-
break_off_speed_and_direction_checks512-
broadsides_accuracy_modifier0.1-
broadsides_damage_modifier1.25-
broken_finish_base_timeout100-
broken_finish_timer_experience_bonus10.0-
building_ignition_damp_modifier0.75-
captured_key_building80-
captured_victory_location160-
cavalry_effect_range20-
charge_bonus27-
charge_cool_down_time30.0-
charge_timeout60-
charging6-
climbing_ladder_fast_speed_modifier1.5-
climbing_ladder_normal_speed_modifier1.0-
climbing_walls0-
climbing_walls_fall_chance_ashigaru0.012-
climbing_walls_fall_chance_samurai0.008-
climbing_walls_fast_speed_modifier2.25-
climbing_walls_min_width20.0-
climbing_walls_normal_speed_modifier0.6-
collision_damage_armour_penetration_ratio0.5-
collision_damage_default20.0-
collision_damage_exclude_large_entities1-
collision_damage_maximum1000.0-
collision_damage_modifier1.0-
collision_damage_normaliser1.5-
combat6-
commanding_general_alive_effect_amount_max6-
commanding_general_alive_effect_amount_min1-
custom_firestarter_ignite_range5.0-
defender_outnumbered_battle_time_remaining10.0-
defender_outnumbered_default_battle_duration60.0-
defender_outnumbered_morale_increment1-
defender_outnumbered_update_time_seconds3-
defense_melee_penetrating_divisor4-
defense_melee_piercing_divisor2-
defense_missile_penetrating_divisor4-
defense_missile_piercing_divisor2-
difficulty_modifier_ai_easy0-
difficulty_modifier_ai_hard0-
difficulty_modifier_ai_normal0-
difficulty_modifier_ai_very_hard0-
difficulty_modifier_player_easy0-
difficulty_modifier_player_hard0-
difficulty_modifier_player_normal0-
difficulty_modifier_player_very_hard0-
enemy_controls_land_default_battle_duration60.0-
enemy_controls_land_defender_land_force_strength_modifier100.0-
enemy_controls_land_morale_increment2-
enemy_controls_land_rout_remaining_time13.0-
enemy_controls_land_rout_update_time1-
enemy_controls_land_wavering_remaining_time15.0-
enemy_controls_land_wavering_update_time120-
enemy_effect_range0-
escalation_buildings_on_fire0.1-
escalation_level_one_building_health0.7-
escalation_level_one_wall_breaches1.0-
escalation_level_one_wall_health0.7-
escalation_level_two_building_health0.3-
escalation_level_two_wall_breaches4.0-
escalation_level_two_wall_health0.3-
extended_casualties_penalty_10nan-
extended_casualties_penalty_15nan-
extended_casualties_penalty_33nan-
extended_casualties_penalty_50nan-
extended_casualties_penalty_80nan-
factor_attackdir_flankleft12-
factor_attackdir_flankright12-
factor_attackdir_front0-
factor_attackdir_rear30-
farmhouse_fatigue_modifier-0.35-
farmhouse_speed_global_modifier0.15-
fear_effect_range35-
fighting_cavalrynan-
fire_damage_building_modifier5.0-
fire_damage_deployable_modifier5.0-
fire_damage_siege_vehicle_modifier30.0-
fire_intensity_increase0.05-
fire_on_walls_accuracy_modifier0-
fire_on_walls_range_modifier0-
fire_on_walls_reload_modifier0-
fire_propagation_distance9.0-
fire_volley_arrow_min_threshold0.1-
fire_volley_gun_min_threshold0.025-
fire_volley_max_aim_delay_training_ratio0.3-
firing_drill_improved_platoon_fire_reload_modifier50-
firing_drill_mass_fire_reload_modifier0-
firing_drill_platoon_fire_reload_modifier0-
firing_drill_rank_fire_reload_modifier0-
first_to_enter_enemy_fort200-
fort_tower_fire_frequency_large2.0-
fort_tower_fire_frequency_medium2.0-
fort_tower_fire_frequency_small2.0-
fort_tower_fire_frequency_ultra2.0-
fort_wall_visibility_enabled1-
fort_wall_visibility_perimeter_distance300.0-
gate_capture_time20.0-
gate_points_required_to_capture600.0-
gate_points_restore_per_second2.0-
general_aura_radius50-
general_inspire_effect_amount_max12-
general_inspire_effect_amount_min1-
gradient_shallow_movement_multiplier125-
gradient_steep_movement_multiplier150-
gradient_very_steep_movement_multiplier200-
ground_ignition_damp_modifier0.5-
hnbonus_bayonet0-
hnbonus_melee_cavalry_v_infantry5-
hnbonus_melee_cavalry_v_squareinfantry0-
hnbonus_melee_loose_formation10-
idlenan-
idle_in_buildingnan-
idle_rainnan-
idle_snownan-
impact_reflection_attack_cooldown_timer0-
impact_reflection_final_damage_modifier1.0-
impact_reflection_knockback_chance75-
impact_reflection_velocity_bonus_damage_modifier20.0-
inspiration_radius_max_effect_range_modifier1.5-
keep_capture_time60.0-
key_building_capture_time110.0-
kill_and_damage_bonus_120-
kill_and_damage_bonus_50-
kill_and_damage_bonus_70-
killed_enemy_commander_base200-
killed_enemy_commander_per_star50-
killed_enemy_faction_leader500-
killed_enemy_family_member200-
knockdown_getting_up_delay_armour_multiplier0.08-
knockdown_getting_up_delay_max4.0-
knockdown_getting_up_delay_min2.0-
last_stand_siege_attacker15-
last_stand_siege_defendernan-
limbering0-
local_bonus_radius55.0-
losing_combat-3.0-
losing_combat_significantly-9.0-
magazine_explosion_interrupt_chance15.0-
magazine_explosion_radius25.0-
major_points_required_to_capture1500.0-
major_points_restore_per_second2.0-
max_distance_of_firestarters_from_main_squad50.0-
max_firestarter_search_after_no_targets_found_cooldown_ticks150-
max_firestarter_search_radius30.0-
max_firestarter_spawn_after_recall_cooldown_ticks50-
max_firestarter_spawn_cooldown_ticks20-
max_num_firestarter_squads3-
max_num_firestarters_unit_percentage0.4-
max_routing_enemies_to_consider9-
max_routing_friends_to_consider9-
melee_attack_interval0.5-
melee_charge_factor_power_divisor1-
melee_defence_direction_penalty_coefficient_flank0.75-
melee_defence_direction_penalty_coefficient_rear0.5-
melee_defence_formed_attack_bonus0-
melee_entrenchement_level_multiplier3-
melee_environment_forest_multiplier0.2-
melee_formed_charge_matched_combat_percentage0-
melee_formed_vs_formed_matched_combat_percentage5-
melee_formed_vs_free_matched_combat_percentage10-
melee_height_damage_modifier_max_coefficient0.3-
melee_height_damage_modifier_max_difference1.0-
melee_hit_chance_base40-
melee_hit_chance_max85-
melee_hit_chance_min15-
melee_hit_chance_normalisation_coefficient1.0-
melee_hn_to_xholds_0_maxnan-
melee_hn_to_xholds_1_max0-
melee_hn_to_xholds_2_max6-
melee_hn_to_xholds_3_max12-
melee_matched_combat_for_kills_percentage100-
melee_matched_combat_percentage40-
melee_on_damage_effect_knock_chance_charging_bonus5.0-
melee_on_damage_effect_knockback_chance0.1-
melee_on_damage_effect_knockdown_chance0.05-
melee_outnumbered_defence_penalty0.5-
melee_secondary_attack_probability1.0-
melee_xholds_knockback_070-
melee_xholds_knockback_190-
melee_xholds_knockback_2110-
melee_xholds_knockback_3150-
melee_xholds_knockback_4200-
melee_xholds_knockdown_030-
melee_xholds_knockdown_150-
melee_xholds_knockdown_260-
melee_xholds_knockdown_380-
melee_xholds_knockdown_4100-
melee_xholds_stepback_070-
melee_xholds_stepback_190-
melee_xholds_stepback_2130-
melee_xholds_stepback_3185-
melee_xholds_stepback_4270-
min_firestarter_search_after_no_targets_found_cooldown_ticks50-
min_firestarter_search_radius4.0-
min_firestarter_spawn_after_recall_cooldown_ticks10-
min_firestarter_spawn_cooldown_ticks5-
min_num_firestarters3-
minimium_increment_update_per_tick1.0-
minor_points_required_to_capture600.0-
minor_points_restore_per_second2.0-
misfire_cannon_flintlock0-
misfire_cannon_matchlock0-
misfire_musket_flintlock0-
misfire_musket_matchlock0-
misfire_musket_percussion_cap0-
missile_armour_penetrating_coefficient0.25-
missile_armour_piercing_coefficient0.5-
missile_cover_factor_excellent0-
missile_cover_factor_good0-
missile_cover_factor_none0-
missile_cover_factor_slight0-
missile_cover_factor_some0-
missile_fire_fallback_fixed_trajectory60.0-
missile_heavy_fog_accuracy_multiplier1.0-
missile_heavy_rain_accuracy_multiplier1.0-
missile_heavy_snow_accuracy_multiplier1.0-
missile_height_damage_modifier_max_coefficient0.3-
missile_height_damage_modifier_max_difference40.0-
missile_hn_to_xholds_0_maxnan-
missile_hn_to_xholds_1_max0-
missile_hn_to_xholds_2_max6-
missile_hn_to_xholds_3_max12-
missile_lethality_coefficient_effective_range40.0-
missile_lethality_coefficient_extreme_range120.0-
missile_light_fog_accuracy_multiplier1.0-
missile_light_rain_accuracy_multiplier1.0-
missile_light_snow_accuracy_multiplier1.0-
missile_medium_fog_accuracy_multiplier1.0-
missile_medium_rain_accuracy_multiplier1.0-
missile_medium_snow_accuracy_multiplier1.0-
missile_saving_bonus_base20.0-
missile_saving_bonus_coefficient0.5-
missile_shield_piercing_coefficient0.5-
missile_target_in_cover_penalty0.2-
missile_xholds_knockdown_035-
missile_xholds_knockdown_140-
missile_xholds_knockdown_247-
missile_xholds_knockdown_355-
missile_xholds_knockdown_465-
morale_base0-
naval_incendiary_projectile_chance_high40.0-
naval_incendiary_projectile_chance_low5.0-
naval_incendiary_projectile_chance_medium15.0-
naval_incendiary_projectile_chance_very_high80.0-
naval_incendiary_projectile_chance_very_low0.1-
neighbour_effect_range160-
night_battle_attacker_hiding_scalar_modifier0.75-
night_battle_defender_hiding_scalar_modifier1.0-
num_firestarters_unit_percentage0.05-
open_flanks_effect_range100-
percent_update_per_tick0.15-
pike_attack_zone_cosine_angle0.924-
pike_attack_zone_depth1.0-
pike_lower_bearing_tolerance0.785-
pike_lower_delay_combat0-
pike_lower_delay_turn_rate_multiplier1.0-
post_rally_no_rout_timer30.0-
projectile_damage_accuracy_multiplier0.25-
projectile_damage_armour_divisor0.5-
projectile_damage_base_multiplier60.0-
projectile_damage_defense_divisor4.0-
projectile_damage_distance_multiplier2.0-
projectile_damage_shield_divisor1.0-
projectile_environment_forest_multiplier0.2-
projectile_friendly_fire_man_height_coefficient1.2-
projectile_friendly_fire_man_radius_coefficient1.2-
ready0-
recent_casualties_penalty_100-
recent_casualties_penalty_150-
recent_casualties_penalty_330-
recent_casualties_penalty_500-
recent_casualties_penalty_60-
recent_casualties_shock_threshold100-
refusal_chance_vs_charge_reflectors0.3-
refusal_chance_vs_pike_phalanx0.05-
relative_melee_experience_multiplier2-
reload_rate_bow_modifier_rain0-
reload_rate_bow_modifier_snow0-
reload_rate_gun_modifier_rain-6.0-
reload_rate_gun_modifier_snow0-
reloading0-
reloading_artillery0-
routing_enemies_effect_weighting1.0-
routing_friends_effect_weighting1.0-
routing_unit_effect_distance_flank100-
routing_unit_effect_distance_front75-
running3-
running_artillery_horse0-
running_cavalry3-
running_cavalry_light2-
settlement_destruction_max_melee_attack_penalty18.0-
settlement_destruction_max_melee_defence_penalty18.0-
settlement_location_capture_time60.0-
settlement_victory_condition_time30.0-
shatter_after_first_rout_if_casulties_higher_than0.15-
shatter_after_rout_count4-
shatter_after_second_rout_if_casulties_higher_than0.2-
ship_backwater_minimum_distance50.0-
ship_backwater_radius_modifier_default12.0-
ship_backwater_speed_percentage_default0.5-
ship_backwater_vector_degrees_default30.0-
ship_beaching_location_offset10.0-
ship_boarding_pipes_max_length_default10.0-
ship_bonus_close_mod1.0-
ship_bonus_range0-
ship_broken_finish_base_timeout200-
ship_casualty_surrender_threshold6-
ship_chance_of_fire_rain_multiplier0.5-
ship_combustion_rain_multiplier2.0-
ship_douse_fire_absolute_per_tick0-
ship_douse_fire_percentage_pre_tick953267992-
ship_extended_casualties_penalty_130-
ship_extended_casualties_penalty_220-
ship_extended_casualties_penalty_300-
ship_extended_casualties_penalty_500-
ship_extended_casualties_penalty_70-
ship_extended_damage_penalty_100-
ship_extended_damage_penalty_200-
ship_extended_damage_penalty_400-
ship_extended_damage_penalty_50-
ship_fear_range180-
ship_fire_damage_rain_modifier0.75-
ship_inspiration_range180-
ship_landing_location_offset75.0-
ship_marker_mouse_over_offset_back-3.0-
ship_marker_mouse_over_offset_front6.0-
ship_marker_mouse_over_padding8.0-
ship_marker_padding_length5.0-
ship_marker_padding_width10.0-
ship_morale_base0-
ship_neighbourhood_range300-
ship_on_fire_combustion_modifier0.5-
ship_on_fire_hit_points_per_second_multiplier0.01-
ship_operational_guns_penalty_400-
ship_operational_guns_penalty_750-
ship_penalty_far_mod0.9-
ship_penalty_range0-
ship_recent_casualties_penalty_130-
ship_recent_casualties_penalty_20-
ship_recent_casualties_penalty_220-
ship_recent_casualties_penalty_300-
ship_recent_casualties_penalty_70-
ship_recent_casualties_shock_threshold100-
ship_recent_damage_penalty_100-
ship_recent_damage_penalty_150-
ship_recent_damage_penalty_300-
ship_recent_damage_penalty_60-
ship_repair_max_percentage0.75-
ship_repair_percentage_per_update0.125-
ship_repair_rate4.0-
ship_total_casualties_penalty_20nan-
ship_total_casualties_penalty_40nan-
ship_total_casualties_penalty_60nan-
ship_total_casualties_penalty_80nan-
ship_total_casualties_penalty_90nan-
ship_total_damage_penalty_100-
ship_total_damage_penalty_20nan-
ship_total_damage_penalty_40nan-
ship_total_damage_penalty_50-
ship_total_damage_penalty_60nan-
ship_waver_base_timeout50-
shooting0-
shrine_morale_global_modifier4-
shrine_morale_local_modifier0-
sme_concerned_admiral_deadnan-
sme_concerned_admiral_dead_ainan-
sme_concerned_admiral_died_recentlynan-
sme_concerned_admiral_died_recently_ainan-
sme_concerned_admiral_fled_recentlynan-
sme_concerned_admiral_fled_recently_ainan-
sme_concerned_demasted0-
sme_concerned_frightenednan-
sme_concerned_on_fire0-
sme_concerned_panic0-
sme_concerned_rear_attackednan-
sme_concerned_rear_exposednan-
sme_concerned_under_attack0-
sme_encouraged_boarding0-
sme_encouraged_inspired3-
sme_encouraged_rear_secure0-
smoking_hit_point_percentage0.33-
sms_broken_threshold_lowernan-
sms_broken_threshold_upper5-
sms_confident_threshold_lower8-
sms_confident_threshold_upper20-
sms_eager_threshold_lower20-
sms_shaken_threshold_lower10-
sms_shaken_threshold_upper32-
sms_steady_threshold_lower0-
sms_steady_threshold_upper10-
sms_wavering_threshold_lower0-
sms_wavering_threshold_upper9-
surprise_timeout300-
sword_dojo_charge_bonus_global_modifier5-
sword_dojo_charge_bonus_local_modifier0-
sword_dojo_melee_attack_global_modifier2-
sword_dojo_melee_attack_local_modifier0-
threshold_active1000-
threshold_exhausted8500-
threshold_fresh0-
threshold_max10000-
threshold_tired4500-
threshold_very_tired7000-
threshold_winded2500-
tickets_multiple_victory_points150-
tickets_single_victory_point150-
tight_formationnan-
total_casualties_penalty_100-
total_casualties_penalty_20nan-
total_casualties_penalty_30nan-
total_casualties_penalty_40nan-
total_casualties_penalty_50nan-
total_casualties_penalty_60nan-
total_casualties_penalty_70nan-
total_casualties_penalty_80nan-
total_casualties_penalty_90nan-
tower_capture_time30.0-
tower_points_required_to_capture450.0-
tower_points_restore_per_second2.0-
ume_concerned_army_destructionnan-
ume_concerned_attacked_by_artillery0-
ume_concerned_attacked_by_projectile0-
ume_concerned_captain_died_recently0-
ume_concerned_damaged_by_artillery0-
ume_concerned_elephants_frightenednan-
ume_concerned_exhausted0-
ume_concerned_flanks_exposed_multiple0-
ume_concerned_flanks_exposed_single0-
ume_concerned_general_deadnan-
ume_concerned_general_dead_ainan-
ume_concerned_general_died_recentlynan-
ume_concerned_general_died_recently_ainan-
ume_concerned_general_fled_recentlynan-
ume_concerned_general_fled_recently_ainan-
ume_concerned_horses_frightenednan-
ume_concerned_night_battle_unprepared0-
ume_concerned_panic0-
ume_concerned_settlement_destruction_max18-
ume_concerned_surprised0-
ume_concerned_tired0-
ume_concerned_under_friendly_fire0-
ume_concerned_unit_frightenednan-
ume_concerned_very_tired0-
ume_encouraged_flanks_secure0-
ume_encouraged_fortification0-
ume_encouraged_fortification_compromised0-
ume_encouraged_inspired0-
ume_encouraged_on_the_hill0-
ume_encouraged_settlement_plaza3-
ums_broken_threshold_lower-100.0-
ums_broken_threshold_upper5.0-
ums_confident_threshold_lower0.65-
ums_confident_threshold_upper1.0-
ums_eager_threshold_lower0.9-
ums_eager_threshold_upper1.1-
ums_impetuous_threshold_lower1.1-
ums_shaken_threshold_lower10.0-
ums_shaken_threshold_upper32.0-
ums_steady_threshold_lower30.0-
ums_steady_threshold_upper0.8-
ums_wavering_threshold_lower0-
ums_wavering_threshold_upper9.0-
under_fire_artillery0-
under_fire_small_arms0-
unit_firing_line_of_sight_considered_obstructed_ratio0.25-
unit_inspire_effect_amount3-
vegetation_catch_fire_chance1.0-
walkingnan-
walking_artillerynan-
walking_horse_artillery0-
warcry_effect_range225-
was_attacked_in_flanknan-
was_attacked_in_front0-
was_attacked_in_rearnan-
waver_base_timeout50-
winning_combat3.0-
winning_combat_significantly6.0-
winning_combat_slightly0-
working15-
workshop_armour_global_modifier2-
workshop_armour_local_modifier0-
workshop_defence_global_modifier3-
workshop_defence_local_modifier0-

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_BASE0-
CAI_VARIABLE_AGGR_RAMP_CHANCE_PER_ROUND0-
CAI_VARIABLE_AGGR_RAMP_ENABLED0-
CAI_VARIABLE_AGGR_RAMP_FAME_MAX0-
CAI_VARIABLE_AGGR_RAMP_FAME_MIN0-
CAI_VARIABLE_AGGR_RAMP_LEVEL_MAX0-
CAI_VARIABLE_AGGR_RAMP_LEVEL_MIN0-
CAI_VARIABLE_AGGR_RAMP_ROUNDS_MAX0-
CAI_VARIABLE_AGGR_RAMP_ROUNDS_MIN0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_BEGIN_AND_BEFORE_MULTIPLIER0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_BEGIN_ROUND0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE_AND_NEARER_MULTIPLIER0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_END_AND_AFTER_MULTIPLIER0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_END_ROUND0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE0-
CAI_VARIABLE_ATTACK_HUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE_AND_FURTHER_MULTIPLIER0-
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE0-
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_CLOSEST_ROUNDS_DISTANCE_AND_NEARER_MULTIPLIER0-
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE0-
CAI_VARIABLE_ATTACK_NONHUMAN_HORDE_CONTROL_FURTHEST_ROUNDS_DISTANCE_AND_FURTHER_MULTIPLIER0-
CAI_VARIABLE_BASIC_CTRL_BUILDING_CONVERSION_BONUS0-
CAI_VARIABLE_BASIC_CTRL_BUILDING_DEMOLITION_BONUS0-
CAI_VARIABLE_CLIMATE_CHANGE_IMMINENT_CONSTRUCTION_SYSTEM_FOOD_CONTROL_MULTIPLIER0-
CAI_VARIABLE_CLIMATE_CHANGE_IMMINENT_WITHIN0-
CAI_VARIABLE_CNSTR_PRIORITY_OVER_COST_MODIFICATION0-
CAI_VARIABLE_CONSIDER_MAJOR_OVER_REGIONS0-
CAI_VARIABLE_CONSTRUCTION_SYSTEM_VALUE_FOR_MONEY_CONSIDERATION_MULTIPLIER0-
CAI_VARIABLE_CONSTRUCTION_SYSTEM_VALUE_FOR_MONEY_CONSIDERATION_TARGET0-
CAI_VARIABLE_COORDINATOR_MAJOR_FACTION_STRENGTH_BONUS0-
CAI_VARIABLE_DILEMMA_BONUS_LARGE0-
CAI_VARIABLE_DILEMMA_BONUS_LARGE_FALLOFF0-
CAI_VARIABLE_DILEMMA_BONUS_MEDIUM0-
CAI_VARIABLE_DILEMMA_BONUS_MEDIUM_FALLOFF0-
CAI_VARIABLE_DILEMMA_BONUS_SMALL0-
CAI_VARIABLE_DILEMMA_BONUS_SMALL_FALLOFF0-
CAI_VARIABLE_DILEMMA_PENALTY_LARGE0-
CAI_VARIABLE_DILEMMA_PENALTY_LARGE_FALLOFF0-
CAI_VARIABLE_DILEMMA_PENALTY_MEDIUM0-
CAI_VARIABLE_DILEMMA_PENALTY_MEDIUM_FALLOFF0-
CAI_VARIABLE_DILEMMA_PENALTY_SMALL0-
CAI_VARIABLE_DILEMMA_PENALTY_SMALL_FALLOFF0-
CAI_VARIABLE_DIPLOMACY_DISTANCE_GOAL_PRIORITY_MODIFIER0-
CAI_VARIABLE_EMERGENCY_UNIT_CULL_FORCE_PERCENTAGE_TO_CULL0-
CAI_VARIABLE_EMERGENCY_UNIT_CULL_TIME_WINDOW_MULTIPLIER0-
CAI_VARIABLE_FACTION_MANAGEMENT0-
CAI_VARIABLE_FACTION_MANAGEMENT_THRESHOLD0-
CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_LEVEL0-
CAI_VARIABLE_FINANCE_CONST_BIAS_EASY_TURNS0-
CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_LEVEL0-
CAI_VARIABLE_FINANCE_CONST_BIAS_HARD_TURNS0-
CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_LEVEL0-
CAI_VARIABLE_FINANCE_CONST_BIAS_LEGENDARY_TURNS0-
CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_LEVEL0-
CAI_VARIABLE_FINANCE_CONST_BIAS_NORMAL_TURNS0-
CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_LEVEL0-
CAI_VARIABLE_FINANCE_CONST_BIAS_VERY_HARD_TURNS0-
CAI_VARIABLE_FNCA_AID_MINOR_ALLY_PADJ0-
CAI_VARIABLE_FNCA_ALLY_MINOR_PADJ0-
CAI_VARIABLE_FNCA_JOIN_MINOR_ALLY_WADJ0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW_REGION_ADJUSTMENT0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_APPLY_PENALTY_BELOW_REGION_ADJUSTMENT0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_BONUS0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING0-
CAI_VARIABLE_FOOD_CTRL_BUILDING_PENALTY0-
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC0-
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_REGION_ADJUSTMENT0-
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC0-
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_REGION_ADJUSTMENT0-
CAI_VARIABLE_FOOD_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP0-
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_BONUS0-
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER0-
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_SIEGE_ENGINE_DECREASE0-
CAI_VARIABLE_FORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_THREAT0-
CAI_VARIABLE_GLOBAL_ENEMY_THREAT_MODIFIER0-
CAI_VARIABLE_HORDE_GROUPING_HORDES_TO_SPLIT_FROM_GROUP_ON_OVERSIZE0-
CAI_VARIABLE_HORDE_GROUPING_MAXIMUM_GROUP_SIZE0-
CAI_VARIABLE_HORDE_GROUPING_MAXIMUM_NEW_GROUP_MEMBERSHIP_DISTANCE0-
CAI_VARIABLE_IMPERIUM_ATTITUDE_BONUS_MODIFIER_AI0-
CAI_VARIABLE_IMPERIUM_ATTITUDE_BONUS_MODIFIER_PLAYER0-
CAI_VARIABLE_IMPERIUM_ATTITUDE_PENALTY_MODIFIER_AI0-
CAI_VARIABLE_IMPERIUM_ATTITUDE_PENALTY_MODIFIER_PLAYER0-
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_PROBABILITY_LOWER0-
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_PROBABILITY_UPPER0-
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_THRESHOLD_LOWER0-
CAI_VARIABLE_MIGRATION_ENEMY_STRENGTH_THRESHOLD_UPPER0-
CAI_VARIABLE_MIGRATION_FERTILITY_PROBABILITY0-
CAI_VARIABLE_MIGRATION_FERTILITY_THRESHOLD0-
CAI_VARIABLE_MIGRATION_THREATENING_HORDE_ATTITUDE_THRESHOLD0-
CAI_VARIABLE_MINOR_SETTLEMENT_FIELD_BATTLE_PERCENT0-
CAI_VARIABLE_MOBILE_STRENGTH_ARMY_WEIGHT0-
CAI_VARIABLE_MOBILE_STRENGTH_NAVY_WEIGHT0-
CAI_VARIABLE_NIGHT_BATTLE_PERCENT0-
CAI_VARIABLE_OCCUPATION_DECISION_TIME_HORIZON0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_APPLY_PENALTY_BELOW0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_BONUS0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_BUILDING_PENALTY0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC0-
CAI_VARIABLE_PUBLIC_ORDER_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP0-
CAI_VARIABLE_REBEL_QUALITY_MULTIPLIER0-
CAI_VARIABLE_REBEL_QUALITY_OFFSET0-
CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MAXIMUM0-
CAI_VARIABLE_REBEL_WAIT_TIMEOUT_MINIMUM0-
CAI_VARIABLE_RFB_EASY_NO_BELOW_MIN_UNITS0-
CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_NO_SETT_RETREAT0-
CAI_VARIABLE_RFB_EASY_YES_BELOW_RATIO_SETT_RETREAT0-
CAI_VARIABLE_RFB_HARD_NO_BELOW_MIN_UNITS0-
CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_NO_SETT_RETREAT0-
CAI_VARIABLE_RFB_HARD_YES_BELOW_RATIO_SETT_RETREAT0-
CAI_VARIABLE_RFB_NORMAL_NO_BELOW_MIN_UNITS0-
CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_NO_SETT_RETREAT0-
CAI_VARIABLE_RFB_NORMAL_YES_BELOW_RATIO_SETT_RETREAT0-
CAI_VARIABLE_RFB_TEST_VERSUS_AI0-
CAI_VARIABLE_RFB_VHARD_NO_BELOW_MIN_UNITS0-
CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_NO_SETT_RETREAT0-
CAI_VARIABLE_RFB_VHARD_YES_BELOW_RATIO_SETT_RETREAT0-
CAI_VARIABLE_SETTLEMENT_NIGHT_BATTLE_PERCENT0-
CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_ASSAULT0-
CAI_VARIABLE_SETTLEMENT_STRENGTH_MODIFIER_DEFEND0-
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_APPLY_BONUS_AT_OR_BELOW0-
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_APPLY_PENALTY_BELOW0-
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_BONUS0-
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_NEW_BUILDING_BONUS_SCALING0-
CAI_VARIABLE_SQUALOR_CTRL_BUILDING_PENALTY0-
CAI_VARIABLE_SQUALOR_CTRL_ONGOING_PROBLEM_CONVERSION_THRESHOLD_BASIC0-
CAI_VARIABLE_SQUALOR_CTRL_ONGOING_PROBLEM_DEMOLITION_THRESHOLD_BASIC0-
CAI_VARIABLE_SQUALOR_CTRL_ONGOING_PROBLEM_SCORE_PER_TURN_ACCUMULATION_CAP0-
CAI_VARIABLE_STRATEGIC_BALANCE_BASE_HEX_VALUE0-
CAI_VARIABLE_STRATEGIC_BALANCE_BASE_VALUE0-
CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_CAP0-
CAI_VARIABLE_STRATEGIC_BALANCE_HEX_VALUE_MULTIPLIER0-
CAI_VARIABLE_STRATEGIC_CONTEXT_ADJUSTMENT_PER_NUM_ENEMIES0-
CAI_VARIABLE_STRATEGIC_CONTEXT_ADJUSTMENT_VALUE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_EXISTING_STANCE_GROUP_SCORE_BONUS_CAP0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_CURRENT_ATTITUDE_ADJUSTMENT_MULTIPLIER0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_FRIENDLY_BIAS0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_SUBJUGATION_PER_STANCE_DROP_RATE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_BEING_HUMAN0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_CURRENT_ATTITUDE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_CORE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_DIPLOMATIC_TREATIES_TRANSITIVE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_EXISTING_STANCE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_IMPORTANCE0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_SUBJUGATION0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TASKS0-
CAI_VARIABLE_STRATEGIC_STANCE_CONTROL_WEIGHT_FOR_TREACHERY0-
CAI_VARIABLE_TURNS_TO_IGNORE_SETTLEMENT_AFTER_SACKING0-
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_BONUS0-
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER0-
CAI_VARIABLE_UNFORTIFIED_SETTLEMENT_FORTIFICATION_MULTIPLIER_THREAT0-
CAI_VARIABLE_VICTORY_REGION_MINIMUM_EXTRA0-
CAI_VARIABLE_VICTORY_REGION_MINIMUM_FERTILITY0-
CAI_VARIABLE_VICTORY_REGION_MINIMUM_TOTAL0-

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_fire1toggle abandon_when_on_fire
abilities_op_height_increment1.2How many ticks does an ability stance stay tracked
abilities_op_own_active0Render the abilities that are mine & active
abilities_op_start_height5.2How many ticks does an ability stance stay tracked
abilities_op_under_effect0Render the abilities that are affecting me
ability_arc_width5.0-
ability_effect_ui_enabled1If false, then no ui gets shown when ability cast on units
ABILITY_MAJOR_CASUALTIES0.002the chance for each person to die each tick
ABILITY_MINOR_CASUALTIES0.001the chance for each person to die each tick
ability_stance_tracking_duration100.0How many ticks does an ability stance stay tracked
accumulated_screenshot_gamma_fix_enabled0-
adc_enabled1Determines if aide de camp is enabled
advisor_mode2Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both
ADVISOR_REQUEST_FORTHCOMING_TIMEOUT2.0-
AE_BACKWARD_RATIO0-
AE_FORWARD_RATIO0.25-
AE_RECORD0-
AE_X_MOVE_AMOUNT1.25-
aec_add_asserts_for_towers0Should we assert about tower specific info?
aec_cancel_on_move0Do we exit the tower on a move order?
aec_display_debug_lines0Should we draw debug lines for siege equipment information?
aec_dock_plat_wall0When attached to the wall, should we use the wall or tower platforms?
aec_engine_attach1if the equipment is an engine, do we attach like a normal engine?
aec_following_always_squared1.0How close to the destination should the following squad be to alway re-intercept?
aec_following_intercept_angle_rad0.1How far off the facing does the following squad have to be to-reintercept?
aec_following_intercept_dist4.0How far away does the following squad have to be to-reintercept?
aec_following_squad_width_ratio2.8How wide is the following squad relative to the equipment's radius?
aec_intercept_distance_from_dock1.5If intercepting first, how far (directly) away from the dock point do we go?
aec_move_following_squad1Does the squad moving on the ground follow the tower?
aec_move_without_position0Can the tower be moved even if everyone isn't in it?
aec_ram_attack_speed_secs3.7How fast does the ram attack?
aec_ram_first_attack_time_secs1.8How fast does the ram attack?
aec_tower_radius_increase_for_ramp1.85How many extra meters do we make the tower's radius so it moved back from the wall?
AGENT_INDICATOR_ARMY_OFFSET_FROM_EACHOTHER_Z0.42-
AGENT_INDICATOR_ARMY_OFFSET_X-0.75-
AGENT_INDICATOR_ARMY_OFFSET_Y0-
AGENT_INDICATOR_ARMY_OFFSET_Z2.8-
AGENT_INDICATOR_FACTION_OFFSET_Z2.2-
AGENT_INDICATOR_FACTION_SCALE1.75-
AGENT_INDICATOR_NAVY_OFFSET_FROM_EACHOTHER_Z0.42-
AGENT_INDICATOR_NAVY_OFFSET_X0.9-
AGENT_INDICATOR_NAVY_OFFSET_Y0.3-
AGENT_INDICATOR_NAVY_OFFSET_Z2.5-
AGENT_INDICATOR_OFFSET_FROM_EACHOTHER_SETTLEMENT_OFFSET_Z0.42Settlement agent indicator separation on Z
AGENT_INDICATOR_OFFSET_FROM_EACHOTHER_UNOCCUPIED_SETTLEMENT_OFFSET_Z0.42Unoccupied settlement agent indicator separation on Z
AGENT_INDICATOR_SETTLEMENT_OFFSET_X-0.7Settlement agent indicator x offset
AGENT_INDICATOR_SETTLEMENT_OFFSET_Y0Settlement agent indicator y offset
AGENT_INDICATOR_SETTLEMENT_OFFSET_Z5.1Settlement agent indicator z offset
AGENT_INDICATOR_SETTLEMENT_SCALE0.8Settlement agent indicator x offset
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_X-0.3Unoccupied settlement agent indicator x offset
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_Y0Unoccupied settlement agent indicator y offset
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_OFFSET_Z3.2Unoccupied settlement agent indicator z offset
AGENT_INDICATOR_UNOCCUPIED_SETTLEMENT_SCALE1.3Unoccupied settlement agent indicator x offset
agent_los_scale1.0Line of sight scale multiplier for campaign agents
ai_brace_begin_threshold_distance100.0-
AI_FORCE_ATTACK_PLAN0Forces the AI to go on the attack and forego any analysis of its own
AI_FORCE_DEFENCE_PLAN0Forces the AI to go on the defence and forego any analysis of its own
AI_FORCE_WITHDRAW_PLAN0Forces the AI to withraw and forego any analysis of its own
AI_FULFILLMENT_EVALUATION_DAMPENING0-
ALIGN_TO_TERRAIN1-
ALL_UNITS_VISIBLE0all units visible
ALLIANCE_COLOUR_ALLY0.333Determines colour used for allys alliance
ALLIANCE_COLOUR_DESTROYED0.502Determines colour used for destroyed alliance
ALLIANCE_COLOUR_ENEMY0.769Determines colour used for enemys alliance
ALLIANCE_COLOUR_NEUTRAL1.0Determines colour used for neutral alliance
ALLIANCE_COLOUR_PLAYER1.0Determines colour used for players alliance
alliance_faction_colours0If 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_LOSING0.25-
ALLIANCE_RELATIVE_STRENGTH_WINNING0.75-
allow_ai_deployment1Setting this to false would make the ai armies use deployment.
allow_multiple_docking1-
ALWAYS_ALIGN_TO_TERRAIN0-
ALWAYS_OVERRIDE_FACIAL_ANIMATION0always override facial animation regardless of camera distance
ALWAYS_SAVE_BATTLE_REPLAY0Ensures that even in Final Release Builds a battle replay is saved
AMBIENCE_GROUND_TYPE_DIRECTIONS8-
AMBIENCE_GROUND_TYPE_SAMPLE_DISTANCE5.0-
AMBIENCE_GROUND_TYPE_SAMPLES12-
AMBUSH_CUSTCENE_BREAKOUT_DELAY_TIME2.0-
ANGLE_IN_DEGREES_FACING_FORWARD20.0-
ANGLE_IN_DEGREES_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS50.0-
ANIMAL_RANDOM_BEARING_OFFSET0.524-
ANIMAL_RANDOM_POSITION_OFFSET0.1-
AOIT_GRASS_MAX_DISTANCE15.0-
AOIT_GRASS_MIN_DISTANCE0-
AOIT_TREE_MAX_DISTANCE35.0-
AOIT_TREE_MIN_DISTANCE0-
app_multirun0Allow multiple instances of the application
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_085-
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_190-
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_295-
AREA_PERCENT_FILL_LEVEL_CAP_BUILDING_LEVEL_3100-
AREA_PERCENT_FULL_THRESHOLD_LEVEL_190-
AREA_PERCENT_FULL_THRESHOLD_LEVEL_295-
AREA_PERCENT_FULL_THRESHOLD_LEVEL_3100-
arena_battle_script_file0-
ARMY_FLAG_SCALE0.65Flag scale for an army
ARMY_FLAG_WIND_STRENGTH0.2Flag wind strength
ARMY_FLAG_Y_OFFSET0.2Y offset for an army
async_vfs1-
ATTACK_EVENT_COOLDOWN_TIME0.25-
AUDIO_AMBIENCE_HEIGHT_CHANGE_TIME0.3-
AUDIO_CAMERA_TRANSITION_SOUND_TIMING0.4-
AUDIO_CAMPAIGN_ANIMATION_MAX_DISTANCE40.0-
AUDIO_CAMPAIGN_CAMERA_AABB_OFFSET20.0-
AUDIO_CAMPAIGN_HUNNIC_INFLUENCE25.0-
AUDIO_CAMPAIGN_TREE_BURNING_DISTANCE1.5-
AUDIO_CAMPAIGN_TREE_BURNING_DISTANCE_UNIQUE6.0-
AUDIO_CAMPAIGN_TREE_BURNING_TIME4.0-
AUDIO_CAMPAIGN_UPDATE_DISTANCE5.0-
AUDIO_MIN_DISTANCE_FROM_WATER_HEIGHT0.1-
audio_mute_in_background1Mute game audio when not in focus
audio_quality00 = high(default), 1 = low
AUDIO_RAIN_HEIGHT_CAP125.0-
AUDIO_RAIN_HEIGHT_CHANGE_TIME0.6-
AUDIO_RELOAD_CAMPAIGN_MAP_SETTINGS0-
AUDIO_SHIP_SPEED_CHANGE_TIME2.0-
audio_sink_type00 = detect, 1 = XAudio2, 2 = DirectSound
audio_speaker_configuration00 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1
AUDIO_WIND_HEIGHT_CAP125.0-
AUDIO_WIND_HEIGHT_CHANGE_TIME0.3-
AUDIO_WIND_HEIGHT_SCALE0.6-
AUDIO_WIND_OCCLUSION_DISTANCE60.0-
AUTO_SET_ON_FIRE0-
automanage_regions0Let the AI manage taxes etc in players regions
autoresolve_difficulty0Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy
autoresolver_unit_scaling_enabled1-
autosave_to_disk_and_cloud0Save a copy of autosaves to the cloud
award_all_achievements0-
AWARENESS_ANIM_MAX_TIME45.0-
AWARENESS_ANIM_MIN_TIME10.0-
barrage_arrival_time_sec2.0how long it takes for a bombard to arrive on the battlefield
barrage_radius16.0how wide the area of effect is for barrages
batter_meter0Show battery status
battle_advice_level2Sets advice level in the battle game
BATTLE_AI_EXCLUSIVE0AI versus AI (no manual player control)
BATTLE_AI_INVERT0Inversely defaults the AI-controlled force to be the 'other' one
BATTLE_AI_LOG_MELEE0Spools Melee Manager decision-making. WARNING - May cripple the frame-rate!
BATTLE_AUDIO_CITY_SAMPLE_COUNT16-
BATTLE_AUDIO_CITY_SAMPLE_DISTANCE4.0-
BATTLE_AUDIO_CITY_SAMPLE_ROW_COUNT5-
BATTLE_BRIDGE_GROUND_SNAP_TOLERANCE1.0-
battle_building_always_draw_last_lod1-
battle_building_enable_lod_size_scale0-
battle_building_fix_lod_range1-
battle_building_lod0_distance100.0-
battle_building_lod1_distance200.0-
battle_building_lod2_distance300.0-
battle_building_lod3_distance600.0-
battle_building_lod4_distance10000.0-
battle_building_lod_scale_nominal_size20.0-
battle_building_no_draw_distance_calibration400.0-
battle_building_no_draw_enable1-
battle_building_no_draw_size_calibration2.0-
battle_camera_bookmark_smooth0.02-
BATTLE_CAMERA_EDGE_SCROLL_BORDER_BOTTOM0.002Distance from bottom edge of screen before camera scroll triggered
BATTLE_CAMERA_EDGE_SCROLL_BORDER_LEFT0.002Distance from left edge of screen before camera scroll triggered
BATTLE_CAMERA_EDGE_SCROLL_BORDER_RIGHT0.002Distance from right edge of screen before camera scroll triggered
BATTLE_CAMERA_EDGE_SCROLL_BORDER_TOP0.002Distance from top edge of screen before camera scroll triggered
BATTLE_CAMERA_EDGE_SCROLL_DEBUG_BORDER0If true, debug lines drawn to show scroll borders so easier to determine when will hit
BATTLE_CAMERA_EDGE_SCROLL_DELAY_BOTTOM0Delay before camera starts scrolling after mousing over bottom scroll border
BATTLE_CAMERA_EDGE_SCROLL_DELAY_LEFT0Delay before camera starts scrolling after mousing over left scroll border
BATTLE_CAMERA_EDGE_SCROLL_DELAY_RIGHT0Delay before camera starts scrolling after mousing over right scroll border
BATTLE_CAMERA_EDGE_SCROLL_DELAY_TOP0Delay before camera starts scrolling after mousing over top scroll border
BATTLE_CAMERA_PLAYABLE_AREA_OFFSET100.0This 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_enabled1Enable battle camera shake effects
BATTLE_CAMERA_SMOOTHING_DECAY-15.0Determines smoothing decay for battle camera (should be negative number)
battle_camera_tw_direction_height_mul_at_max_angle0.75-
battle_camera_tw_direction_height_mul_at_min_angle0.5-
battle_cinematic_display_directory0-
battle_civilian_chance_to_catch_alight_multiplier0.25-
battle_civilian_chance_to_select_closer_entity_target0.75-
battle_civilian_debug_areas0-
battle_civilian_debug_print_area_info0-
battle_civilian_debug_shelter_buildings0-
battle_civilian_debug_shelters0-
battle_civilian_debug_valid_positions0-
battle_civilian_distance_to_enter_shelter1.0-
battle_civilian_flee_alight_direction_variation0.5-
battle_civilian_fleeing_recalc_test_distance50.0-
battle_civilian_fleeing_shelter_search_radius50.0-
battle_civilian_fleeing_threats_enemy_unit_test_radius200.0-
battle_civilian_force_spawn_all_areas0-
battle_civilian_max_civilians_attacking_a_single_target5-
battle_civilian_max_distance_from_deploy_area_to_attack_target300.0-
battle_civilian_max_distance_to_attack_target100.0-
battle_civilian_max_threat_radius150.0-
battle_civilian_max_time_ms_delay_to_exit_burning_disabled_building10000.0-
battle_civilian_max_time_ms_delay_to_exit_disabled_building3000.0-
battle_civilian_max_time_ms_delay_to_set_alight10000.0-
battle_civilian_min_distance_to_wander_to_shelter20.0-
battle_civilian_min_time_ms_delay_to_exit_burning_disabled_building3000.0-
battle_civilian_min_updates_before_recalc30-
battle_debug_camera_constraints1-
battle_difficulty0Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy
BATTLE_DYNAMIC_MUSIC_CAPTURE_POINT_DISTANCE_SQUARED90000.0-
BATTLE_DYNAMIC_MUSIC_PROJECTILE_MAX_DISTANCE_SQUARED40000.0-
BATTLE_DYNAMIC_MUSIC_PROJECTILE_UPDATE_TIME1.5-
battle_entity_always_draw_last_lod1-
battle_entity_distance_scalar1.0-
battle_entity_large_distance_scalar30.0-
battle_entity_lod0_distance5.0-
battle_entity_lod1_distance10.0-
battle_entity_lod2_distance30.0-
battle_entity_lod3_distance100.0-
battle_entity_lod4_distance10000.0-
battle_entity_medium_distance_scalar1.2-
battle_entity_small_distance_scalar1.0-
battle_fauna_always_create_boars0-
battle_fauna_always_create_camels0-
battle_fauna_always_create_crows0-
battle_fauna_always_create_deer0-
battle_fauna_always_create_elephants0-
battle_fauna_always_create_ibises0-
battle_fauna_always_create_lions0-
battle_fauna_always_create_milans0-
battle_fauna_always_create_peasants0-
battle_fauna_always_create_seagulls0-
battle_fauna_always_create_turtle_doves0-
battle_fauna_always_create_vultures0-
battle_fauna_always_create_whales0-
battle_fauna_always_create_wolves0-
battle_fauna_draw_attractor_debug_markers0-
battle_fauna_draw_debug_flying_splines0-
battle_fauna_draw_debug_markers0-
battle_fauna_no_fauna0-
battle_fauna_stress_test0-
BATTLE_LOG_DEBUGDRAW0Enables rendering of the Battle Log Messages to the display in world-space
BATTLE_LOG_SPOOL0Enables spooling output of Battle Log Messages
battle_logger_disable_dialogs1Do we disable asserts showing when the logger is running?
BATTLE_OVERRIDE_GAME_SPEED-1.0If this is set to anything other than -1 then game speed will be force to run at this speed
battle_prop_override_model_key0-
battle_prop_scale_position1.0-
battle_prop_x_offset0-
battle_prop_y_offset0-
battle_realism_mode1Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera
BATTLE_REPLAY_TIMESTAMP0Appends the battle replay filename with the date/time to prevent future overwriting
battle_shadow_split_scale1.0-
BATTLE_SHADOW_SPLIT_SCALE0.75-
battle_ship_always_draw_last_lod1-
battle_ship_lod0_distance60.0-
battle_ship_lod1_distance120.0-
battle_ship_lod2_distance200.0-
battle_ship_lod3_distance300.0-
battle_ship_lod4_distance10000.0-
battle_show_area_dividers0-
battle_startup_player_alliance0-
battle_startup_player_army0-
battle_static_quadtree_border_size0-
BATTLE_TERRAIN_DISPLAY_DEPLOYMENT_AREA_HEIGHT6.0The height of the coloured deployment spline
BATTLE_TERRAIN_DISPLAY_PLAYABLE_BORDER_ENABLED1-
battle_threat_icons1Show the threat of a unit on the unit id when a single unit is selected
battle_time_limitnanSets the time (in minutes) for each battle. -1 for unlimited
BATTLE_VICTORY_COUNTDOWN_S2.0-
battle_view_very_large_static_quadtree0-
battle_visibility_min_tree_distance0-
battle_visibility_render_target_size512-
BATTLE_VO_MAX_WAITING_TIME1.0-
battle_vomit_anims_weight0.15-
BEARING_IN_DEGREES_TO_POSITION_TO_CONSIDER_ENTITY_ANIMS45.0-
begin_battle_with_camera_faded1-
BEING_CHARGED_REACTION_CHANCE0.6Chance of playing a reaction animation when being charged
BERSERK_KILL_RATIO0.35how many kills to we have to make to go berserk (relative to our numbers)
BERSERK_TICK_TIMEOUT100how long do we wait before berserk times-out
bink_use_thread1tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true)
blm_debug_masks0-
block_ui_lighting_changes0-
BLOOD_INTENSITY_INCREMENT0.25-
BLOOD_INTENSITY_RAMP_IN_TIME1.5-
BMD_LOAD_GRASS1if this is set to false, then no grass will be loaded
BMD_LOAD_TREES1if this is set to false, then no trees will be loaded
BOARDING_BORDER5.0-
boarding_circle_sectors0-
bombard_projectile8-
bombard_recharge_time_sec2.0how long it takes for a bombard to be ready
bombard_time_frame_sec6.0the timeframe duration a shell could arrive within
bottom_scaler0.35-
break_on_cannon_id160-
browser_window_height_scale-1.0browser windows dimensions on screen
browser_window_pos_xnanbrowser windows position on screen
browser_window_pos_ynanbrowser windows position on screen
browser_window_width_scale-1.0browser windows dimensions on screen
BUFFER_MANAGER_CREATE_RESOURCE_SORTED1-
BUILDING_AREA_DIVIDER_DEBUG0-
BUILDING_DESTROYED_KILLZONE1.5-
building_destruction_anims1building_destruction_anims are loaded up and played
building_destruction_emitters1building_destruction_emitters are loaded up and played
building_display_enable_simple_add_instance1-
building_effect_partially_visible_alpha0.05-
building_filename_break10break on building
BUILDING_FIRE_PROPAGATION1-
BUILDING_FIRE_STAGE_ONE_DURATION18.0-
BUILDING_FIRE_STAGE_TWO_DURATION10.0-
BUILDING_LITE_BURN_SHADER_AMOUNT0.3-
BUILDING_LITE_FIRE_STAGE_ONE_DURATION30.0-
BUILDING_LITE_FIRE_STAGE_TWO_DURATION15.0-
BUILDING_LITE_MAX_BURN_SHADER_AMOUNT1.0-
BUILDING_MEMORY_BUDGET_MB40.0-
BUILDING_MEMORY_REPORT_NUM_PLATFORMS20-
building_model_break16break on building model
building_model_xml_break16break on building model
building_scale0.42-
BURN_SHADER_AMOUNT0.3-
bzm_validate_zones1Do we want to go through the battlefield zones and validate them all
cache_constants1-
cache_ps_resources1-
cache_render_states1-
cache_shader1-
cached_spline_use_elevation0-
cached_spline_vfx_length0.1-
CAI_BDI_COMPLETION_REPORTER_PRIORITY10000.0On related component completion reports this to the console.
CAI_BDI_WORLD_AND_ANALYSIS_BELIEF_PRIORITY100Externally managed world and analysis elements are system 'beliefs', these are considered at this arbitrary priority
CAI_DIPLOMACY_NEGOTIATION_DISPLAYED_LIKELIHOOD_THRESHOLD_HIGH4.0Deals above this value will be displayed as likely to be accepted
CAI_DIPLOMACY_NEGOTIATION_DISPLAYED_LIKELIHOOD_THRESHOLD_LOW-4.0Deals below this value will be displayed as unlikely to be accepted
cai_enable_diplomacy_log0-
CAI_MAXIMUM_NUMBER_OF_ROUNDS_TO_RETAIN_GOAL_FAILURE_MEMORY10Length of failed goal memory in rounds. anything older than this is removed
CAI_MEM_LOG_TURNS_PER_FILE25Controls number of turns' data stored in each memory usage log.
CAI_MILITARY_GENERATOR_EXPLORATION_BIAS0.5Exploration bias of the military generator MCTS search
CAI_MILITARY_GENERATOR_HEURISTIC_BIAS1.0Heuristic bias of the military generator MCTS search
CAI_MILITARY_GENERATOR_RANDOM_BIAS0.4Random bias of the military generator MCTS search
CAI_MILITARY_GENERATOR_SEARCH_MAX_ITERATIONS100Max iterations for depth first search. Higher the number, the more variety but the longer it takes.
CAI_MILITARY_GENERATOR_SIZE_PENALTY0.05Score penalty for recruiting less than the requested amount of units in the military generator MCTS search
cai_negotiation_gift_penalty10.0-
cai_negotiation_gift_penalty_cooldown1.0-
cai_negotiation_matching_goal_bonus10.0-
CAI_PERF_LOG_TURNS_PER_FILE25Controls number of turns' data stored in each perf log.
cai_strategic_balance_proportion_of_vassal_strength_own0-
cai_strategic_balance_proportion_of_vassal_strength_their0-
CAI_STRENGTH_AUTORESOLVER_TEST0Controls 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_task4-
cai_trade_agreement_value_multiplier2.0-
cai_treachery_falloff2.0-
cam_dof_circle_radius0-
camera_bookmark_smooth1.0-
CAMERA_FAR_CLIP_PLANE0-
camera_height_grid_max_building_height1000.0-
CAMERA_HEIGHT_MAX_LAND100.0-
CAMERA_HEIGHT_MAX_LAND_MP100.0-
CAMERA_HEIGHT_MAX_SEA150.0-
CAMERA_HEIGHT_MAX_SEA_MP180.0-
CAMERA_HEIGHT_MIN_LAND2.5-
CAMERA_HEIGHT_MIN_SEA15.5-
CAMERA_LINEAR_SPEED0-
camera_move_speed100.0Set camera movement speed
CAMERA_MOVE_SPEED_MAX100.0-
CAMERA_MOVE_SPEED_MIN10.0-
CAMERA_NEAR_CLIP_PLANE0-
CAMERA_RTS_GRADIENT2.2-
CAMERA_RTS_RADIUS12.0-
CAMERA_SPEED1.5camera_speed
camera_temp0_w0-
camera_temp0_x0-
camera_temp0_y0-
camera_temp0_z0-
camera_temp1_w0-
camera_temp1_x0-
camera_temp1_y0-
camera_temp1_z0-
camera_temp2_w0-
camera_temp2_x0-
camera_temp2_y0-
camera_temp2_z0-
camera_turn_speed5.0Set camera turn speed
CAMERA_TURN_SPEED5.0-
campaign_advice_level0Sets advice level in the campaign game
campaign_agent_locomotion_speed1.25Multiplier for distance travelled per loco update
campaign_animation_fallback_blendtime0.75-
campaign_camera_edge_scroll_delay0.2Set 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_SPEED50.0Sets the pan speed of the campaign camera
CAMPAIGN_CAMERA_SMOOTHING_DECAY-10.0Determines smoothing decay for campaign camera (should be negative number)
CAMPAIGN_CAMERA_TILT_SPEED100.0Sets the tilt speed of the campaign camera
campaign_character_fade_per_second2.0-
campaign_character_force_fade0-
campaign_character_master_alpha_fade_in_seconds0.2-
campaign_character_render_active_log0-
campaign_character_render_bone_names0-
campaign_character_render_bones0-
campaign_character_render_effects_debug0-
campaign_character_render_locomotion_tween0-
campaign_dead_character_fade_s5.0-
CAMPAIGN_DESERT_EMITTERS_COUNT16-
CAMPAIGN_DESERT_EMITTERS_SAMPLE_COUNT5-
CAMPAIGN_DESERT_INTENSITY_SHROUD0.9-
CAMPAIGN_DESERT_SAMPLE_DISTANCE1.5-
campaign_difficultynanSets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy
CAMPAIGN_DISPLAY_BORDERS_ENABLED1-
CAMPAIGN_DISPLAY_BUILDINGS_ENABLED1-
CAMPAIGN_DISPLAY_CHARACTERS_ENABLED1-
CAMPAIGN_DISPLAY_EFFECTS_ENABLED1-
CAMPAIGN_DISPLAY_FLAGS_ENABLED1-
CAMPAIGN_DISPLAY_GARRISON_RESIDENCE_RENDER_ENABLED1-
CAMPAIGN_DISPLAY_MARKERS_ENABLED1-
CAMPAIGN_DISPLAY_PROPS_ENABLED1-
CAMPAIGN_DISPLAY_SHROUD_ENABLED1-
CAMPAIGN_DISPLAY_TERRAIN_ENABLED1-
CAMPAIGN_DISPLAY_TRADE_ENABLED1-
CAMPAIGN_DISPLAY_TREES_ENABLED1-
CAMPAIGN_DISPLAY_WILDLIFE_ENABLED1-
campaign_flag_texture_overlay_offset_w0.3-
campaign_flag_texture_overlay_offset_x0.15-
campaign_flag_texture_overlay_offset_y0.2-
campaign_flag_texture_overlay_offset_z0.6-
CAMPAIGN_FOREST_DISTANCE_FORWARD12.0-
CAMPAIGN_FOREST_RADIUS_BELOW4.0-
CAMPAIGN_FOREST_RADIUS_FORWARD8.0-
campaign_general_rank_up_tick12campaign_ninja_rank_up_tick
campaign_grass_always_draw_last_lod1-
campaign_grass_lod0_distance60.0-
campaign_grass_lod1_distance60.0-
campaign_grass_lod2_distance60.0-
campaign_grass_lod3_distance60.0-
campaign_grass_lod4_distance60.0-
CAMPAIGN_MUSIC_TRACKS_BEFORE_UNLOCK8-
CAMPAIGN_MUSICIAN_SOUND_COOLDOWN3.5-
campaign_ninja_rank_up_tick16-
campaign_prop_large_size_threshold1.0-
campaign_props_max_distance60.0-
campaign_sea_transparency_override-1.0-
campaign_sea_uv_scale-1.0-
CAMPAIGN_SELECTION_SOUND_COOLDOWN0.8-
campaign_shadow_split_scale0.1-
campaign_shroud_display_suppress0-
CAMPAIGN_SHROUD_SAMPLE_COUNT16-
CAMPAIGN_SHROUD_SAMPLE_DISTANCE1.5-
CAMPAIGN_SHROUD_SAMPLE_ROW_COUNT5-
campaign_sky_scale37.5-
CAMPAIGN_TELEPORT_ACTIVE0When active teleport mode will be enabled by default (this is for userscript not console
campaign_tick_pause0Set default for if the model should tick for campaign
campaign_time_limitnanSets the time (in minutes) for each round of the campaign. -1 for unlimited
campaign_tree_always_draw_last_lod1-
campaign_tree_lod0_distance30.0-
campaign_tree_lod1_distance60.0-
campaign_tree_lod2_distance90.0-
campaign_tree_lod3_distance120.0-
campaign_tree_lod4_distance10000.0-
CAMPAIGN_UI_SPECIAL_SOUND_COOLDOWN0.25-
campaign_view_min_wind_strength0.5-
campaign_view_wind_multiplier20.0-
CAMPAIGN_VO_COOLDOWN0.25-
CAMPAIGN_VO_MAX_WAITING_TIME1.0-
CAMPAIGN_WATER_EMITTERS_COUNT16-
CAMPAIGN_WATER_EMITTERS_SAMPLE_COUNT5-
CAMPAIGN_WATER_SEA_INTENSITY_SHROUD0.9-
CAMPAIGN_WATER_SEA_SAMPLE_DISTANCE1.5-
CAMPAIGN_Z_SCALE1.155-
campaign_zocs_always_shown_for_selected_force0Always displays the zone of control for the selected force, not just when the mouse is over it.
can_control_allies0For arena, if true you can select allies and give them orders
CAN_PLAY_ANIM_MAX_DELAY3-
cannon_crew_validity0toggle_cannon_crew_validity
cannon_impulse1000.0-
CANTABRIAN_DISTANCE_TO_SKIRMISH_AWAY5.0How far away should the circle be palces if the unit is in skirmish interrupt
CANTABRIAN_MAXIMUM_RADIUS28.0What is the absolute maximum size of the circle
CANTABRIAN_MIN_MOVE_AWAY_DISTANCE2.0Should the unit use it's own position to updated the desired position
CANTABRIAN_MINIMUM_RADIUS9.0What is the absolute minimum size of the circle
CANTABRIAN_NEW_MOVE1Should we use the new movement mode
CANTABRIAN_NO_FIRE0Don't fire your weapons
CANTABRIAN_RADIUS_RATIO_TO_MEN0.7How fast should the cantabrian circle increase each frame
CANTABRIAN_ROTATE_INCREASE_EACH_FRAME0.4How fast should the cantabrian circle increase each frame
CANTABRIAN_ROTATION_SKIRMISH_RATIO1.1How much faster should the circle rotate while in skirmish interrupt
CANTABRIAN_SINE_WAVE_AMPLITUDE1.5If we're using a sin wave to move around the circle, what's it's amplitude
CANTABRIAN_SINE_WAVE_FREQUENCY100.01If we're using a sin wave to move around the circle, what's it's frequency
CANTABRIAN_SKIRMISH_RADIAN_INCREASE0.04How much extra should we increase each frame(during skirmish)
CANTABRIAN_SPEED_RUN1Should we run when in Cantabrian circle
CANTABRIAN_UPDATE_POSITION1Should the unit use it's own position to updated the desired position
CANTABRIAN_USE_SINE_OFFSET1Should we add a sin wave offset to the position
capture_shadows0-
casualties_famous_weighting4.0Max amount of battles on map
CAVALRY_SKIRMISH_COLLISION_TIME10.0the time to forward predict being hit; to start skirmishing
chance_of_adding_AI_battle0Chance of adding a fully AI battle
CHANCE_PER_ENTITY_POINT_TO_ANIM20-
CHANCE_TO_DEVELOP_NEW_HEX100-
CHANCE_TO_OPEN_EXPLORATION_POINT10-
CHARACTER_MODEL_SCALE1.0-
character_mouseover_vfx_alpha0.33-
character_out_of_ap_hidden_amount1.0-
character_out_of_ap_hidden_ap_threshold0.02-
character_render_equipment_test0-
character_render_test0-
CHARGE_CHECK_DISTANCE_TIME0.5-
CHARGE_SOUND_MAX_DELAY0.5-
charge_target_update_distance0.5-
CHARIOT_REIN_APPEAR_ITERATIONS20-
CHARIOT_REIN_HARNESS1_TRANSLATE_X0.17-
CHARIOT_REIN_HARNESS1_TRANSLATE_Y0.22-
CHARIOT_REIN_HARNESS1_TRANSLATE_Z0.2-
CHARIOT_REIN_HARNESS2_TRANSLATE_X-0.17-
CHARIOT_REIN_HARNESS2_TRANSLATE_Y0.22-
CHARIOT_REIN_HARNESS2_TRANSLATE_Z0.2-
CHARIOT_REIN_SLACK953267991-
CHART_DRAW_GAME_UPDATE_TIME_PAUSE0-
CHART_DRAW_GAME_UPDATE_TIME_SCALE1.0-
chat_window_height_scale-1.0chat windows dimensions on screen
chat_window_pos_xnanchat windows position on screen
chat_window_pos_ynanchat windows position on screen
chat_window_width_scale-1.0chat windows dimensions on screen
CHECK_DUPLICATE_TREES1-
check_for_cross_frame_dependencies0-
CINDY_BOX_SIZE0.3-
cindy_draw_handles0-
CINDY_ENABLE_RECORDING_FORCE_LOD0-
CINDY_ENABLE_STATUS_RENDER0-
CINDY_POINT_LIGHT_SHADOW_QUALITY_HIGH1-
CINDY_POINT_LIGHT_SHADOWS_ENABLED1-
cindy_shadow_index0-
cindy_shadows0-
cindy_smoothing_parameter0.3cindy_smooth_parameter
cindy_smoothing_threshold1.0-
CINEMATIC_EVENT_GAP_INTERVAL_MS30000-
CINEMATIC_EVENT_MARKER_HEIGHT2-
CINEMATIC_EVENT_MARKER_POSITION_X0-
CINEMATIC_EVENT_MARKER_POSITION_Y0-
CINEMATIC_EVENT_MARKER_POSITION_Z0-
circle_arc_subdivision48.0-
city_radius8.0-
civilian_displaced_pipe_speed_modifier10.0-
clamp_dragouts1If 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_OFFSET1.02-
clipping_plane_distance120.0-
collision_rot0alters collision rotation
collision_rot_flag1toggle collision rotation
combat_outcome_prediction_debugging_attack_direction5-
combat_outcome_prediction_debugging_height_delta0-
combat_outcome_prediction_debugging_initial_separation100.0-
combat_outcome_prediction_debugging_situation_type19-
combat_outcome_prediction_debugging_unit_attacker0-
combat_outcome_prediction_debugging_unit_defender0-
combat_witness_assert_no_animation0assert when no matched combat or syncher animations are found
COMBAT_WITNESS_CHAIN_PROBABILITY1.0probability of allowing chaining attacks
COMBAT_WITNESS_CHAINING_SELECTION_BIAS0.1selection weight bias for chaining animations
COMBAT_WITNESS_DISMEMBER_SELECTION_BIAS1.0selection weight bias for dismembering animations
COMBAT_WITNESS_DURATION_WEIGHT_THRESHOLD2.0matched combat duration threshold above which selection weight will be reduced
combat_witness_kill_without_animation0kill when no matched combat or syncher animations are found
COMBAT_WITNESS_NAVAL_SKIP_NON_KILL_PROBABILITY0.8probability of skipping non-killing animations for naval boarding
COMBAT_WITNESS_RADIUS_WEIGHT_THRESHOLD1.0matched combat radius threshold above which selection weight will be reduced
COMBAT_WITNESS_RESTRICT_SPACE1restrict space available for matched combat
COMBAT_WITNESS_USE_FLEEING_MATCHED_COMBAT0use matched combat against fleeing enemy; else use motion syncher
combat_witness_use_secondary_attacks1use the combat witness secondary attack system
combustion_modifier0.005-
command_responsiveness_timing_output_unit_idnan-
COMMAND_STAR_ARMY_OFFSET_FROM_EACHOTHER_Z0.35-
COMMAND_STAR_ARMY_OFFSET_X0.9-
COMMAND_STAR_ARMY_OFFSET_Y0-
COMMAND_STAR_ARMY_OFFSET_Z2.3-
COMMAND_STAR_ARMY_SCALE0.6-
COMMAND_STAR_NAVY_OFFSET_FROM_EACHOTHER_Z0.35-
COMMAND_STAR_NAVY_OFFSET_X0.6-
COMMAND_STAR_NAVY_OFFSET_Y0-
COMMAND_STAR_NAVY_OFFSET_Z1.95-
compile_shaders_from_file0-
component_3d_models_enabled1-
CONSIDER_CHARGING_TIME1.8-
CONTEXT_CAMERA_FAR_PLANE5000.0-
CONTEXT_CAMERA_FOV1.571-
CONTEXT_CAMERA_NEAR_PLANE0.15-
controller_selection_precision10Set how accurate the cursor position needs to be to activate game objects and UI: 0 - 50
conversion_constants_conversion_points_base1.9-
conversion_constants_conversion_points_mult2.4-
conversion_constants_conversion_points_zeal_mult0.05-
conversion_constants_pop_added200.0-
conversion_constants_pop_mult0.004-
CREAK_SIEGE_TOWER_TIME_HIGH_FREQUENCY3.0-
CREAK_SIEGE_TOWER_TIME_HIGHEST_FREQUENCY2.0-
CREAK_SIEGE_TOWER_TIME_LOW_FREQUENCY7.0-
CREAK_SIEGE_TOWER_TIME_LOWEST_FREQUENCY9.0-
CREAK_SIEGE_TOWER_TIME_NORMAL_FREQUENCY5.0-
CREATE_BUILDING_LITES1-
CREATE_BUILDING_LITES_NUMBER_THRESHOLD2000-
create_shaders_on_demand0-
cull_clouds_scale2.0-
cull_sea1-
CURSOR_CONTEXT_DEBUG_OUTPUT0-
d3d11_always_update_cb0-
d3d11_double_buffer1-
d3d11_enable_10_0_device0-
d3d11_enable_10_1_device0-
d3d11_enable_debug_device0-
d3d11_enable_draw1-
d3d11_enable_drawcall_commands1-
d3d11_enable_intel_extensions1-
d3d11_enable_occulus_rift0-
d3d11_enable_state_cache1-
d3d11_fullscreen_set_maximum_frame_latency3-
d3d11_test_multi_gpu0-
d3d11_windowed_double_buffer0-
d3d11_windowed_set_maximum_frame_latency1-
d3d11_windowed_sleep_after_present0-
d3d9_clear_unused_textures1-
d3d9_double_buffer1-
d3d9_enable_constant_folding1-
d3d9_enable_Direct3D9Ex1-
d3d9_enable_nosyslock1-
d3d9_enable_partial_precision0-
d3d9_enable_state_blocks0-
d3d9_enable_texture_write_discard0-
d3d9_triple_buffer0-
d3d9_verify_ref_count0-
d3d9_windowed_sleep_after_present0-
dead_time_alpha_fade_out_seconds5.0-
debug_add_battle_fog1-
debug_battle_prop_decals0-
debug_break_at_animation0-
DEBUG_BUILDING_SECONDARY_OUTLINES0-
debug_campaign_wind0-
debug_defend_walls_position_x0-
debug_defend_walls_position_y0-
debug_defend_walls_width100.0-
debug_dragouts0If true, shows debug line to help debug dragouts
debug_enable_multi_model_on_startup0-
debug_experience_info0-
DEBUG_FIELD_WALLS0Add debug lines for field walls
debug_fill_faces0-
debug_gbuffer_point_light0-
debug_log_draw0-
debug_multi_model_rotate1-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_LOWER2.5-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_COMBAT_TIME_UPPER240.0-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_LOWER0.05-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_MKPS_UPPER10.0-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_LOWER0.05-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RAPK_UPPER200.0-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_LOWER0.05-
DEBUG_SIM_BASED_ALL_UNIT_VS_EXTREME_RKPS_UPPER10.0-
DEBUG_SKIRMISH_INTERRUPT0Do we want debug lines (where available) for skirmish
debug_slowdown0-
debug_text_enable1-
debug_text_x0-
debug_text_y0-
debug_tickets_remaining0-
debug_tracking_camera_offset_x0-
debug_tracking_camera_offset_z0-
debug_tracking_camera_radius0-
DEBUG_TRIGGER_MOVIE0-
decal_angle0-
DECAL_MIN_PROJECTILE_SPEED2.0min projectile speed to trigger decal
default_camera_type0default battle camera: 0-totalwar 1-rts 2-debug
DEFAULT_FORMED_ATTACK_TETHER_DISTANCE2.0Dictates how far an entity can deviate from his formation position when in formed attack
default_heightmap_max750.0-
default_heightmap_min-100.0-
defrag_free_immediate0-
defrag_incremental_enable1-
defrag_per_frame_count1-
DEPLOYABLE_BURN_SHADER_AMOUNT0.3-
DEPLOYABLE_FIRE_STAGE_ONE_DURATION12.0-
DEPLOYABLE_FIRE_STAGE_TWO_DURATION10.0-
DEPLOYABLE_GLOW_INTENSITY_MOUSEOVER0.075-
DEPLOYABLE_GLOW_INTENSITY_SELECTION0.15-
DEPLOYABLE_NEW_FIRE_METHOD1-
DEPLOYMENT_AREA_DISTANCE_BETWEEN_FLAGS10.0The distance bewtween the flags showing deployment areas
DEPLOYMENT_AREA_DRAW_FLAGS0Draw flags around deployment zones
DEPLOYMENT_AREA_DRAW_SPLINES1Draw old deployment splines
dest_length_cap0.5-
DESTROYED_ENGINES_BLOCK_DOCK0-
destruction_blend_bottom65535.0-
destruction_blend_top64.0-
destruction_radius20.0-
destruction_radius_rate0.001-
destruction_zone_cease_tollerence0.01-
destruction_zone_effect_time_per_level300-
destruction_zone_effect_time_per_level_speedup150-
destruction_zone_expansion_tolerance6.0-
destruction_zone_expansion_variation_high6-
destruction_zone_expansion_variation_low3-
destruction_zone_extra_cost_value1-
destruction_zone_fire_remains_chance0.1-
destruction_zone_fire_resolution10.0-
destruction_zone_levels_per_blur_level3-
destruction_zone_number_anchors20-
destruction_zone_sound_max_distance6.0-
destruction_zone_sound_min_distance0.5-
destruction_zone_sound_offset8.0-
destruction_zone_spline_smoothing_factor0.3-
destruction_zone_squared_distance_per_blur_level1.0-
destruction_zone_squared_distance_per_blur_level_center15.0-
destruction_zone_termination_level_multiplier1.0-
destruction_zone_tree_fire_percentage50.0-
destruction_zone_tree_particle_effect_chance7.5-
detail_normal_uv_scale11.2-
detail_normal_uv_scale21.2-
detail_normal_uv_speed11.0-
detail_normal_uv_speed21.0-
DIPLOMACY_VOICE_START_DELAY_NORMAL0.1-
DIPLOMACY_VOICE_START_DELAY_RESPONSE1.2-
disable_ai_melee_manager0-
disable_ambush_opening_cinematic0-
disable_autoresolver_bounding_asserts0-
disable_battle_morale0-
disable_battle_tooltips0Disables battle tooltips
disable_building_upgrade_icons0-
disable_fatigue0-
disable_fire0-
DISABLE_FIRE_AT_WILL0-
disable_personalities0-
disable_prebattle_speeches1-
disable_reflection0-
disable_reflection_pvs0-
disable_reform0-
disable_refraction0-
disable_render0-
disable_selection_on_alt0Disables unit selection while holding alt, makes testing with entity selection easier
disable_water_stenciling0-
DISMEMBER_ANGULAR_VELOCITY_MULTIPLIER2.0-
DISMEMBER_VELOCITY_MULTIPLIER2.0-
display_component_info0If true, shows information on components when mousing over
display_fps0-
display_fps_xnan-
display_fps_y10-
DISPLAY_GRENADES_AIMING_DEBUG_DISPLAY0draw a debug line showing where grenadiers are throwing to
DISTANCE_FROM_CAMERA_TO_CONSIDER_ENTITY_ANIMS110.0-
DISTANCE_FROM_CAMERA_TO_CONSIDER_SHIP_BASED_ENTITY_ANIMS250.0-
DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_EXPLOSION_ANIM750.0-
DISTANCE_SQUARED_RESPOND_TO_PROJECTILE_IMPACT_ANIM500.0-
docking_weighting3.0-
DOUBLE_CLICK_DELAY0.25-
downflow_rate0.5Rate of flow of water downwards
drag_scaling_x35.0-
drag_scaling_y45.0-
DRAGOUT_ENTITY_INVALID_OPACITY0.25Determines opacity of drag out entity models when invalid dragout
DRAGOUT_ENTITY_OPACITY0.85Determines opacity of drag out entity models
DRAGOUT_LAST_VALID_GREYSCALE0.4Amount to greyscale dragout when using last valid position
DRAGOUT_PROXY_MARKER_MIN_SIZE0.025Minimum apparent size of proxies (so can always see on screen)
DRAGOUT_PROXY_MARKER_MIN_SIZE_TACMAP0.01Minimum apparent size of proxies (so can always see on screen) when on tacmap
DRAGOUT_RENDER_ENTITIES1When set to true, formation layout displays entities instead of icons. Entities more expensive but look a lot better.
dragout_resize_amount2.0Used when clamp_dragouts is true, the amount it will shrink down each time of dragout_resize_iterations to try and fit in
dragout_resize_iterations20Used when clamp_dragouts is true, the number of times will try and shorten unit width to fit in
DRAW_ALL_CANTABRIAN_DESTINATIONS1Should we draw loadsa destinations for the men in a unit
DRAW_CANTABRIAN_DESTINATIONS0Should we draw destinations for the men in a unit
draw_debug_bombard0for testing, draw debug lines
draw_debug_borders_data0-
draw_debug_borders_render_data0-
draw_decal_bounds0-
draw_decal_bounds_solid0-
draw_point_light_bounds0-
draw_point_light_cubes0-
DRAW_VEHICLE_DEBUG_LINES0Do we want to draw boxes around vehicle pieces
DS_mulitplier0.5Diamond Square Noise Multiplier
DSFC_BREAK_ON_RUN1prototype
dump_buffer_usage_stats0-
dump_imposter_pages0-
DUMP_TICKLOGS0-
editor_season0-
eject_magnitude3.0-
EMPIRE_CUSTOM_TIME_CONTROL_SPEED1.0Sets the custom time control speed
enable_action_camera_prototype1-
enable_battle_cinematic_event_view1-
enable_battle_visibility_view1-
enable_battle_visibility_view_buildings1-
enable_battle_visibility_view_debug0-
enable_battle_visibility_view_fog_of_war1-
enable_battle_visibility_view_gpu_acceleration1-
enable_battle_visibility_view_trees0-
ENABLE_BATTLE_VO_FACEFX0-
enable_bi_directional_attach_point_searching1-
enable_blood_debug0-
enable_borderless_desktop_window_mode1-
enable_campaign_stat0-
enable_campaign_ui_path_prediction_prototype0-
enable_crossfade_blend1-
enable_debug_defend_walls0-
enable_debug_tracking_camera0-
enable_depth_copy0-
enable_directory_loading_memory_check1-
enable_dismember_debug0-
enable_entity_fast_cull1-
enable_falling_off_platform0-
enable_first_person1-
enable_float16_animation_texture0-
enable_foam_test1-
ENABLE_FRONTEND_AUDIO1-
ENABLE_GENERALS_SPEECH1-
ENABLE_GENERALS_SPEECH_FACEFX0-
ENABLE_HIDE_WHILE_RUN1-
enable_look_at1-
ENABLE_MANUAL_CHARGE0-
enable_metadata_effect_debug0-
ENABLE_MUSIC1-
ENABLE_NIGHT_LIGHTS0-
enable_ocean_surface_update1-
enable_ocean_update1-
enable_prebattle_speech_stress_test0-
enable_projectile_burst_velocity_modifier1-
ENABLE_PROJECTILE_FLYBY_AIR0-
ENABLE_PROJECTILE_FLYBY_BOUNCE1-
ENABLE_PROJECTILE_INCOMING1-
enable_radial_menu0Enables radial menu for testing
enable_rc_memory_report_in_more_detail0-
enable_rendered_visibility1-
enable_replay_camera_tracks1-
enable_replay_fast_forward_single_threaded_model0-
enable_sco1.0temp
enable_sea_stenciling1-
enable_sea_stenciling_effect1-
enable_settlement_ai_debugging0-
enable_smooth_battle_camera_heights1-
enable_smooth_battle_camera_heights_bezier_patches1-
enable_sound1enables all audio content (default = true). If disabled none of the database or sound pack files are loaded.
enable_steam_update_thread1Enable Steam Update Thread
enable_stencil_clear1-
enable_surface_texture1-
enable_taunting_in_idle1-
enable_tbb_building_display1-
enable_tbb_building_lite_display1-
enable_tbb_draw_naval_proxy1-
enable_tbb_draw_tracker1-
enable_tbb_fill_animation_texture1-
enable_tbb_tree_display1-
enable_tbb_verlet_standards1-
enable_third_person_camera_prototype0-
enable_tracker_balancing_sort1-
enable_trajectory_markers_for_all1-
enable_tree_burn200-
enable_tree_display_billboard_shadow_capsules1-
enable_ui_scaling1-
enable_verify_heaps_on_handler_change0-
enable_vertex_attrib_binding0-
enable_visibility_cache1-
end_control_length_scale1.0-
ENGINE_FIRE_SOUND_INTENSITY_LARGE90.0-
ENGINE_FIRE_SOUND_INTENSITY_SMALL35.0-
ENGINE_FIRE_SOUND_SIZE_LARGE5.0-
ENGINE_FIRE_SOUND_SIZE_SMALL2.0-
ENGINE_ROPE_PULLING_LENGTH_FACTOR0.5-
ENGINE_ROPE_RELAXED_LENGTH_FACTOR1.2-
ENGINE_ROPE_VERLET_ITERATIONS25-
ENRAGED_LEAVE_RATIO0.75the relative ratio at which we leave berserk
ENRAGED_THRESHOLD100How many amok points we need to accrue to run amok (per entity)
ENRAGED_UPDATE_POINTS_LOSS5the amount of rage points we lose when cooling off
ENT_COMBAT_AWARENESS_RANGE3.0Range within which entity will be aware of target(m)
ENT_COMBAT_TARGETS_REFRESH_TICKS3Ticks before we decide that targets are old and needs a refresh
ENT_HOARDE_debug_row_num1When debugging, do we render the row of the entities instead of offset amount
ENT_HOARDE_DEBUG_TIME2.5How long do we render the debug text
ENT_HOARDE_draw_debug0Draw debugging information, offset amount for the entities
ENT_HOARDE_max5When in a horde, how far away pretend maximum row, so large ranks don't go too far away
ENT_HOARDE_min2When in a horde, what is the pretend minimum row, so the front rows get an offset
ENT_HOARDE_offset_ratio0.25When in a horde, how far away should each entity be placed (relative to their rank/row)
ENT_HOARDE_use_always0Does every unit move in a horde?
ENT_HOARDE_use_row_for_offset0When in a horde, just use the base row value, not the ratio
entitiy_display_chinese_dead_visible_time10.0-
ENTITIY_PIPE_FALL_CHANCE0.01-
ENTITY_ACTION_ATTACK_ANIMAL_IDLE_CHANCE50-
ENTITY_ACTION_ATTACK_BERSERKER_IDLE_CHANCE80-
ENTITY_ACTION_ATTACK_COMBAT_DISTANCE3.0Range within which target will be considered for attack (m)
ENTITY_ACTION_ATTACK_CORRIDOR_FACTOR_LAND1.1Friendly collision corridor check factor, to determine whether there is space to advance, for land units
ENTITY_ACTION_ATTACK_CORRIDOR_FACTOR_NAVAL0.25Friendly collision corridor check factor, to determine whether there is space to advance, for naval units
ENTITY_ACTION_ATTACK_MAN_IDLE_CHANCE50-
ENTITY_ACTION_ATTACK_MELEE_PUSH_DISTANCE2.0Melee push distance (m)
ENTITY_ACTION_ATTACK_MOUNT_IDLE_CHANCE80-
ENTITY_ACTION_ATTACK_RUN_DISTANCE10.0Range beyond which to run (m)
ENTITY_ACTION_ATTACK_STOP_DISTANCE1.0Stop distance (m)
ENTITY_ACTION_ATTACK_STRAFE_DISTANCE3.0Range below which to strafe (m)
ENTITY_ACTION_ATTACK_TARGET_WITHDRAW_DISTANCE1.5Target withdraw distance (m)
ENTITY_ACTION_ATTACK_WITHDRAW_CHANCE50-
ENTITY_ACTION_ATTACK_WITHDRAW_DISTANCE0.05Friendly withdraw distance (m)
ENTITY_ACTION_CELEBRATE_MAX_ANIM_DURATION6.0-
ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_CONE_COSINE0.866Angle cosine within which to look for targets
ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_CORRIDOR_WIDTH1.0Corridor within which to look for targets (if no target assigned) (m)
ENTITY_ACTION_CHARGE_ATTACK_AWARENESS_DISTANCE8.0Range within which to look for targets
ENTITY_ACTION_CHARGE_ATTACK_BELOW_MIN_SPEED_TIMEOUT2.0Minimum speed timeout to finish charge (s)
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_THRESHOLD10Number of entities in close proximity to consider finishing charge
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_CAVALRY10.0Close proximity timeout to finish charge (s)
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_ELEPHANTS10.0Close proximity timeout to finish charge (s)
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_FORMED2.0Close proximity timeout to finish charge (s)
ENTITY_ACTION_CHARGE_ATTACK_CLOSE_PROXIMITY_TIMEOUT_UNFORMED10.0Close proximity timeout to finish charge (s)
ENTITY_ACTION_CHARGE_ATTACK_MIN_RANGE3.0Range to target to initiate charge movement (m)
ENTITY_ACTION_CHARGE_ATTACK_MIN_SPEED_FACTOR0.3Multiplied to charge speed to determine minimum speed to continue charge (m/s)
ENTITY_ACTION_CHARGE_ATTACK_RESUSAL_RANGE10.0Range to enemy to start checking for refusals
ENTITY_ACTION_CHARGE_ATTACK_TARGET_MATCHUP_RANGE10.0Range to trigger combat (m)
ENTITY_ACTION_CHARGE_ATTACK_TIMEOUT_TOLERANCE2.0Timeout tolerance to finish charge (s)
ENTITY_ACTION_CHARGE_ATTACK_VEER_ROTATION_DELTA0.035Rotation delta for veering (rad)
ENTITY_ACTION_IDLE_ANIMAL_CHANCE0.05-
ENTITY_ACTION_IDLE_MAN_CHANCE0.01-
ENTITY_ACTION_IDLE_MOUNT_CHANCE0.02-
ENTITY_ACTION_PIKE_AWARENESS_DISTANCE6.0-
ENTITY_ACTION_PIKE_BEARING_TOLERANCE0.087-
ENTITY_ACTION_PIKE_MAX_WITHDRAW_DISTANCE10.0-
ENTITY_ACTION_PIKE_MOVE_ALLOW_MOVE_DELAY10-
ENTITY_ACTION_PIKE_MOVE_ARRIVAL_BEARING0.017-
ENTITY_ACTION_PIKE_MOVE_ARRIVAL_DISTANCE0.1-
ENTITY_ACTION_PIKE_MOVE_AWARENESS_DISTANCE6.0-
ENTITY_ACTION_PIKE_MOVE_MAX_WITHDRAW_DISTANCE10.0-
ENTITY_ACTION_PIKE_MOVE_STRAFE_DISTANCE1.0-
ENTITY_ACTION_PIKE_MOVE_WITHDRAW_DISTANCE3.5-
ENTITY_ACTION_PIKE_WITHDRAW_DISTANCE3.5-
ENTITY_ACTION_READY_ANIMAL_CHANCE0.08-
ENTITY_ACTION_READY_MAN_CHANCE0.03-
ENTITY_ACTION_READY_MOUNT_CHANCE0.03-
ENTITY_ACTION_TRACK_OPTIMISATION1-
entity_charge_attack_enable_obstruction_detection1-
ENTITY_DISEMBARK_SHIP_TELEPORT_TIME_OUT35.0-
ENTITY_DISPLAY_ALPHA_OVERRIDE1.0-
ENTITY_DISPLAY_ENABLE_ALPHA_CHANGE1-
entity_display_enable_imposter_shadows1-
entity_display_imposter_scale1.0-
ENTITY_DISPLAY_PROXIMITY_FADE_START0.4-
entity_display_shadow_extrusion_multiplier1.0-
entity_display_shadow_max_shadow_distance10000.0-
entity_display_shared_pose_scale1.0-
entity_display_use_imposter_variants_for_all0-
entity_drag_max50For when disable_selection_on_alt is true, sets maximum number of entities that can be drag selected
entity_drag_min0For when disable_selection_on_alt is true, sets minimum number of entities that can be drag selected
ENTITY_EJECT_DISTANCE_SQUARED_PLAY_LONG_SCREAM50.0-
ENTITY_FACTION_TINT_DISTANCE400.0-
ENTITY_FACTION_TINT_MAX0-
ENTITY_FIREARC_COLOUR0.784Colour of firearcs
ENTITY_FORCE_INVINCIBLE0-
ENTITY_JUMP_DISTANCE_SQUARED_PLAY_LONG50.0-
ENTITY_LOD_OVERRIDE0use explicit lod distances from tweakers
ENTITY_MAN_TRACKER_BOW_BOT_X-0.7-
ENTITY_MAN_TRACKER_BOW_BOT_Y0.1-
ENTITY_MAN_TRACKER_BOW_TOP_X1.1-
ENTITY_MAN_TRACKER_BOW_TOP_Y0.1-
ENTITY_MAN_TRACKER_DEFAULT_BLEND_DURATION0.2-
ENTITY_MARKER_MAX_UPDATE_TIME_FOR_FADE500-
entity_range_scale_max_distance0-
entity_range_scale_max_scale3.0-
entity_range_scale_min_distance0-
ENTITY_RETURN_TO_SHIP_TELEPORT_TIME_OUT5.0-
ENTITY_SPEED_MODIFIER1.0Modifier for tweaking move speed for testing and cinematic capture
ENTITY_TRACKER_ALPHA_CHANGE_SPEED0.5-
ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_ANIMALS0.15-
ENTITY_TRACKER_BLOOD_INTENSITY_CLAMP_MAN0.8-
ENTITY_TRACKER_COMBAT_CHAINING_BLEND_DURATION0-
ENTITY_TRACKER_DEFAULT_BLEND_DURATION0.3-
ENTITY_TRACKER_MAX_TRANSITION_BLEND_DURATION0.2-
ENTITY_TRACKER_TOWER_RIDER_OFFSET_Y1.05-
ENTITY_TRACKER_TOWER_RIDER_OFFSET_Z0-
ENTITY_TRACKER_WADING_VFX_CHANCE0.1-
ENTITY_ZONE_PATH_ITERATOR_DEBUGnan-
ESCALATION_BUILDINGS_ON_FIRE1-
exclude_pack_files0Toggle the inclusion or exclusion of pack files from the VFS.
EXCUSION_ZONE_ADD_CHECKS0-
EXERTION_FATIGUE_BASE_TIME15.0-
EXERTION_FATIGUE_EXHAUSTED_TIME3.0-
explicit_thread_affinity1Enable thread affinity
external_browser0Use external browser for encylopaedia, internal browser if set to false
EXTRA_DOCKING_DISTANCE_FROM_WALL1.0-
extra_height_of_wall2.3-
EZ_SENTINAL_RANGE6.25The range between each set of deployable exclusion zones
facefx_list_anims0-
FACEFX_MIN_ENTITY_MAN_TRACKER_ANIMATION_DURATION0.001-
FACEFX_MIN_UI_ANIMATION_DURATION0.001-
FACIAL_ANIMATION_DISTANCE10.0facial animation distance
FACIAL_ANIMATION_VO_ORDER_MIN_DISTANCE_SQUARED400.0-
faction_tint_death_fade2.0-
famous_battles_max_allowed1000000.0Max amount of battles on map
famous_battles_start_amount4.0Starting amount of battles on map
far_building_border0-
FAR_BUILDING_LOD_THRESHOLD0-
far_buildings1far_buildings are loaded up
FATIGUE_IMMUNITY_CONTINUES_FATIGUE_UPDATING0-
fill_animation_prefill1-
fill_animation_prefill_random0-
final_shadow_split_blend_fraction0.2-
firc_arc_subdivision10.0-
fire_arc_width2.5-
fire_arc_width_tacmap10.0-
FIRE_AREA_AFFECT_DETONATION_RADIUS_LOWER0.5-
fire_now1broadsides fires immediately
FIRE_PROPAGATION_DIST_SQ81.0-
first_person_allow_all0-
first_person_artillery_reload_time2.0-
first_person_debug_following0-
first_person_enable_men0-
first_person_engine_zoom_fov0.25-
first_person_engine_zoom_speed2.0-
first_person_real_aim0-
first_person_trajectory1-
first_person_trajectory_light_height3.0-
first_person_trajectory_light_range10.0-
first_person_trajectory_width5.0-
fix_res1Forbid window resizing
fix_window_pos1Forbid window repositioning
FLAG_ALPHA_BLEND_END2.0-
FLAG_ALPHA_BLEND_START5.0-
FLAG_AND_INDICATOR_MASTER_SCALE1.0Master scale
FLAG_DISPLAY_REGISTRATION_ENABLED1-
flag_wind_show_strength0-
flag_wind_strength_change20.0-
flag_wind_strength_max1.2-
flag_wind_strength_min0.5-
flat_sea_surface0-
FLY_WED_DEBUG_OUTPUT0-
FLY_WED_HALF_SPACING1-
foam_cut_off_value1.0-
foam_decay_rate1.0-
foam_enabled1-
foam_fade_in_time1.0-
FOCAL_LENGTH_STAR_SIZE1000.0-
FOOTSTEP_VFX_DISTANCE25.0footstep vfx distance
FORCE_AMBUSH_BATTLE0-
force_buildings_refresh0-
FORCE_CAPTURE_LOCATIONS_VICTORY0In 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_ui0Forces cinematic ui on (for cinematics team)
FORCE_FACIAL_POSE0-
FORCE_FORMED_ATTACK0-
FORCE_FRAME_AFTER_MODEL_UPDATE0-
force_frontend_backdrop_season6-
FORCE_GATES_OPEN0-
force_generate_win_on_timeout_capture_location0forces the generation of a win on timeout capture location
FORCE_IDLE0-
force_large_armies_enabled0If 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_at0-
FORCE_REALISM_MODE0Forces realism mode to be on
force_settlement_refresh1-
force_size_famous_weighting4.0Max amount of battles on map
force_steam_controller0ui
force_sync_page_table0-
force_total_video_memory0-
force_unit_imposters0-
FOREST_EMITTERS_COUNT4-
FOREST_EMITTERS_MAX_DISTANCE100.0-
FOREST_EMITTERS_MIN_DISTANCE40.0-
FOREST_EMITTERS_SAMPLE_COUNT12-
FOREST_EMITTERS_SAMPLE_DIRECTIONS16-
forest_hi_max_threshold1.0-
forest_hi_min_threshold0.94-
FOREST_LEVEL_FOR_FOREST_WILDLIFE0.4-
forest_low_max_threshold0.6-
forest_low_min_threshold0-
FOREST_MAX_DISTANCE150.0-
forest_med_max_threshold0.95-
forest_med_min_threshold0.35-
FORMED_ATTACK_ENEMIES_IN_PROXIMITY_THRESHOLD0.65-
FORMED_ATTACK_LINE_BLEND_FACTOR0.5-
FORT_WALL_VISIBILITY_GRID_LOG27-
fps_log0-
frame_rate_fps_cap0-
FREQUENT_TIMER_IN_SECONDS5.0-
FRONTEND_BACKDROP_BUILDING_LOD_THRESHOLD0-
FRONTEND_BACKDROP_MAX_TREE_SCALE1.2-
FRONTEND_BACKDROP_MIN_TREE_SCALE0.8-
frontend_camera_pause0-
FRONTEND_SCENE_LEADER_POSITION_X0-
FRONTEND_SCENE_LEADER_POSITION_Y0-
FRONTEND_SCENE_LEADER_POSITION_Z0-
froth_distortion_amount1.0-
froth_distortion_speed1.0-
froth_value1.0-
fullscreen_pixel_offset0-
g_battle_depth_bias1000.0-
g_battle_terrain_on_shadow_cam_depth_offset_battle5000.0-
g_battle_terrain_slope_scale_depth_bias-2.0-
g_camm_url62The remote server url for all serverside matchmaking requests
g_campaign_depth_bias0-
g_campaign_terrain_slope_scale_depth_bias-2.0-
g_casa_url62The remote server url for all serverside arbitration requests
g_compass_x-0.013-
g_compass_y0.7-
g_compass_z1.15-
g_deep_choppy_scale10.0-
g_deep_dispersion_scale3.0-
g_deep_fold_scale0.4-
g_deep_phillips_constant811329279-
g_deep_regen1-
g_deep_smallwaves_cutoff1500.0-
g_deep_wind_dependency0.4-
g_deep_wind_dir_x1.0-
g_deep_wind_dir_y0-
g_deep_wind_speed32.0-
g_gauge_scale0.7-
g_near_plane_bias0-
g_new_depth_bias2500.0-
g_new_shadow_map_sample_bias0-
g_new_slope_scale_depth_bias1.8-
g_new_tweak_rasterizer_state0-
g_point_light_shadow_map_sample_bias0.99-
g_shallow_choppy_scale1.0-
g_shallow_dispersion_scale2.0-
g_shallow_fold_scale0.02-
g_shallow_phillips_constant811329279-
g_shallow_regen1-
g_shallow_smallwaves_cutoff1500.0-
g_shallow_wind_dependency0.8-
g_shallow_wind_dir_x1.0-
g_shallow_wind_dir_y0-
g_shallow_wind_speed10.0-
g_spinner_s0.03-
g_spinner_tilt-0.9-
g_spinner_tilt_amount0-
g_spinner_x-0.013-
g_spinner_y0.7-
g_spinner_z1.15-
g_tweak_near_plane_bias0-
g_tweak_terrain_depth_biases0-
g_water_repeat_time5.0-
g_wind_dir_offset0-
garrison_mouseover_vfx_alpha0.33character_mouseover_vfx_alpha
gate_open_time5.0-
gbuffer_enable_readable_depth_buffer1-
gbuffer_enable_refraction_copy1-
GENERALS_SPEECH_FADE2.0-
GENERALS_SPEECH_START_TIME4.0-
generate_ui_image_errors0Reports missing images when a layout is loaded
gesture_drag_scaling_x10.0-
gesture_drag_scaling_y10.0-
GESTURE_ZOOM_SCALAR0.4gesture pinch / zoom
gfx_aa3Set antialiasing, 0-no, 1 = MLAA, 2 = MSAA2X, 3 = MSAA4X, 4 = MSAA8X
gfx_alpha_blend0Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT
gfx_blood_effects1Enable Blood effects
gfx_brightness_setting1.2Set brightness
gfx_building_quality3Set the quality of buildings. 0 - max performance, 3 - max quality
gfx_depth_of_field0Set depth of field quality 0 - off, 1 - on
gfx_device_type1Set device type, 0-D3D9, 1-D3D11, 2-GL3
gfx_direct_resource_access0Enable Direct Resource Access
gfx_distortion1Enable Distortion Effect buffer
gfx_effects_quality3Set effects quality. 0 - max performance, 3 - max quality
gfx_first_run0First time application run
gfx_fleet_size2Set fleet size. 0 - small, 2 - large
gfx_fullscreen0Run the application in fullscreen or not
gfx_gamma_setting2.0Set gamma correction
gfx_gpu6The GPU description
gfx_gpu_select0Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ...
gfx_grass_quality3Set grass quality. 0 - max performance, 3 - max quality
gfx_hdr0Set high dynamic range rendering quality
gfx_screen_space_reflections2Enable Screen Space Reflections, 0 - off, 3 - max quality
gfx_screenshot_folder13Folder to where save screenshots relative to Empire directory
gfx_shadermodel3Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5
gfx_shadow_quality2Set shadow quality. 0 - max performance, 3 - max quality
gfx_sky_quality3Set the quality of sky. 0 - max performance, 3 - max quality
gfx_ssao1Enable Screen Space Ambient Occlusion buffer
gfx_terrain_quality3Set terrain quality. 0 - max performance, 3 - max quality
gfx_tesselation0Enable tesselation
gfx_texture_filtering4Set texture filtering, 0-trilinear, 4- anisotropic 16x
gfx_texture_quality3Set the quality of textures. 0 - small, 3 - ultra
gfx_tree_quality3Set tree quality. 0 - max performance, 3 - max quality
gfx_unit_quality3Set the quality of units. 0 - max performance, 3 - max quality
gfx_unit_size3Set unit size. 0 - small, 3 - ultra
gfx_unlimited_video_memory0Enable unlimited video memory allocation
gfx_video_memory0Override available video memory (bytes)
gfx_vignette0Enable vignette
gfx_vsync1vertical synchronization
gfx_water_quality3Set the quality of water. 0 - max performance, 3 - max quality
GIANT_ENEMY_NEAR_REACTION_CHANCE0.3Chance of playing a reaction animation when giant enemy is near
gl_enable_draw1-
gl_log_driver_messages0-
gl_uniform_buffer_mode1-
gl_wireframe_mode0-
glsl_regenerate0-
grass_alpha_add0-
grass_alpha_mul2.5-
GRASS_ANGLE_CULL_AMOUNT0.7-
grass_burn_override-1.0-
grass_far_addition-0.5-
grass_hi_max_threshold1.0-
grass_hi_min_threshold0.45-
grass_low_max_threshold0.4-
grass_low_min_threshold0-
grass_med_max_threshold0.65-
grass_med_min_threshold0.45-
GRENADE_IGNORE_COLLISION_TIME0.5-
GROUP_BURNING_DEATH_TIME2.0-
GROUP_DROWNING_HEIGHT-1.0-
GROUP_FORMATION_SELECTION_DEBUG_OUTPUT0-
GROUP_FORMATION_TEMPLATE_ASSIGNMENT_DEBUG0-
GROUP_IMPACT_ENTITIES_DELAY0.6-
GROUP_IMPACT_FORCE_MELEE_TIME6.0-
GROUP_IMPACT_IDEAL_ENTITIES_UNARY0.45-
GROUP_IMPACT_MAX_DELAY0.6-
GROUP_IMPACT_MIN_ENTITIES_UNARY0.15-
GROUP_IMPACT_RESET_DELAY5.5-
GROUP_INJURED_MAX_DELAY0.8-
GROUP_INJURED_MAX_REFIRE_TIME0.5-
GROUP_MOVEMENT_MIN_ENTITY_DISTANCE1.3-
GROUP_MOVEMENT_SPEED_CHANGE_TIME0.75-
GROUP_PROJECTILE_EXPLOSION_MAX_DELAY0.4-
GROUP_PROJECTILE_EXPLOSION_MAX_REFIRE_TIME0.5-
GROUP_PROJECTILE_FIRE_MAX_DELAY0.4-
GROUP_PROJECTILE_FIRE_MAX_REFIRE_TIME0.5-
GROUP_SOUND_MAX_SIZE_CHANGE_PER_UPDATE6-
GROUP_SOUND_RTPC_INTERPOLATION_TIME0.25-
GROUP_SOUND_UPDATE_TIME_MAX1.25-
GROUP_SOUND_UPDATE_TIME_MIN0.75-
group_spray_points1-
GROUPMOVEMENT_COHESION_FROM_CROUCH80.0-
GROUPMOVEMENT_COHESION_FROM_DISTANCE_MIN25.0-
GROUPMOVEMENT_COHESION_FROM_DISTANCE_OFFSET90.0-
GROUPMOVEMENT_COHESION_SPEED_MAX2.8-
GROUPMOVEMENT_COHESION_SPEED_MIN1.2-
GROUPMOVEMENT_COHESION_TO_SPEED_FACTOR0.01-
GUERRILLA_MIN_DIST_FROM_KEY_BUILDING100.0-
gust_down0-
HANDS_ANIMATION_DISTANCE10.0hands animation distance
hdr_level3-
HEAD_TRACKING1enable head tracking
height_diff_for_using_grapple_ropes3.0-
HEX_DEVELOPED_EXPLORATION_POINT_CHANCE_INCREASE5-
HEX_DEVELOPED_HEX_DEVELOPMENT_CHANCE_REDUCTION5-
HIDDEN_UNIT_REVEALED_SOUND_COOLDOWN20.0-
hide_cursor_in_cinematic_ui0Cursor is hidden whenever cinematic ui enabled (makes making movies easier), yet mouse functionality is retained
HUGE_IMPOSTER_DISTANCE1000.0huge imposter distance
HUGE_SHARED_POSE_DISTANCE500.0huge shared pose distance
hull_sea_foam_duration6.0-
hull_sea_foam_end_scale2.5-
hull_sea_foam_fade_in1.0-
hull_sea_foam_fade_out4.0-
hull_sea_foam_start_scale2.0-
IGNORE_CAN_PLAY_UNIT_TURN_TO_ANIMS_TEST1-
ignore_victory_conditions0ignores victory conditions
IMPOSTER_FOV_SCALE1.0imposter fov scale
imposter_min_offset1.0-
inaccurate_mode_radius_ratio_increase3.0how much should the bombard circle be extendded if set to inaccurate mode
INFINITE_AMMO0-
INFREQUENT_TIMER_IN_SECONDS20.0-
intake_rate0.5Rate of intake of water through a 1 metre breach
INTENSITY_FIRE_SPREADING_DIST_SQ6.0-
INTERCEPTED_SEPARATION_DISTANCE10.0-
invert_cam_x_axis0invert camera tilting up/down
invert_cam_y_axis0invert camera panning left/right
jpeg_quality100-
kill_general0-
KNOT_DISTANCE50.0knot distance
lab_resolve_point2-
LAKE_LEVEL_FOR_FROG0.4-
LARGE_IMPOSTER_DISTANCE250.0large imposter distance
LARGE_SHARED_POSE_DISTANCE75.0large shared pose distance
LARGE_UNIT_NEARBY_REACTIVATE_DELAY10.0How many seconds after a large unit encountered before we react to another one
LARGE_UNIT_NEARBY_TRIGGER_DISTANCE30.0If a large unit comes closer to the unit than this distance (meters), a reaction animation may be triggered
lbutton_drag_move_threshold0.001How much have to drag mouse to initialise drag move on left click
LEFT_HAND_POSITION_TRANSLATION_X0.06-
lf_building_diff150-
lf_building_diff_min0-
lf_coastal_inner_size-0.5-
lf_coastal_outer_size1.0-
lf_inner_size-0.5-
lf_outer_size2.0-
light_rigid_decals1-
limited_cycled_buffer_count0-
load_pack_files1At startup, the pack files are scanned and loaded. Set to false to prevent this.
lock_cursor_to_window0If true, cursor will be clamped to confines of game window
lock_fail_probability0-
LOCOMOTIVE_FORCE_STRAFE0Forces locomotives to strafe
LOG_GENERALS_SPEECH0-
log_metrics_to_file0Should we create a log file [The Creative Assembly\ <Game Title> \logs]
LOOK_AT_MOVING_UNIT_DISTANCE10.0-
LOOK_AT_UNIT_IN_MELEE_DISTANCE50.0-
LuaProfile0Enable lua profiling
map_image_public_order_max20.0-
map_image_region_colour_opacity130-
map_zoom_increment1.0-
map_zoom_speed0.5-
max_ancillaries3How many ancillaries a character can have at any one time
max_async_file_requests120-
max_async_files_reserve10-
max_dist_for_jumping6.0-
MAX_DISTANCE_BUILDING_LARGE200.0-
MAX_DISTANCE_BUILDING_LARGE_RUMBLE370.0-
MAX_DISTANCE_BUILDING_MEDIUM150.0-
MAX_DISTANCE_BUILDING_MEDIUM_RUMBLE320.0-
MAX_DISTANCE_BUILDING_SMALL70.0-
MAX_DISTANCE_BUILDING_SMALL_RUMBLE290.0-
max_dynamic_decal_instances128-
MAX_HDR_SUN_COLOUR_SCALE25000.0-
max_height_above_deck_for_jumping_from5.0-
max_height_for_jumping_up_to_grapple_rope2.0-
MAX_LENGTH_SQUARED_COAST_POSITION_CHANGE900.0-
MAX_MELEE_NUM_CHANGE_DOWN_PER_UPDATE10-
MAX_OAR_ANIM_OFFSET0.25-
MAX_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT0.25-
max_premapped_blocks_reserve8-
max_premapped_files_per_block_reserve4096-
MAX_RELATIVE_ARMY_STRENGTH_TIME_IN_SECONDS60.0-
MAX_SOUND_DISTANCE_EXTRA8.0-
max_static_decal_instances1000-
max_traits20Define how many traits a character can have at any one time
MAX_TREE_SCALE1.2-
max_video_decode_frame_catchup_per_tick10Set the number of frames the video can attempt to catch up per tick: this keeps the app responsive.
max_video_decode_frame_lag60Set 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_ATTEMPT6-
maximum_boarding_interval_angle1.4-
MAXIMUM_PASSABLE_SLOPE_ANGLE_DEGREES30.0Sets the slope which defines no go regions
MEDIUM_IMPOSTER_DISTANCE150.0medium imposter distance
MEDIUM_SHARED_POSE_DISTANCE50.0medium shared pose distance
MELEE_ATTACK_THRESHOLD_MINIMUM4minimum value that MELEE_ATTACK_THRESHOLD_MODIFIER is clamped to
MELEE_ATTACK_THRESHOLD_MODIFIER_IDLE_AMMO_REMAINING0.85modifier 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_AMMO0.25modifier 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_ORDERED0.15modifier 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_multiplier0.85-
MELEE_INTERCEPT_CLEAR_PATH_DEBUG0-
MELEE_INTERCEPT_CLEAR_PATH_RATIO0.5-
MELEE_INTERCEPT_CLEAR_PATH_TEST1-
method11-
MILITARY_FORCE_EXCHANGE_ACTION_SEPARATION0.15-
military_force_stance_display_build_offset_max1.0-
military_force_stance_display_build_time2.5-
military_force_stance_display_dismantle_offset_max0.5-
military_force_stance_display_dismantle_time2.0-
MIN_BODYGUARD_UNITS_TO_SHOW_BODYGUARDS_LIST1-
MIN_CAN_POINT_INSTEAD_OF_FACE_DISTANCE_SQUARED200.0-
MIN_CONVERSATION_VO_DISTANCE_SQUARED2.5-
MIN_DEFERRED_DEFAULT_ZONE_PATHS_TO_PROCESS1-
MIN_DEFERRED_VERY_HIGH_ZONE_PATHS_TO_PROCESS10-
MIN_DOGS_TO_PLAY_APPROACHING_VO10-
MIN_ELEPHANTS_TO_PLAY_ANIMALS_VO5-
MIN_ENTITIES_FOR_GROUP_SOUND5-
MIN_ENTITIES_FOR_TAUNT_VO15-
MIN_ENTITIES_TO_PLAY_ANIMS10-
MIN_ENTITY_SPEED_FOR_MOVEMENT_SOUND_NORMAL0.5-
MIN_FLOODED_DISPLAY_VALUE0.3ship flooded display
min_gradient_for_climbing-0.2-
min_height_diff_for_using_grapple_ropes1.0-
MIN_MEN_REQUIRED_TO_PLAY_CONVERSATIONAL_VO4-
MIN_PERCENT_OF_ENTITIES_TO_ANIMATE_IN_A_UNIT0.1-
MIN_RELATIVE_ARMY_STRENGTH_TIME_IN_SECONDS30.0-
MIN_SHIP_SINK_SPEED0when sinking ships will sink at this speed at minimum, bobbies sink sets maximum
MIN_SHIP_SINK_SPEED_ACCELERATION0.075-
MIN_SPEED_FOR_IMPACT1.0-
MIN_SPEED_TO_PLAY_GROUP_BRACE3.5-
MIN_TRAVEL_DISTANCE_FOR_UNIT_APPROACHING50.0-
MIN_TREE_SCALE0.8-
MIN_UNITS_IN_ALLIANCE_TO_PLAY_GENERALS_SPEECH1-
MIN_VELOCITY_LOWER_ANCHOR0.1-
MIN_VELOCITY_RAISE_ANCHOR0.2-
minimum_casualties_required1000.0Minimum total casualties required
minimum_force_required1000.0Minimum men required (per side)
minimum_units_per_side8.0Minimum units required (per side)
MISSILE_FIRE_REACTION_CHANCE0.5Chance of playing a reaction animation when under missile fire
MOMENTUM_SCALE0.5-
MORALE_SHAKEN_REACTION_CHANCE0.1Chance of playing a reaction animation when morale is shaken
MORALE_WAVERING_REACTION_CHANCE0.2Chance of playing a reaction animation when morale wavering
mouse_wheel_sensitivity50mouse wheel sensitivity: <0-100> default value = 50
mp_battle_artillery_ammo_cost_modifier0.85Percentage of decrease in an artillery unit strength if ammo is used up
mp_battle_disconnect_autoresolve_treshold0.25Percentage 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_treshold0.15Percentage 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_modifier0.5Percentage of decrease in a ranged unit strength if ammo is used up
mud_max_threshold0.2-
mud_min_threshold0-
MULTIPLAYER_READY_COOLDOWN2.0-
multithreaded_model_enabled1Run the battle model on a separate thread
MUSIC_GENERALS_SPEECH_FADE2.0-
napoleons_battles_unlocked0Unlocks all of napoleons battles for dev purposes
NAVAL_AI_EXCLUSIVE_BOARD0Prioritises AI behaviour towards boarding the enemy
NAVAL_AI_FIRE_REPAIR_TIRGGER-0.3When 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-0.7When the fire reaches this state, AI back off from combat (goes from -1 to 0, 0 is when they abandon ship
naval_flag_amplitude2.5-
naval_flag_distance_scale200.0-
naval_flag_frq5.0-
naval_flag_size0.5-
naval_flag_wind_clip_distance200.0-
naval_flag_wind_direction_change10.0-
naval_flag_wind_display_enabled1-
naval_flag_wind_show_strength0-
naval_flag_wind_strength_change1.0-
naval_flag_wind_strength_max10.0-
naval_flag_wind_strength_min1.0-
naval_render_wakes1-
NAVY_FLAG_SCALE1.0Flag scale for a navy
NAVY_FLAG_WIND_STRENGTH0.2Flag wind strength
NAVY_FLAG_Y_OFFSET0.4Y offset for a navy
NEIGHBOUR_DEAD_FLINCH_CHANCE0.5Chance of playing a flinch animation when one of our neighbour man was hit to dead
NEIGHBOUR_HIT_FLINCH_CHANCE0Chance of playing a flinch animation when one of our neighbour man was hit
NEIGHBOUR_HIT_FLINCH_RADIUS2.0How close reacting men should be to the man being hit. Radius in meters
NEW_AREA_CHANCE10-
NEW_AREA_CHANCE_WITH_NO_OPEN_AREAS_INCREASE75-
new_shadows1-
NIGHT_LIGHT_COLOUR1.0Colour of night lights
NIGHT_LIGHT_OFFSET10.0-
NIGHT_LIGHT_RANGE13.0-
NIGHT_LIGHT_SHIP_OFFSET17.0-
NIGHT_LIGHT_SHIP_RANGE35.0-
NIGHT_SPOT_DISTANCE_REDUCTION0.8how much less range you ahve for spotting at night
NO_CANTABRIAN_INCREMENT0Should we not rotate the men in a cantabrian circle
no_clip0toggle clip
no_grass_threshold_forest1.2-
no_grass_threshold_rock2.0-
no_grass_threshold_sand2.25-
NO_VARIANT_DISTANCE100.0no variant distance
NON_CAVALRY_SKIRMISH_COLLISION_TIME15.0the time to forward predict being hit; to start skirmishing
NUM_ATTEMPT_TO_PLAY_CONVERSATIONAL_VO5-
NUM_BUILDING_EXPENSIVE_CAN_SHOOT_TESTS_PER_TICK5-
NUM_BUILDINGS_ON_FIRE_TRIGGER_FIRE_EVENT15-
num_critical_fires10.0-
NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MAX8-
NUM_EXPLORATION_POINTS_ON_AREA_CREATION_MIN4-
number_of_threads8Set the number of threads <= 0 - automatic, >0 = explicit number
number_of_threads_for_campaign_pathfinder_cache0Set 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_duration7.0-
oar_sea_foam_end_size10.0-
oar_sea_foam_fade_in0.1-
oar_sea_foam_fade_out3.5-
oar_sea_foam_start_size1.0-
OCCUPIED_SETTLEMENT_FLAG_SCALE1.0Flag scale for an occupied settlement
OCCUPIED_SETTLEMENT_FLAG_Y_OFFSET0.5Y offset for an occupied settlement
ocean_wireframe0-
OFFICERS_CAN_SHOOT0-
OIT_GRASS_MAX_DISTANCE25.0-
OIT_GRASS_MIN_DISTANCE0-
oit_multi_pass0-
OIT_TREE_MAX_DISTANCE25.0-
OIT_TREE_MIN_DISTANCE0-
ON_AWARENESS_PERCENT_CHANCE_ANIM_PER_ENTITY0.2-
ON_CAPTURED_BUILDING_DISTANCE130.0-
ON_CAPTURED_GATEHOUSE_ANIM_UNARY_CHANCE_PER_ENTITY0.1-
ON_PROJECTILE_IMPACT_ANIM_UNARY_CHANCE_PER_ENTITY0.1-
ON_RAISED_BANNER_ANIM_UNARY_CHANCE_PER_ENTITY0.1-
OP_RAGE_INFO0Debug output rage values
ORDER_VO_COOLDOWN_TIME_MAX10.0-
ORDER_VO_COOLDOWN_TIME_MIN1.0-
ORDER_VO_RESUME_DELAY0.45-
out_of_video_memory0-
outline_num_passes1-
OUTPUT_BUILDING_MEMORY_USAGE0-
output_current_twitch_frame0-
OUTPUT_SHIP_DAMAGE_PANELS0-
OUTPUT_XML_LOG1in the debugger, this outputs all the xml data
overlay_camera_push0.7-
override_autoresolve_handicap0Enable/disable use of autoresolve_difficulty setting (otherwise uses battle setting)
override_load_xml_first0-
override_normal_stancenan-
override_province_public_order_factors0-
OVERRIDE_QUOTE_KEY0-
OVERRIDE_QUOTE_SOURCEnan-
OWN_BORDER_COLOUR_B0-
OWN_BORDER_COLOUR_G60-
OWN_BORDER_COLOUR_R180-
pass_all_ancillaries0-
pass_all_traits0-
PATH_SEARCH_BRIDGE_MAX_COST_MULTIPLIER0.4-
PATH_SEARCH_BUILDING_REFERENCE_COST1.0-
PATH_SEARCH_MAX_HEURISTIC_COST_TO_BE_MULTIPLIED10.0-
PATH_SEARCH_VEHICLE_REFERENCE_COST1.0-
pathfinder_enable_post_process_round_robin1-
pathfinder_enable_progressive_paths1-
pathfinder_unit_to_debug_idnan-
PAUSED_MAX_WAITING_TIME2.0-
PERCENT_ORDERS_COMPLETED_CHANCE0.5-
PERCENT_UNITS_ROUTING_EVENT20-
PERCENT_UNITS_WAVERING_EVENT20-
perform_preindexed_filecheck1Set/reset the collection of unpacked files for file_exists calls (default true)
PHALANX_ALLOWED_ON_TOWER_RATIO0.2-
PIKE_WALL_OFFSET0.45-
pip_skip_frames3-
PIPE_JUMP_ANGLE_MAX1.344-
PIPE_JUMP_ANGLE_MIN0.785-
PIPE_WALL_DOOR_SHARING_COST_MULTIPLIER10.0-
play_destruction_vfx1destruction vfx plays
PLAY_SOUNDS_FOR_SPLICED_ANIMS1-
porthole_3d1If true, portholes in UI use 3d models. Otherwise use 2d images.
porthole_shadows_partial_clear0-
porthole_use_current_scene_lighting0-
POUR_BOILING_OIL_ON_EVERYONE0-
prebattle_speech_stress_test_end_type173-
prebattle_speech_stress_test_start_type0-
prebattle_speech_test_fort_gates0-
precache_ui1Preloads all UI layouts when the UI is created
precursor_ratio2.0-
PREVENT_MISFIRES0Prevent engines from misfiring
print_faction_available_buildings0-
print_region_available_buildings0-
PROJECTILE_BOUNCE_DAMAGE_SPEED_THRESHOLD10.0Speed threshold for bouncing projectiles to do damage to structures (m/s)
PROJECTILE_CAMERA_ENDING_TIMER_HIT6000-
PROJECTILE_CAMERA_ENDING_TIMER_MISS3000-
PROJECTILE_CAMERA_TIME_DILATION_INVERSE_COEFFICIENT15.0-
PROJECTILE_CAMERA_TRANSITION_DURATION_S1.0-
PROJECTILE_FLYBY_FOV0.3-
PROJECTILE_FLYBY_MAX_DISTANCE_SQUARED5500.0-
PROJECTILE_FLYBY_MIN_DISTANCE_SQUARED1600.0-
PROJECTILE_GRENADE_FUSE_TIME3.0Fuse time for grenade (s)
projectile_impulse25.0-
PROJECTILE_METAL_FRONT_ANGLE0Angle for playing metal sounds for the front of heavy siege equipment
PROJECTILE_ROLLING_FRICTION0.4Rolling friction of projectile
PROJECTILE_ROLLING_FRICTION_FIREBALL0.86Rolling friction of projectile
projectile_spawn_height250.0how high should the projectiles spawn from
PROJECTILE_STATIONARY_FUSE_TIME20.0Fuse time for stationary projectile (s)
PROJECTILE_STICKING_FUSE_TIME20.0Fuse time for sticking projectile (s)
PROJECTILE_TRACKER_ARROW_SCALE1.5-
PROJECTILES_FORCE_SHIP_FIRE0-
prototype_always_horse0-
province_public_order_factor_attitude0-
province_public_order_factor_happiness0-
province_public_order_factor_repression0-
province_public_order_factor_satisfaction0-
province_public_order_factor_slave0-
proximity_fading1When enabled, entities will automatically fade out as get close to them rather than clipping with camera.
quadtree_disable_cache0-
quadtree_render_debug_nodes0-
r_deep_waves_scale4.0-
r_deep_waves_scale_xz8.0-
R_SCALE0.5-
r_shallow_waves_scale4.0-
r_shallow_waves_scale_xz4.0-
RADAR_BORDER_OPACITY0.4-
RADAR_BORDER_SIZE4.0-
RAGE_DIRECTION_UPDATE_INTERVAL100means that all of the units have been updated once in x tick time
RAMMING_CREW_EFFECT_VELOCITY_MULTIPLIER5.0-
RAMMING_IMPULSE_MULTIPLIER20.0-
RAND_PERCENT_PLAY_CAN_WITHDRAW_RATHER_THAN_LOSING50-
ranging_shot_arrival_time_sec0.1how long it takes for a bombard to arrive on the battlefield
READ_MULTIPLE_SELECTION_SHIPS0-
READY_ENTER_RANGE40.0-
READY_EXIT_RANGE50.0-
reflection_flattening_factor0.5-
REFORM_ID0-
refraction_copy_resource0-
RELEASE_ANIMALS_ON1will animals be released by the handlers
RELEASE_ANIMALS_RANGE150.0The distance at which animals will be released
reload_battle_script0-
reload_display_variance1.05the amount to change the reload time, for display purposes only
render_battle_props1-
render_blendmap1-
render_character_bleed_fade_in_seconds2.0-
render_character_bleed_max_intensity0.75-
render_character_diff_state_anim_speed_mod1.25-
render_character_teleport_fade_seconds0.25-
render_clouds1-
render_debug_lines1-
render_disable_ship0-
render_disable_ship_planks0-
render_disable_ship_verlet0-
render_enable_draw1-
render_entities1force-disable entity display
render_front_spray1-
render_imposters1-
RENDER_MOVEMENT_EXTENTS_BORDERS0enable/disable debug display of movement extent splines
RENDER_MOVEMENT_EXTENTS_BOUNDS0enable/disable debug display of inner and outer bounds for movement extent splines
RENDER_MOVEMENT_EXTENTS_CONTROL_POINTS0enable/disable debug display of movement extent spline segment control points
RENDER_MOVEMENT_EXTENTS_LINES0enable/disable debug display of start and endpoint of movement extent spline segments
RENDER_MOVEMENT_EXTENTS_SPLINE1enable/disable display of movement extent splines
RENDER_MOVEMENT_EXTENTS_TRIANGLE_IDnanid of movement extents triangle to display (-1 = all)
RENDER_MOVEMENT_EXTENTS_TRIANGLES0enable/disable debug display of movement extents triangles
render_optimized_instancing1-
render_sea_flat0-
render_sea_foam1-
render_sea_surface1-
render_settlement_debug_display0-
render_settlement_far_distance100.0-
render_ship_splashes1-
render_side_spray1-
render_skip_dip0-
render_skip_disabled_techniques1-
render_skydome1-
render_staging_offset_max100000-
render_stats_scoped0-
render_stats_ui0-
render_trade1-
render_tree_bounds0-
render_vfx_far_distance80.0-
RENDER_ZOC_BORDERS0enable/disable debug display of zoc splines
RENDER_ZOC_BOUNDS0enable/disable debug display of inner and outer bounds for zoc splines
RENDER_ZOC_CONTROL_POINTS0enable/disable debug display of zoc spline segment control points
RENDER_ZOC_LINES0enable/disable debug display of start and endpoint of zoc spline segments
RENDER_ZOC_SPLINE1enable/disable display of zoc splines
RENDER_ZOC_TRIANGLE_IDnanid of zoc triangle to display (-1 = all)
RENDER_ZOC_TRIANGLES0enable/disable debug display of zoc triangles
report_mesh_budget0-
report_rigid_budget0-
report_ui_loc_errors0-
report_unused_directory_entries0-
rescale_battle_prop_decals1-
rescale_battle_prop_decals_lower_safety_margin0.25-
rescale_battle_prop_decals_upper_safety_margin0.5-
RESTRICT_MOVEMENT_RATIO_COMBAT2.0-
RESTRICT_MOVEMENT_RATIO_NON_COMBAT3.0-
rewriting_allowed0-
RIGGING_UPDATE_ALL_SAILS0update all sails all the time
RIGHT_HAND_POSITION_TRANSLATION_X-0.06-
rigid_cache_enabled0-
rigid_calc_texel_density0-
rigid_campaign_tree_lod100.0-
rigid_campaign_tree_zprefill1-
rigid_cloth_particle_mass1.0-
rigid_cloth_y_axis_rotation_constraint360.0-
rigid_collision_scale1.1-
rigid_collision_sphere_scale1.0-
rigid_collision_test1-
rigid_collision_test_interval3-
rigid_collision_z_offset0-
rigid_enable_all_rigids1-
rigid_enable_weighted1-
rigid_gbuffer_only0-
rigid_map_stats0-
rigid_min_number_instances_for_async_tbb100-
rigid_model_loader_override_texture_blend_wind0-
rigid_num_simulation_steps10-
rigid_rope_culling_threshold4000.0-
rigid_rope_flex1.0-
rigid_rope_particle_mass5.0-
rigid_rope_wind_pressure_scalar0.01-
rigid_show_colliders0-
rigid_show_weighted_cloth_sim_mesh0-
rigid_show_weighted_cloth_unsimulated0-
rigid_show_weighted_mesh1-
rigid_simulation_auto_run1-
rigid_simulation_damping0.999-
rigid_simulation_force_scale1.0-
rigid_simulation_handle_tension0.95-
rigid_simulation_interval0.05-
rigid_simulation_restore0-
rigid_simulation_side_force_perturbation_scale1.0-
rigid_simulation_side_force_perturbation_spacing3.5-
rigid_simulation_side_force_perturbation_speed1.0-
rigid_skip_small_parts1-
rigid_sort1-
rigid_tesselation_displacement_scale0.4-
rigid_tesselation_factor5.0-
rigid_tree_lod_scalar1.0-
rigid_update_animation_texture1-
river_flow_rate0.02-
river_scale1.0-
root_time1.0Multiplier for lowest level time advancement
ROPE_DISTANCE200.0rope distance
ROPE_DISTANCE_FADEOUT150.0rope distance fade out start
rope_test0-
rot_velocity_foam0.4-
rotational_acceleration1-
rotational_acceleration_value10.0-
round_sea_camera1-
ROUT_DIRECTION_FINDER_MAP_EDGE_WEIGHT1.0-
RULES_PROJECTILE_BOUNCE_NORMAL_VELOCITY_DAMPING0.4-
RULES_PROJECTILE_BOUNCE_PLANE_VELOCITY_DAMPING0.6-
RULES_PROJECTILE_BOUNCE_SURFACE_OFFSET0.05-
RUN_SPEED_MODIFIER1.0Modifier for tweaking run speed for testing and cinematic capture
SALLYOUT_ALLOW_RETURN_TO_DEFENCE0Allows the defensive AI to return to the settlement after previously deciding to Sally Out
sand_max_threshold0.2-
sand_min_threshold0-
save_deferred_fog0-
save_deferred_lighting0-
save_envmap0-
save_skymap0-
scene_skip_env_update0-
SCOUTING_GRID_REFRESH0-
SCOUTING_GRID_RESOLUTION_MULTIPLIER1.0-
scrub_lod_distance_default200-
scrub_node_always_render0-
scrub_node_display_aabb0-
scrub_node_instances0-
scrub_node_mem0-
sea_choppiness1.8-
sea_decay0.001-
sea_foam_vfx_num_spray_per_frame2-
sea_foam_vfx_spray_name19-
sea_fps10.0-
sea_horz_scale70.0-
SEA_LEVEL_FOR_SEAGULL0.2-
sea_mesh_offset_distance3.0-
sea_num_divisions256.0-
sea_phillips_constant945758993-
sea_quantisation_distance20.0-
sea_repeat_time10.0-
sea_shininess1000.0-
sea_wind_speed10.0-
settlement_ai_area_overoccupation_penalty1.0-
settlement_ai_debugging_disallow_use_of_walls0-
settlement_ai_debugging_draw_analysis0-
settlement_ai_debugging_draw_graph_optimisations0-
settlement_ai_debugging_draw_graphs0-
settlement_ai_debugging_draw_HLS0-
settlement_ai_debugging_draw_HLS_influence_map_id0-
settlement_ai_debugging_draw_influence_maps0-
settlement_ai_debugging_draw_orders0-
settlement_ai_debugging_draw_resource_allocator0-
SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z2.0-
settlement_expandion_build_time5.0-
settlement_expandion_offset_max_time1.0-
settlement_expansion_anim_z_axis_negative_offset1.3-
settlement_expansion_damage_wall_proportion_per_level0.3-
settlement_expansion_enable_pathfinder_debug0-
settlement_expansion_expand_sprawl_into_next_slot_chance0.6-
settlement_expansion_growth_update_chance_city0.7-
settlement_expansion_growth_update_chance_walled_city1.0-
settlement_expansion_ignore_pathfinder0-
settlement_expansion_upgrade_max_non_slot_upgrades_at_max_level_unary0.35-
settlement_expansion_upgrade_max_zoe_validation_expansions2-
settlement_expansion_upgrade_slot_sprawl_chance0.8-
SETTLEMENT_FLAG_WIND_STRENGTH0.15Flag wind strength
SETTLEMENT_FLAG_X_OFFSET0X flag offset for a settlement
SETTLEMENT_FLAG_Z_OFFSET0Z flag offset for a settlement
settlement_height_override0-
SETTLEMENT_PERCENT_BADLY_DAMAGED30-
SETTLEMENT_PERCENT_RUINED60-
settlement_quick_switch_construction_multiplier12.5-
shader_compile_filter0-
shadow_cam_depth_offset_battle150.0-
shadow_cam_depth_offset_campaign14.0-
shadow_split_battle_min_distance_delta0.01-
shadow_split_blend_fraction0.1-
shadow_split_campaign_min_distance_delta0.01-
shadow_split_enlargement_safe_zone1.05-
shadow_split_min_cosine_angle_delta1.0-
shadowmap_extreme_quality0-
shadowmap_split_scale1.0-
SHELL_SIZE_ONE_SIDE6-
shells_per_barrage8how many shells are spawned per barrage
SHIP_BOARDING_ACCELERATION_MAGNITUDE_FACTOR0.18-
SHIP_BOARDING_IMMOBILISER_ACCELERATION_MAGNITUDE_FACTOR0.07-
SHIP_BOARDING_MAX_ACCELERATION_MAGNITUDE6.5-
SHIP_BUOYANCY_POSITION_DAMPENING_TWEAKER0.001dampens the buoyancy effect on position
SHIP_BUOYANCY_ROTATION_DAMPENING_TWEAKER0.001dampens the buoyancy effect on rotation
SHIP_COLLISION_EXTRA_SIZE2.0-
SHIP_COLLISION_SOUND_HEIGHT2.0-
SHIP_DEBUG_RENDER_WAKES0-
SHIP_DISPLAY_MAX_LATERAL_WIND_FORWARD_SCALE5.0-
ship_display_max_sail_simulations_per_frame8-
SHIP_DISPLAY_MIN_FORWARD_WIND1.0-
ship_display_multi_thread_sail_simulation1-
ship_display_num_sail_simulations_per_thread2-
SHIP_DISPLAY_SAIL_ROPES_BREAK_DAMAGE_MULTIPLIER1.0-
SHIP_DISPLAY_SAIL_ROPES_BREAK_VALUE0-
SHIP_DISPLAY_SAILS_BURN_MULTIPLIER1.0-
SHIP_DISPLAY_SAILS_BURN_SPEED0.03-
SHIP_DISPLAY_SAILS_BURN_VALUE0-
SHIP_DISPLAY_SAILS_DAMAGE_MULTIPLIER1.0-
SHIP_DISPLAY_SAILS_DAMAGE_SPEED1.0-
SHIP_DISPLAY_SAILS_DAMAGE_VALUE0-
SHIP_DISPLAY_SAILS_PROJECTILE_EFFECT_MULTIPLIER0.1-
ship_display_update_all_sail_simulations0-
SHIP_DISPLAY_WIND_SCALE30.0-
SHIP_DRUM_CLOSEST_DISTANCE150.0-
SHIP_ENTITY_BEARING_BLEND_FACTOR0.1-
SHIP_ENTITY_DISPLAY_MAX_DEBUG_SAIL_UPDATES1-
SHIP_ENTITY_FORCE_FIELD_DEBUG0-
SHIP_ENTITY_MIN_TURNING_SPEED0.5SHIP_ENTITY_BEARING_BLEND_FACTOR
SHIP_FIRE_DESTRUCTION_TICKS150-
SHIP_FLOODED_DISPLAY_SCALAR10.5ship flooded display
SHIP_FORCE_FIELD_MAX_TURN_RATE0.122-
SHIP_FORCE_FIELD_TURN_MIN_ANGLE0.175-
SHIP_FORCE_FIELD_TURN_RATE0.07-
SHIP_GUST_HEIGHT_OFFSET20.0-
SHIP_HEIGHT_ABOVE_GROUND_FOR_BEACHING1.0-
SHIP_HULL_POINT_SEPARATION1.0-
SHIP_HULL_SPLASH_PROBABILITY0.35-
SHIP_INCENDIARY_GENERATION_RADIUS2.0Radius used to procedurally generated the incendiary points on ships
SHIP_INCREASED_SINKING_SPEED_OFFSET_PER_SECOND-2.5-
SHIP_INCREASED_SINKING_SPEED_START_TIME12.5-
SHIP_MARKER_HEIGHT_OFFSET0.8height offset for ship mouseover/selection markers
ship_marker_height_scale1.1-
ship_marker_width_scale3.0-
SHIP_MODEL_SCALE0.45-
SHIP_OAR_DRUM_MIN_SPEED0.5-
SHIP_OAR_DRUM_TIME1.0-
SHIP_OAR_EFFORT_TIME0.15-
SHIP_OAR_IMPACT_TIME1.85-
SHIP_OAR_POSITION_BACK_OFFSET6.0-
SHIP_OAR_POSITION_FRONT_OFFSET7.5-
SHIP_OAR_POSITION_SIDE_OFFSET5.0-
SHIP_OAR_SOUND_COUNT_CLOSE3-
SHIP_OAR_SOUND_DISTANCE_FAR40.0-
SHIP_ON_FIRE_REACTION_CHANCE_LVL10.4Chance of playing a reaction animation when ship is on fire
SHIP_ON_FIRE_REACTION_CHANCE_LVL20.9Chance of playing a reaction animation when ship is on fire
SHIP_RAMMED_STUMBLE_CHANCE0.5Chance of playing a stumble animation by the crew men when their ship is being rammed
SHIP_ROTATIONAL_VELOCITY_HULL_CREAK0.15-
SHIP_ROTATIONAL_VELOCITY_SAIL_WIND_GUST0.15-
SHIP_SPEED_IS_MOVING3.0-
SHIP_SPEED_THRESHOLD_TO_USE_FASTEST_SIZE2.0-
ship_target_marker_height_scale1.2-
ship_target_marker_width_scale3.0-
ship_to_ship_damage1toggle ship_to_ship_damage
should_circle_to_board_angle40.0-
SHOUT_SOUND_RETRIGGER_MIN_TIME6.0-
show_campaign_selection_bounds0-
show_captured_shadows0-
SHOW_COMMAND_RESPONSIVENESS_TIMING0-
show_command_responsiveness_timing_output0-
show_cpu_moves1Show/hide the movement of the ai pieces on the campaign map
show_cpu_moves_level1Sets 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_camera1-
show_debug_shadow_cameras1-
show_debug_split_frustums1-
SHOW_DEPLOYMENT_CALCULATION0-
SHOW_ENEMY_UI_SPLINES0when true splines for enemy units will be registered so can see their ui when switching armies
SHOW_FIREARCS1if true, firearcs will be shown when appropriate. If false disables them completely (requested by elliott)
show_frontend_movies1Use to disable intro movies
show_path_markers1Show paths in naval battles
SHOW_PRECURSOR_FIREARCS0if true, firearcs will be shown for precursor units
show_projectile_trails1Show projectile trails...
show_radial_without_ctrl0If true, middle mouse button opens up radial without having to have ctrl held (false by default as middle mouse for camera)
show_selection_markers1Show the selection markers under the units
show_target_zones1Show firing arcs etc
SHOW_UNDESTROYED_SETTLEMENT_BUILDINGS0-
SHOW_VALIDATE_TARGET_TESTS0draw debug lines for fire tests
shroud_blur_kernel_size_v210-
shroud_edge_padding128-
shroud_half_edge_padding64-
shroud_padding20-
SIEGE_TOWER_JUMP_DISTANCE2.7-
SIM_BASED_ENABLE_COMBAT_OUTCOME_BOUNDING1-
simple_click_proxy_delay200Delay before a simple click shows a proxy preview of movement in milisconds
simulation_patch_meters1000.0-
skip_all_autoresolver_battles0-
skip_model_shadow0-
skip_update_camera0-
SKIRMISH_BUFFER_TIME6.0the extra buffer time to add to skirmishing whilst being chased
SKIRMISH_THREAT_CORRIDOR_SIDE_ANGLE20.0-
sky_hdr_scaler1.0-
slot_battle_radius4.0-
SLOT_CAN_CONSTRUCT_OFFSET_Z1.6-
SLOT_FLAG_SCALE0.3Flag scale for a slot
SLOT_FLAG_WIND_STRENGTH0.15Flag wind strength
SLOT_FLAG_X_OFFSET0X flag offset for a Slot
SLOT_FLAG_Y_OFFSET-0.3Y flag offset for a Slot
SLOT_FLAG_Z_OFFSET0Z flag offset for a Slot
SMALL_IMPOSTER_DISTANCE100.0small imposter distance
SMALL_SHARED_POSE_DISTANCE50.0small shared pose distance
soft_collision_display_alpha0.8-
SOFT_COLLISION_OBJECT_BRACING_RADIUS_ADDITION0.5-
SOFT_COLLISION_OBJECT_DEAD_MASS_MODIFIER0.15-
sound_advisor_enabled1advisor sound enabled
sound_advisor_volume100advisor sound volume 0-100
SOUND_ANIM_HEIGHT0.5-
SOUND_ANIMATION_MAX_DEAD_TIME10.0-
SOUND_BOILING_OIL_HEIGHT1.5-
SOUND_CAPTURE_PATH27-
SOUND_CHANGE_POOLS_CLOSEST_ENTITY_DISTANCE40.0-
SOUND_COMMUNICATION_BUFFER_SIZE_IN_KB512-
SOUND_DEFAULT_BUFFER_LOW_RATIO0.9-
SOUND_DEFAULT_BUFFER_SIZE_IN_KB23972-
SOUND_ENABLE_UI1-
SOUND_FIRE_INTENSITY_NEW_POSITION_SCALE1.5-
SOUND_FIRE_INTENSITY_TIME_SCALE6.0-
SOUND_GRID_BUILDING_HEIGHT_REDUCTION0.3-
SOUND_GRID_DEBUG_CONTINUOUS_DISTANCE81.0-
SOUND_GRID_DEBUG_CONTINUOUS_STEP10.0-
SOUND_GRID_DEBUG_DISCRETE_DISTANCE40-
SOUND_GRID_ENVIRONMENT_CITY_HEIGHT_MODIFIER8.0-
SOUND_GRID_ENVIRONMENT_CITY_SEARCH_SIZE34.0-
SOUND_GRID_ENVIRONMENT_CITY_SIZE_MODIFIER100.0-
SOUND_GRID_ENVIRONMENT_FOREST_BURN_SIZE120.0-
SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MAX24.0-
SOUND_GRID_ENVIRONMENT_FOREST_HEIGHT_MIN16.0-
SOUND_GRID_ENVIRONMENT_FOREST_MIN_SIZE24.0-
SOUND_GRID_ENVIRONMENT_FOREST_SEARCH_SIZE30.0-
SOUND_GRID_ENVIRONMENT_WATER_NUM_FOR_SEA3000-
SOUND_GRID_ENVIRONMENT_WATER_SEA_EXPANSION10.0-
SOUND_GRID_OBSTRUCTION_TEST_DISPLAY_TIME0.2-
SOUND_GRID_TBB_GRAIN32-
SOUND_GRID_TREE_RADIUS_MULTIPLIER0.5-
SOUND_LINE_MAX_DISTANCE120.0-
SOUND_LINE_MIN_DISTANCE10.0-
SOUND_LOADING_SCREEN_UNLOAD_TIME7.0-
SOUND_LOWER_ENGINE_DEFAULT_BUFFER_LOW_RATIO0.7-
SOUND_LOWER_ENGINE_DEFAULT_BUFFER_SIZE_IN_KB13312-
sound_master_enabled1master sound enabled
sound_master_volume100master sound volume 0-100
SOUND_MAX_ANIMATION_GROUND_TYPES4-
SOUND_MAX_ANIMATION_SOUND_DISTANCE80.0-
SOUND_MONITOR_POOL_SIZE512-
SOUND_MONITOR_QUEUE_POOL_SIZE128-
sound_music_enabled1music sound enabled
sound_music_volume52music sound volume 0-100
SOUND_PAUSED_REPLAY_UPDATE_TIME0.1-
SOUND_PLAY_ALL_ANIMATION_SOUNDS0-
SOUND_POOL_SWITCH_IMMEDIATELY0-
SOUND_POSITION_SMOOTH_TIME0.2-
sound_previous_advisor_volume100Last modified sound value
sound_previous_master_volume100Last modified sound value
sound_previous_music_volume100Last modified sound value
sound_previous_sfx_volume100Last modified sound value
sound_previous_vo_volume100Last modified sound value
sound_setting_version2Version of current audio settings to handle reseting some default values between updates
sound_sfx_enabled1sfx sound volume enabled
sound_sfx_volume100sfx sound volume 0-100
SOUND_SMOKE_INTENSITY_MAX15.0-
SOUND_SMOKE_INTENSITY_NEW_POSITION_SCALE0.5-
SOUND_SMOKE_INTENSITY_TIME_SCALE0.8-
SOUND_STREAM_IO_BUFFER_SIZE_IN_KB1024-
SOUND_STREAM_IO_MAX_CACHE_RATIO1.0-
SOUND_STREAM_MANAGER_BUFFER_SIZE_IN_KB256-
SOUND_TERRAIN_EFFECT_MAX_DISTANCE_SQUARED6400.0-
SOUND_UPDATE_ANIMATION_ENTITIES1-
sound_vo_enabled1vo sound enabled
sound_vo_volume100vo sound volume 0-100
SOUND_WARN_OF_UNLOADED_DATA0-
SOUND_WAVEFILE_BUFFER_SIZE_IN_KB88064-
source_ship_angle_to_boarding_target90.0-
source_ship_obtuse_angle_to_boarding_target160.0-
sp_lobby_enable_reinforcements0Set true to have extra armies come on as reinforcement
sp_lobby_reinforcement_0_angle_deg0Set the approach angle in degrees for the first reinforcement army
sp_lobby_reinforcement_1_angle_deg0Set the approach angle in degrees for the second reinforcement army
sp_lobby_reinforcement_2_angle_deg0Set the approach angle in degrees for the third reinforcement army
spatial_system_ray_intersection_visualiser0-
SPECIAL_ABILITY_INTENSITY0.5-
SPECIAL_ABILITY_INTENSITY_MIN_UPDATE0.25This is so that we don't update ALL the time, but in increments
SPECIAL_ABILITY_SMALL_RECHARGE0-
SPLINE_HEIGHT_ABOVE_SEA1.0-
SPLINE_HEIGHT_ABOVE_TERRAIN0.2-
split_d00-
split_d10-
split_d20-
split_d30-
spray_cut_off_value1.0-
spray_duration1.0-
spray_speed1.0-
sprite_cache_report_interval100-
SQUAD_TASK_ATTACK_IDLE_UNITS_USE_ORDERED_LOCATION1-
SQUAD_TASK_INTERCEPT_LOOK_AHEAD_TIME5.0-
ss_f10000.0-
ss_matchmaking_max_phase_timeout60000-
ss_n10.0-
ss_w2048.0-
ss_y1000.0-
ssr_reflections_blur_min_depth0.5-
ssr_reflections_blur_min_normal_similarity0.98-
ssr_reflections_blur_pass_blur_radius_multiplier_max5.0-
ssr_reflections_blur_pass_blur_radius_multiplier_min2.0-
STANDARD_BEARER_FLAG_HEIGHT_OFFSET1.5-
start_control_length_scale8.0-
START_EVERY_BUILDING_ON_FIRE0-
STATS_BASED_ENABLE_REINFORCEMENT_CAPPING0-
steam_funnel_speed1.0-
STEERING_X_MAG_BLEND0-
stereo_max_view_count0-
strong_heap_verification0Dictates whether or not strong heap verification is carried out at the end of every main loop
subtitles1Display subtitles during movies
SURROUND_PANNING_MULTIPLIER1.0-
SURROUND_SAMPLE_COUNT8-
SURROUND_SAMPLE_DIRECTIONS16-
swell_fps2.0-
swell_horz_scale800.0-
swell_num_divisions128.0-
swell_phillips_constant856397345-
swell_repeat_time30.0-
swell_wind_speed12.74-
TACTICAL_MAP_DOUBLE_CLICK_THRESH_MS0determines time in ms as what counts as double click for tactical toggle. If 0 will always toggle.
TACTICAL_MAP_DRAG_SPEED4.0how quick mbutton dragging moves camera
TACTICAL_MAP_FACE_CURRENT_DIRECTION1if true, camera direction will be in direction battle camera was in. Otherwise always faces 'north' so like radar
TACTICAL_MAP_FAR_PLANE10000.0far plane distance
TACTICAL_MAP_HEIGHT_MOVE_WEIGHT0.01how much impact height has on movement speed (the higher the bigger impact)
TACTICAL_MAP_HEIGHT_ZOOM_WEIGHT1000.0how much impact height (size of map in this case) has on zoom speed (the higher the bigger impact)
TACTICAL_MAP_HELD_THRESH_MS100.0determines time in ms as what counts as holding down tactical toggle (to avoid flicker when double tapping)
TACTICAL_MAP_IS_MOVEABLE1if true, allows to control camera movement with wasd/mouse scroll
TACTICAL_MAP_LIGHT_CHANGE_DURATION_MS1000.0how long takes for lighting setting to change (fog to clear)
TACTICAL_MAP_LIGHTING_USE_FILE0if true, lighting will use lighting file. Otherwise will use main lighting settings but with fog disabled
TACTICAL_MAP_LOAD_TRANSITION_DURATION_S6.0how long loading screen camera pan takes in secs
TACTICAL_MAP_MAX_HEIGHT99999.0used to define max height can zoom out (used for e3 so couldnt zoom out fully)
TACTICAL_MAP_MAX_HEIGHT_TWEAK100.0extra height added onto height calculated can see whole battlefield
TACTICAL_MAP_MIN_HEIGHT400.0how much can zoom in when moveable, value is distance from highest point on map can zoom into
TACTICAL_MAP_MOVE_SPEED_MULITPLIER4.0how quick moves with wasd in tac map
TACTICAL_MAP_NEAR_PLANE50.0near plane distance
TACTICAL_MAP_ROTATE_SPEED0.1how fast rotates
TACTICAL_MAP_SCROLL_SPEED100.0how much scroll changes height when zoom
TACTICAL_MAP_SCROLL_THRESHOLD10.0determines how much have to scroll to enable tacmap
TACTICAL_MAP_SCROLL_TRANSITION_ENABLED0when enabled, will autotransition tacmap in and out when using mouse wheel to scroll
TACTICAL_MAP_SMOOTHING_DECAY-8.0determines smoothing applied to tacmap movement
TACTICAL_MAP_STARTS_LOW0if true, camera starts at most zoomed point
TACTICAL_MAP_TRANSITION_DURATION_S0.5how long camera pan takes in secs
TACTICAL_MAP_TRANSITION_IS_INSTANT0if true, no camera pans, just instant
TACTICAL_MAP_ZOOM_TO_CURSOR1if true, camera zooms towards cursor, otherwise zooms straight down
target_ship_angle_to_boarding_target50.0-
tbb_battle_props1-
TBB_CLEAR_FROM_HEIGHTMAP_GRAIN_SIZE64-
tbb_draw_tracker_grain50-
tbb_dynamic_platform_grain500-
tbb_entity_cache_location_grain100-
tbb_fill_animation_texture_grain32-
TBB_HEIGHTFIELD_OUTLINE_RASTERISE_MIN_GRAIN_SIZE6-
tbb_naval_proxy_model_updated_grain5-
TBB_RADAR_GENERATOR_COLOUR_OVERLAY_GRAIN_SIZE64-
TBB_RADAR_GENERATOR_GROUNDTYPE_OVERLAY_GRAIN_SIZE64-
TBB_RADAR_GENERATOR_HEIGHT_OVERLAY_GRAIN_SIZE64-
TBB_RADAR_GENERATOR_NO_GO_OVERLAY_GRAIN_SIZE64-
tbb_rigging_system_update_grain1-
tbb_sea_foam_grain8-
TBB_SET_GROUNDTYPE_GRAIN_SIZE64-
tbb_test_worker_thread_number0-
tbb_tracker_model_updated_grain50-
tbb_update_cloud_instances_grain_size40-
TBB_UPDATE_FROM_BLENDMAP_GRAIN_SIZE64-
terrain_aabb_max500.0-
terrain_aabb_min-10.0-
terrain_always_rebuild_block_instances0-
terrain_blend_contrast0-
terrain_blend_gain1.0-
terrain_campaign_waterplane_scale_w2.0-
terrain_campaign_waterplane_scale_x15.0-
terrain_campaign_waterplane_scale_y15.0-
terrain_campaign_waterplane_scale_z2.0-
terrain_clip_intersected1-
terrain_debug_sphere_size1.0-
terrain_debug_sphere_step10.0-
terrain_debug_spheres0-
terrain_debug_x0-
terrain_debug_z0-
terrain_disable_height_tests0-
terrain_draw1-
terrain_editor_normal_strength0.5-
terrain_editor_tile_max_y200.0-
terrain_editor_tile_min_y-50.0-
terrain_editor_v3_tile_max_y5000.0-
terrain_editor_v3_tile_min_y-50.0-
terrain_enable_blend1-
terrain_enable_custom_geom1-
terrain_enable_debug_spheres0-
terrain_enable_fringes1-
terrain_enable_shadows0-
terrain_enable_threaded_vis1-
terrain_enable_water_plane1-
terrain_far_blend_end37.0-
terrain_far_blend_start9.0-
terrain_far_shader_distance1500.0-
terrain_grain4000-
terrain_hf_height1.0-
terrain_intersection_clip_test0-
terrain_invisible0-
terrain_large_tile8-
terrain_lf_height712.0-
terrain_lod_addition0-
terrain_lq_infield_blend_range100.0-
terrain_matrix_optimisation1-
terrain_mid_distance_detail_far256.0-
terrain_mid_distance_detail_near1000.0-
terrain_mid_distance_detail_near_lq0-
terrain_mid_distance_detail_scale1000.0-
terrain_mid_distance_detail_strength0.6-
terrain_mid_distance_normal_strength1.0-
terrain_mid_distance_slope_factor3.0-
terrain_mid_distance_slope_high1.5-
terrain_mid_distance_slope_low0.8-
terrain_near_distance_detail_distance200.0-
terrain_near_distance_scale20.0-
terrain_near_distance_strength0.6-
terrain_normal_lf_scale1.3-
terrain_normal_terrain_scale0.8-
terrain_normal_tile_scale1.2-
terrain_override_climate_change_indexnan-
terrain_override_seasonnan-
terrain_prop_additional_area0-
terrain_redraw_far0-
terrain_refraction_offset-0.2-
terrain_refraction_scale4.1-
terrain_render_override0-
terrain_render_wireframe0-
terrain_scale169.625-
terrain_sea_lf_height400.0-
terrain_set_climatenan-
terrain_skip_add_instance0-
terrain_skip_vis0-
terrain_specular0.01-
terrain_stencil_blends0-
terrain_tess1-
terrain_test0-
terrain_tile_debug_max_distance1200.0-
terrain_tile_x_breaknan-
terrain_tile_y_breaknan-
terrain_update_normal_map1-
terrain_vertical_offset38.28-
terrain_visible_blend_tiles82.0-
terrain_visible_tiles600.0-
terrain_vtex_commit_changes_check1-
terrain_wait_task0-
terry_lf_normal_scale4.0-
TEST_AI_BUILD0Exclusive AI resetting and seed-changing game (amount of battles supplied)
test_battle_vomit_anims0-
test_blood_amount0-
test_blood_weights0-
test_blood_weights_threshold10-
test_dismember_clip_threshold0-
test_entity_tracker_cloaks0-
test_loading_screen_quotes0-
test_minspec_compliance0test minspec compliance test
TEST_SPM0-
test_steam_controller0ui
texture_dbg_scale1.0-
texture_dbg_x0-
texture_dbg_y0-
texture_filename_break9break on texture
texture_manager_async_cache1enable async cache~loading of textures
texture_manager_async_report_not_ready0enable async load of textures
texture_manager_async_wait_timeout1000Timeout while waiting for texture loads to complete, in milliseconds
texture_manager_enable_async_load0enable async load of textures
texture_manager_enable_async_update0enable async update of textures
texture_manager_enable_cache_update1enable texture manager cache
texture_manager_enable_delay_load0enable delay load of textures
texture_manager_filename_break9break on texture
third_person_camera_height15.0-
THROW_TORCHES_DEBUG0-
THROW_TORCHES_DOCKING_PUSH_IN_RATIO0.75we request to intercept slightly closer, so there'll be a re-intercept if at max range
THROW_TORCHES_INTERCEPT_PUSH_IN_RATIO0.75we request to intercept slightly closer, so there'll be a re-intercept if at max range
throwing_grapples_max_angle18.0-
throwing_grapples_max_distance15.0-
tile_map_cache_block_count128-
tile_map_cache_block_size16384-
tile_map_cache_stream_block_size65536-
TIME_BEFORE_PROJECTILE_IMPACT_TO_PLAY_INCOMING_SOUND1.0-
TIME_RANGE_END_TIME_OFFSET925353388-
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_GUSTY0.2-
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_MOVING0.2-
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_STORMY0.2-
TIME_UNTIL_NEXT_SAIL_WIND_GUST_MULTIPLIER_IS_TURNING0.15-
TOOLTIP_MOVE_THRESHOLD0.001-
TORPEDO_BUOYANCY10.0-
TORPEDO_BUOYANCY_HEIGHT0-
tracker_balancing_sort_block_size25-
TRANSPORTED_ARMY_FLAG_WIND_STRENGTH0.2Flag wind strength
tree_burn_override-1.0-
tree_fizzle_cull0-
tree_lod_scaler1.35-
tree_lodding_method1-
TRIGGER_EFFECT_07TRIGGER_EFFECT_0 name
TRIGGER_EFFECT_18TRIGGER_EFFECT_1 name
TRIGGER_SELECTED_ON_STOPPED_TIME1.0-
turn_off_defensibles_shooting0This is a dev only command, where defensible won't shoot
turning_angle_to_dest_proportion0.8-
tweaker_allow_client_to_client_connections1-
tweaker_allow_join_incompatible_games0-
TWEAKER_COMPATIBILITY_WITH_COMMAND_PROFILER_ENABLED0-
tweaker_p2p_session_log_events0-
tweaker_temp_a1.0-
tweaker_temp_b1.0-
twitch_bitrate1500Twitch streaming bit rate, max kbps (230 - 3500)
twitch_enabled0-
twitch_error_log_path0-
twitch_fps30Twitch frames-per-second for broadcast (10-60)
twitch_game_volume1.0Volume of system to be sent through twitch stream (0-1)
twitch_mic_volume1.0Volume of microphone to be sent through twitch stream (0-1)
twitch_remember_account1Determines whether game should remember twitch account
twitch_server_name0Name of ingest server to use for twitch. If non will use default as dictated by twitch
twitch_stream_title17Title of stream show on website for viewers
twitch_user_name0Twitch account user name that is remembered
twitch_user_password_encrypted0Twitch account password that is remembered and encrypted
ui_card_mode1Determines if card panel shown or minimised
ui_controller_accuracy_scale1.4Used to control a growth factor for every ui component to aid with game controller support
ui_enabled1-
ui_flags_light_angle42.0-
ui_height900.0-
ui_land_unit_ids00 = always, 1 = on mouse over, 2 = never
ui_mouse_scroll1Allow/disallow scrolling of the map by putting the cursor at the edge of the screen
ui_onscreen_kb0Enable on-screen keyboard for touch
ui_radar_mode0Determines if radar panel shown or minimised
ui_radar_scale1.0Scale of battle radar
ui_rect_height0-
ui_rect_left0-
ui_rect_override0-
ui_rect_top0-
ui_rect_width0-
ui_show_campaign_labels1Show/hide the labels under settlements
ui_show_help_markers1Show/hide the markers that indicate various things such as disembark zones and bastions
ui_show_input_method0Show current input method
UI_SKIN_DIRECTORY_TWEAK0Allows you to specify the Skin directory, relative to the Skin folder (currently only effects start-up)
ui_telestration_always_on0Enables telestration for single player (for if want to draw for replays, or videos, etc)
ui_touch_enabled1Enable touch controls
ui_touch_last_used1is_touch_last_used
ui_unit_id_scale0Sets scale of unit banners
ui_unit_tooltip_expand_mode20 = never expand, 1 = delayed expand, 2 = always expand
ui_width1440.0-
ui_x0-
ui_y0-
uied_use_dx111If true, uied will use dx11
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_CELEBRATE_ANIM0.75-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_DEFAULT_ANIM0.2-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_GENERAL_NEAR_ANIM0.5-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_IN_SIEGE_TOWER_ANIM0.25-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_NERVOUS_ANIM0.75-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_OUT_OF_AMMO_ANIM0.5-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_RALLY_ANIM0.75-
UNARY_CHANCE_MULTIPLIER_PER_ENTITY_TAUNT_ANIM0.75-
UNARY_CHANCE_NERVOUS_ANIM0.5-
UNIT_COMBAT_ANALYSER_FAST_UPDATE_TICKS30-
UNIT_COMBAT_ANALYSER_MIN_ENTITIES_THRESHOLD6-
UNIT_COMBAT_ANALYSER_NUM_FAST_UPDATES2-
UNIT_COMBAT_ANALYSER_SLOW_UPDATE_TICKS70-
unit_continue_hiding_threshold75-
unit_dust_frequency_override0-
UNIT_GLOW_INTENSITY_MOUSEOVER0.03-
UNIT_GLOW_INTENSITY_SELECTION0.08-
UNIT_ID_COMBAT_MOVE_THRESHOLD_SQ9.0distance 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_WEIGHT0.5how much velocity factored into positioning of unit ids for predictive movement (so dont lag behind quick units)
unit_info_expanded1If true, unit info panel will show all stats
unit_info_shown_in_battle1If true, unit info panel is shown in battle
UNIT_PROXY_MARKER_HEIGHT_OFFSET0-
UNIT_PROXY_MARKER_HIGHLIGHT_SCALE1.2-
UNIT_PROXY_MARKER_MIN_RADIUS0.8-
UNIT_PROXY_MARKER_MIN_SIZE0.01-
UNIT_PROXY_MARKER_OVER_SCALE1.2-
UNIT_PROXY_MARKER_SELECTED_SCALE1.2-
UNIT_SPECIAL_ABILITIES_TABLE_OUTPUT0Do we want to output the ability details
unit_start_hiding_threshold85-
unit_task_move_test_wheel_at_start0-
unit_task_move_test_wheel_at_start_max_angle180.0-
unit_test0unit test (for daily build)
UNIT_VELOCITY_COUNTED_AS_MOVING0.1-
unit_visibility1.0-
UNOCCUPIED_SETTLEMENT_CAN_CONSTRUCT_OFFSET_Z1.6-
UNOCCUPIED_SETTLEMENT_FLAG_SCALE1.0Flag scale for an unoccupied settlement
UPDATE_BATTLE_RELATIVE_STRENGTH_TIME20.0-
update_disable_ship0-
UPDATE_NUM_VISIBLE_ENEMY_UNITS_TIME5.0-
UPDATE_TIME_BASE_FAR1.0-
UPDATE_TIME_BASE_NEAR0.25-
UPDATE_TIME_RANDOM_OFFSET0.2-
upflow_rate0.1Rate of flow of water upwards
use_accurate_spatial_query_check1should we use the OBB for testing?
use_autotrigger_abilities1Use the prototype for autotriggering of abilities
USE_BASE_BAMBOO1-
USE_BASE_CHEVEAU1-
use_bink_for_videos0-
use_debug_bombard_settings0for testing, use basic settings (independant of battle type)
USE_GESTURES1do we handle gestures?
use_image_info_db1-
use_land_in_naval_battle1-
use_point_based_capture_points1Capture points will be point based rather than time based
use_prototype_spells0do we want to prototype some spells
use_tree_billboard_blocks1-
use_tweak_vals0-
use_vfs_cacheing1Turn on the scoped VFS caches
VALIDATE_BUILDINGS_EF1-
validate_commit_changes0-
VALIDATE_EFSLOT_PATHFINDING0-
variant_debug_burn_amount-1.0-
variant_debug_damage_amount-1.0-
variant_debug_dump0-
variant_max_variations5-
variant_slot_variation_assert0-
vegetation_billboard_use_previous_frame1-
vegetation_block_enable1-
vegetation_create_default_soft_collision0-
vegetation_hstrength0.91-
vegetation_vstrength0.08-
VEHICLE_BURN_SHADER_AMOUNT0.3-
VEHICLE_FIRE_STAGE_ONE_DURATION18.0-
VEHICLE_FIRE_STAGE_TWO_DURATION10.0-
VEHICLE_RAM_DEAD_TIME_BEFORE_FADE_OUT_START10.0-
VEHICLE_RAM_FADE_OUT_SPEED2.0-
velocity_foam7.0-
velocity_speed_modifier0.3-
VERBOSE_ADC0circumvent cooldown
verbose_network_logging0-
verbose_texture_manager_reporting0enable verbose texture manager reporting
verlet_standards_update_time_multiplier1.0-
vfs_filename_break0-
vfs_log_level00 - off, 1 - mod-user, 2 - dev
VFX_AREA_SCALE_FACTOR0.01-
VFX_BACKWARD_TIME_STEP0.01-
VFX_DEBUG_FORCE_CPU_SIMULATION0-
VFX_DEBUG_INFO_UPDATE_ENABLE1-
VFX_DEBUG_SHOW_PARTICLE_COUNT0-
VFX_DEBUG_UPDATE_SIMULATION_ENABLE1-
VFX_DEBUG_WIREFRAME0-
VFX_DEFAULT_DISTANCE_FROM_CAMERA0.01-
VFX_EMITTER_ORIENTATION_AXIS_LENGTH10.0-
VFX_ENABLE1-
VFX_FAR_DISTANCE_CULLING_BIAS0-
VFX_HACK_IGNORE_XREF_MODIFICATION0-
VFX_LARGE_FLOAT1.0000000272564224e+16-
VFX_MIN_PROJECTILE_SPEED6.5min projectile speed to trigger effect
VFX_PARALLEL_UPDATER0-
VFX_RENDER_PARTICLES1-
VFX_RIGID_ALPHA_END0-
VFX_RIGID_ALPHA_MID_A1.0-
VFX_RIGID_ALPHA_MID_B1.0-
VFX_RIGID_ALPHA_START1.0-
VFX_RIGID_ALPHA_TIME_A0-
VFX_RIGID_ALPHA_TIME_B0.75-
VFX_SHOW_EMISSION_SURFACE0-
VFX_SHOW_EMISSION_SURFACE_GEOM0-
VFX_SHOW_EMITTER_ORIENTATION0-
VFX_SIMULATION_PARALLEL_UPDATE_PARTICLE_TEXTURE0-
VFX_SIMULATION_PREPARESORT_TBB_PARAM_GRAIN100-
VFX_SIMULATION_SPAWN_TBB_PARAM_GRAIN100-
VFX_SIMULATION_STEP_TBB_PARAM_GRAIN100-
VFX_SORT_PARTICLES1-
VFX_VOLUME_SCALE_FACTOR0.002-
VFX_WIND_ANGLE_DELTA5.0-
VFX_WIND_SCALE_FACTOR20.0-
VICTORY_TYPE_OF_BATTLE_CALCULATED_BASED_ON_WINNERS_CASUALTIES1should the result be based on the winner's casualties rather than the expected casualties?
video_decode_deadline0Set the deadline for video frame decoding.
vis_bump_max300.0unit_visibility
vis_bump_min300.0unit_visibility
vis_clamp_max300.0unit_visibility
vis_invisible_decay1.0unit_visibility
vis_natural_decay3.0unit_visibility
visibility_view_R81-
VO_CHANCE_NATIVE_RESPONSE0.2-
VO_CHANCE_PLAY_ORDER_ANIM75-
VO_CHANCE_PLAY_SELECTION_ANIM75-
VO_CHANCE_SELECTED_GENERAL0.5-
VO_CHANCE_SELECTED_GENERIC0.5-
VO_CHANCE_SELECTED_PRIMARY_NAME0.7-
VO_CHANCE_SELECTED_SECONDARY_NAME0.3-
VO_CHANCE_SELECTED_SUBCULTURE0.5-
VO_CHANCE_SELECTED_TERTIARY_NAME0.15-
VO_CHANCE_SELECTED_UNIT_CLASS0.5-
VO_CHANCE_SUBCULTURE_SPECIFIC_ATTACK_ORDER0.45-
VO_CHANCE_SUBCULTURE_SPECIFIC_GENERIC_ORDER0.25-
VO_CHANCE_VO_CONVERSATION_INDIVIDUAL0.8-
VO_CONVERSATION_FACEFX0-
VO_CONVERSATION_MAX_ATTENUATION_DISTANCE_SQUARED500.0-
VO_ORDER_MIN_PLAY_DISTANCE_SQUARED90000.0-
VO_UNITS_IN_RANGE_OF_POSITION_DISTANCE50.0-
voice_chat_enable1Enables VOIP functionality in Steam. (default = true)
voice_chat_microphone_gain100voice_chat_microphone_gain (0-100).
voice_chat_microphone_gain_boost1Boost microphone gain.
voice_chat_transmit_only_when_key_pressed1voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting).
voice_chat_volume100Voice chat volume (0-100).
VOICE_HEIGHT1.0-
vr_x0-
vr_y0-
VS_ELEPHANT_DAMAGE_RATIO0how much extra rage do projectiles with damage vs elephants cause (relative to their extra damage)
vtex_allow_teleport_detect1-
vtex_battle_frame_blend_budget0-
vtex_campaign_frame_blend_budget0-
vtex_check_duplicate_cache_pages0-
vtex_check_duplicate_page_requests0-
vtex_do_reduction0-
vtex_enable_blend_messages0-
vtex_enable_composite_pass1-
vtex_enable_copy_to_cache1-
vtex_enable_terrain_touch1-
vtex_mip_levels_requested_each_frame0-
vtex_render_debug_mode0-
vtex_verify_page_table_sync0-
vtex_wait_for_touch0-
WAKE_TEXTURE_HEIGHT35.0WAKE TEXTURE_HEIGHT
WALK_SPEED_MODIFIER1.0Modifier for tweaking walk speed for testing and cinematic capture
warp_angle0-
warp_distance0-
warp_shadows1-
warscape_enable_state_tracker1-
warscape_load_cache_file_size_limit1048576-
warscape_load_cache_report0-
WATER_LAKE_MAX_DISTANCE100.0-
WATER_RIVER_MAX_DISTANCE100.0-
WATER_SEA_MAX_DISTANCE180.0-
WATER_WILDLIFE_RANDOM_DIST25.0-
wave_trough_y_value0-
WAYPOINT_PATH_MIN_WIDTH0.5min_width_of_the_waypoint_arrow
WAYPOINT_PATH_TACTICAL_SCALE_INCREASE3.0width_of_the_waypoint_arrow
WAYPOINT_PATH_WIDTH_DEFAULT2.5width_of_the_waypoint_arrow
WAYPOINT_SMOOTH_EASE_WEIGHT5.0how much current distance to target taken into account for smoothing (higher means moves quicker as further away
WAYPOINT_SMOOTH_MOVE_SPEED1.0speed waypoint moves when smooth moving to close target to reduce flickering
WAYPOINT_SNAP_THRESHOLD100.0distance that waypoint start has to move before snapping rather than smoothely moving to
WAYPOINT_WIDTH_SCALE_START_DIST_SQ500.0min_width_of_the_waypoint_arrow
weaken_all_buildings0-
wheel_sea_foam_duration12.0-
wheel_sea_foam_end_scale6.0-
wheel_sea_foam_fade_in0.5-
wheel_sea_foam_fade_out3.5-
wheel_sea_foam_start_scale1.0-
WHEELED_VEHICLE_WHEEL_FADE_TIME0.5-
WHEELED_VEHICLE_WHEEL_MIN_MOVE_SPEED0.2-
WHEELED_VEHICLE_WHEEL_MIN_ROTATION_SPEED0.1-
WHEELED_VEHICLE_WHEEL_REACTION_TIME0.1-
win_on_quit_battle0By default lose on quitting a battle.
wind_maximum400.0max wind speed
WOUNDED_CHAIN_PROBABILITY50-
wp_damp0.1damping
wp_gain0.1gain
write_preferences_at_exit1Write preferences at exit
ws_force_editor_mode0-
x_pos2217Window position
x_res1024Fixed window width
XP_GROWTH_RATE0.35The curve increase is defined by this value
XP_GROWTH_SCALAR1.25The curve increase is multiplied by this value
y_pos236Window position
y_res768Fixed window height
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