flags

This document lists the various flags accepted by the game. Most of them go into user.script.txt and some can be passed directly via CLI to Rome2.exe. First list is a list of confirmed flags that work, while the second is a full dump.

Confirmed working:

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



Command library
===============
always_load_tile_database
    ----

animation_texture_count
    ----

audit_vfs
    Audit the VFS

campaign_cam_move
    campaign_cam_move

campaign_camera_placeholder
    temp placeholder for setting campaign map settings

clear_paths
    Clears the workign data directories

clear_template_cache
    Clears all component templates from the cache so the next time they are accessed they are re-loaded from the template library or disk

compile_all_shaders
    ----

disable_battle_cursor_intersection
    disables cursor intersections with 3d battle objects

disable_gpu_profiler
    ----

docudemon
    Create a documentation file of all CLI commands, tweaks, custom Lua commands and Lua-response-enabled messages

enable_ai_mp
    enable_ai_mp

enable_gpu_profiler
    ----

enable_rigid_tesellation
    ----

force_lq_lf_height_map
    force_lq_lf_height_map

force_rigid_lod
    ----

hdr_screenshot
    take screenshot

help
    list the commands

import_all_mods
    Import all mod packs

keyboard_shortcuts_disabled
    ----

mouse_cursor_disabled
    ----

pause_bink_video
    pause_bink_video

play_bink_video
    play_bink_video

process_campaign_ai_map_data
    Activate campaign AI map data processing during the startpos processing.

quit
    quit the application

quit_after_campaign_processing
    ----

report_missing_ui_images
    report_missing_ui_images

report_rigid_models
    ----

report_texture_usage
    ----

reset_advisories
    Destroy the record of the displayed advisories.

restart_replay
    restart_replay

resume_bink_video
    resume_bink_video

screenshot
    take screenshot

screenshot
    take screenshot

screenshot
    take screenshot

screenshot
    take screenshot

screenshot
    take screenshot

screenshot
    take screenshot

set_battle_size
    set_battle_size

set_shader_path
    ----

set_shadowmap_fade_range
    set_shadowmap_fade_range

set_skeleton_bone_limit
    set_skeleton_bone_limit

set_terrain_far_distance_in_tiles
    ----

set_terrain_season
    set_terrain_season

set_terrain_texture_params
    set_terrain_texture_params

set_ui_scale
    ----

show_paths
    Prints search paths in vfs tab

skip_directx_version_check
    skip directX version check

terrain_enable_battle_vtex
    terrain_enable_battle_vtex

terrain_enable_campaign_vtex
    terrain_enable_campaign_vtex

terrain_write_html
    terrain_write_html

terrain_write_html
    terrain_write_html

terrain_write_html
    terrain_write_html

test_square_meta_data
    test_square_meta_data

texdbg
    texdbg

texdbg_add
    texdbg_add

texdbg_show
    texdbg_show

toggle_building_lites_shadow_capsules
    ----

toggle_building_shadow_capsules
    ----

toggle_campaign_shadow_capsules
    ----

toggle_entity_shadow_capsules
    ----

toggle_naval_shadow_capsules
    ----

toggle_projectiles_damage
    ----

toggle_projectiles_ignite_buildings
    ----

toggle_terrain_vtex
    toggle_terrain_vtex

toggle_tree_shadow_capsules
    ----

toggle_unit_lanterns
    ----

ui_skin_hack
    change the default ui skin

upgrade_tile
    upgrade_tile

use_debug_shaders
    Compile and load debug shaders

use_keyset
    Swaps to the keyset named and remaps all keys

vtex_request_page_each_frame
    vtex_request_page_each_frame

vtex_set_render_debug
    vtex_set_render_debug

vtex_sync_gpu_page_table
    vtex_sync_gpu_page_table