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new_properties.xml
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<?xml version="1.0" encoding="UTF-8"?>
<ExemplarProperties>
<PROPERTIES>
<PROPERTY ID="0x00000000" Name="MiscType1" Type="Uint32" ShowAsHex="N">
<HELP>Function, values, & DataType: varies from Exemplar file to Exemplar file</HELP>
</PROPERTY>
<PROPERTY Name="Parent Cohort" ID="ParentCohort" Type="Uint32" Count="3" ShowAsHex="Y">
<HELP>
....
</HELP>
</PROPERTY>
<PROPERTY Name="Exemplar Type" ID="0x00000010" Type="Uint32" ShowAsHex="Y">
<HELP>
Used by property editors to group exemplars and filter properties
</HELP>
<OPTION Value="0x00000000" Name="Other/Unknown">
</OPTION>
<OPTION Value="0x00000001" Name="Tuning">
</OPTION>
<OPTION Value="0x00000002" Name="Buildings">
</OPTION>
<OPTION Value="0x00000003" Name="RCI">
</OPTION>
<OPTION Value="0x00000004" Name="Developer">
</OPTION>
<OPTION Value="0x00000005" Name="Simulator">
</OPTION>
<OPTION Value="0x00000006" Name="Road">
</OPTION>
<OPTION Value="0x00000007" Name="Bridge">
</OPTION>
<OPTION Value="0x00000008" Name="MiscNetwork">
</OPTION>
<OPTION Value="0x00000009" Name="NetworkIntersection">
</OPTION>
<OPTION Value="0x0000000A" Name="Rail">
</OPTION>
<OPTION Value="0x0000000B" Name="Highway">
</OPTION>
<OPTION Value="0x0000000C" Name="PowerLine">
</OPTION>
<OPTION Value="0x0000000D" Name="Terrain">
</OPTION>
<OPTION Value="0x0000000E" Name="Ordinances">
</OPTION>
<OPTION Value="0x0000000F" Name="Flora">
</OPTION>
<OPTION Value="0x00000010" Name="LotConfigurations">
</OPTION>
<OPTION Value="0x00000011" Name="Foundations">
</OPTION>
<OPTION Value="0x00000012" Name="Advice">
</OPTION>
<OPTION Value="0x00000013" Name="Lighting">
</OPTION>
<OPTION Value="0x00000014" Name="Cursor">
</OPTION>
<OPTION Value="0x00000015" Name="LotRetainingWalls">
</OPTION>
<OPTION Value="0x00000016" Name="Vehicles">
</OPTION>
<OPTION Value="0x00000017" Name="Pedestrians">
</OPTION>
<OPTION Value="0x00000018" Name="Aircraft">
</OPTION>
<OPTION Value="0x00000019" Name="Watercraft">
</OPTION>
<OPTION Value="0x0000001E" Name="Prop">
</OPTION>
<OPTION Value="0x0000001F" Name="Construction">
</OPTION>
<OPTION Value="0x00000020" Name="Automata Tuning">
</OPTION>
<OPTION Value="0x00000021" Name="Type 21 (Network)">
</OPTION>
<OPTION Value="0x00000022" Name="Disaster">
</OPTION>
<OPTION Value="0x00000023" Name="Data view">
</OPTION>
<OPTION Value="0x00000024" Name="Crime">
</OPTION>
<OPTION Value="0x00000025" Name="Audio">
</OPTION>
<OPTION Value="0x00000026" Name="My Sim Template">
</OPTION>
<OPTION Value="0x00000027" Name="TerrainBrush">
</OPTION>
<OPTION Value="0x00000028" Name="Misc Catalog">
</OPTION>
</PROPERTY>
<PROPERTY Name="Exemplar Interface ID" ID="0x00000011" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
A GZGUID that identifies a class interface
</HELP>
</PROPERTY>
<PROPERTY Name="Exemplar Class ID" ID="0x00000012" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
A GZCLSID that identifies a class implementation
</HELP>
</PROPERTY>
<PROPERTY Name="Custom Lot" ID="0xCBE243F7" Type="Uint32" ShowAsHex="Y">
<HELP>
If true, LotEditor identifies the lot as a custom lot.
</HELP>
</PROPERTY>
<PROPERTY Name="Exemplar Name" ID="0x00000020" Type="String" MinLength="0x00000001" MaxLength="0x00000028" ShowAsHex="Y">
<HELP>
Identifies this exemplar in property editors.
</HELP>
</PROPERTY>
<PROPERTY Name="Exemplar ID" ID="0x00000021" Type="Uint32" ShowAsHex="Y">
<HELP>
Identifies this exemplar so that C++ code and other exemplars can refer to it
</HELP>
</PROPERTY>
<PROPERTY Name="ResMan Registered Groups" ID="0x07af514b" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
Specifies a group id registered with the resource manager
</HELP>
<OPTION Value="0x67cd5fa1" Name="Auto Tracks">
</OPTION>
</PROPERTY>
<PROPERTY Name="MaxNetworkSlopeChange" ID="0x07b36c71" Type="Float32" Default="6" ShowAsHex="Y">
<HELP>
Range: [0.0 - 90.0]
</HELP>
</PROPERTY>
<PROPERTY Name="kSC4FloraParametersProperty" ID="0x083dc35b" Type="Float32" Count="14" Default="0" ShowAsHex="Y">
<HELP>
kSC4FloraParametersProperty
</HELP>
</PROPERTY>
<PROPERTY Name="kSC4FloraPreferencesProperty" ID="0x083dc487" Type="Float32" Count="256" Default="0" ShowAsHex="Y">
<HELP>
kSC4FloraPreferencesProperty
</HELP>
</PROPERTY>
<PROPERTY Name="kSC4FloraCursorProperty" ID="0x083de16f" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
<HELP>
kSC4FloraCursorProperty
</HELP>
</PROPERTY>
<PROPERTY Name="mnRandomSeedingCellsPerMonth" ID="0x085489c7" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
<HELP>
mnRandomSeedingCellsPerMonth
</HELP>
</PROPERTY>
<PROPERTY Name="Shadow Texture ID" ID="0x085489c8" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
ID of FSH texture to use for flora's shadow
</HELP>
</PROPERTY>
<PROPERTY Name="Shadow offset" ID="0x085489c9" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
<HELP>
Offset of shadow from object center
</HELP>
</PROPERTY>
<PROPERTY Name="Shadow size" ID="0x085489ca" Type="Float32" Default="1" ShowAsHex="Y">
<HELP>
Size of shadow
</HELP>
</PROPERTY>
<PROPERTY Name="Shadow color" ID="0x085489cb" Type="Float32" Count="3" Default="0" ShowAsHex="Y">
<HELP>
Color of shadow
</HELP>
</PROPERTY>
<PROPERTY Name="Shadow strength" ID="0x085489cc" Type="Float32" Default="0.5" ShowAsHex="Y">
<HELP>
Strength of flora shadows
</HELP>
</PROPERTY>
<PROPERTY Name="Shadow threshold" ID="0x085489cd" Type="Float32" Default="0.5" ShowAsHex="Y">
<HELP>
Mask threshold of flora shadows
</HELP>
</PROPERTY>
<PROPERTY Name="Sun direction" ID="0x085489ce" Type="Float32" Default="67.5" ShowAsHex="Y">
<HELP>
Sun direction in degrees, clockwise from Z axis
</HELP>
</PROPERTY>
<PROPERTY Name="Sun pitch" ID="0x085489cf" Type="Float32" Default="45" ShowAsHex="Y">
<HELP>
Sun pitch in degrees, up from XZ plane
</HELP>
</PROPERTY>
<PROPERTY Name="Hill shadow strength" ID="0x085489d0" Type="Float32" Default="1" ShowAsHex="Y">
<HELP>
Strength of hill shadows
</HELP>
</PROPERTY>
<PROPERTY Name="Hill shadow warp" ID="0x085489d1" Type="Float32" Default="0.680" ShowAsHex="Y">
<HELP>
Can be used to bend shadows downwards (below 1) or upwards (above 1)
</HELP>
</PROPERTY>
<PROPERTY Name="Hill shadow fade distance" ID="0x085489d2" Type="Float32" Default="50" ShowAsHex="Y">
<HELP>
Depth below the hill shadow at which object shadows fade to nothingness
</HELP>
</PROPERTY>
<PROPERTY Name="Fire Station, Center Strength" ID="0x08f55dc0" Type="Sint32" Default="240" MinValue="0" MaxValue="255" ShowAsHex="Y">
<HELP>
Protection effect of station at its center (in protection units: 0-255).
</HELP>
</PROPERTY>
<PROPERTY Name="Fire Station, Exterior Strength" ID="0x08f55dc1" Type="Sint32" Default="0" MinValue="0" MaxValue="255" ShowAsHex="Y">
<HELP>
Protection effect of station at its limit (in protection units: 0-255).
</HELP>
</PROPERTY>
<PROPERTY Name="Fire Station, Radius" ID="0x08f55dc2" Type="Float32" Default="400" MinValue="0" MaxValue="4096" ShowAsHex="Y">
<HELP>
Effect radius of station (in meters).
</HELP>
</PROPERTY>
<PROPERTY Name="Fire Station, Total Dispatches" ID="0x08f55dc5" Type="Sint32" Default="1" MinValue="0" MaxValue="31" ShowAsHex="Y">
<HELP>
Number of trucks that can be dispatched from this station.
</HELP>
</PROPERTY>
<PROPERTY Name="Air Effect" ID="0x08f79b8e" Type="Float32" Default="1" ShowAsHex="Y">
<HELP>
Effect (multiplier) this ordinance has on air pollution
</HELP>
</PROPERTY>
<PROPERTY Name="Budget: MinAllowableFunds" ID="0x090e0a9f" Type="Sint64" Default="0" ShowAsHex="Y">
<HELP>
The minimum before you are bankrupt. Usually something like -100,000
</HELP>
</PROPERTY>
<PROPERTY Name="Budget: MaxBonds" ID="0x090e0aac" Type="Uint8" Default="0x00" ShowAsHex="Y">
<HELP>
The maximum number of outstanding bonds that is allowed
</HELP>
</PROPERTY>
<PROPERTY Name="Power Reduction Effect" ID="0x0911e117" Type="Float32" Default="1" ShowAsHex="Y">
<HELP>
Factor by which this ordinance reduces power consumption
</HELP>
</PROPERTY>
<PROPERTY Name="Utility Strike Response Curve" ID="0x0911e2e6" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
<HELP>
Maps difference between actual % funding and % ideal funding to % chance of a utility strike
</HELP>
</PROPERTY>
<PROPERTY Name="Age to maintenance cost multiplier response curve" ID="0x0911e2e7" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
<HELP>
Converts the current radation of the plant to a multiplier for maintenance cost
</HELP>
</PROPERTY>
<PROPERTY Name="Funding percentage to decay rate multiplier response curve" ID="0x0911e2e8" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
<HELP>
Multiples the rate of aging based on funding level
</HELP>
</PROPERTY>
<PROPERTY Name="Usage percentage to decay rate multiplier response curve" ID="0x0911e2e9" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
<HELP>
Multiples the rate of aging based on usage level
</HELP>
</PROPERTY>
<PROPERTY Name="Utility Strike Efficiency %" ID="0x09122027" Type="Float32" Default="50" ShowAsHex="Y">
<HELP>
Efficiency of utility buildings will drop to this % during a strike
</HELP>
</PROPERTY>
<PROPERTY Name="Power pole monthly upkeep" ID="0x09132de8" Type="Sint64" Default="1" ShowAsHex="Y">
<HELP>
Cost of maintaining this power pole
</HELP>
</PROPERTY>
<PROPERTY Name="Max water pollution value for UI" ID="0x09134be2" Type="Uint32" Default="0x00006978" ShowAsHex="Y">
<HELP>
Maximum water pollution value reported to the UI, must be less than 32767
</HELP>
</PROPERTY>
<PROPERTY Name="Garbage Pollution Threshold" ID="0x0913519b" Type="Uint32" Default="0x00003e80" ShowAsHex="Y">
<HELP>
When a cell has this much garbage, it's considered polluted
</HELP>
</PROPERTY>
<PROPERTY Name="Water Pollution Threshold" ID="0x091351ae" Type="Uint32" Default="0x00003e80" ShowAsHex="Y">
<HELP>
When a cell has this much water pollution, it's considered polluted
</HELP>
</PROPERTY>
<PROPERTY Name="Garbage decompostion amount" ID="0x09135479" Type="Uint32" Default="0x00001388" ShowAsHex="N">
<HELP>
Number of garbage units that decompose (i.e., disappear) each month
</HELP>
</PROPERTY>
<PROPERTY Name="Garbage UI scaling factor" ID="0x09135482" Type="Float32" Default="0.108" ShowAsHex="Y">
<HELP>
Scaling factor to convert simulator garbage units to whatever units the UI displays (tons, Kgs)
</HELP>
</PROPERTY>
<PROPERTY Name="Hospital Coverage Radius" ID="0x091b42a2" Type="Float32" Default="10" MinValue="0" MaxValue="4096" ShowAsHex="N">
<HELP>
Radius of this hospital's coverage, in meters. Current settings are 384 for clinic; 800 for hospital; 5800 for disease lab.
</HELP>
</PROPERTY>
<PROPERTY Name="HQ Decay" ID="0x0929c439" Type="Float32" Default="1" ShowAsHex="N">
<HELP>
Amount by which HQ decays each month
</HELP>
</PROPERTY>
<PROPERTY Name="Medium Wealth Average Age" ID="0x0929cc30" Type="Uint8" Default="0x01" ShowAsHex="Y">
<HELP>
Average age assigned to new Medium Wealth residents
</HELP>
</PROPERTY>
<PROPERTY Name="High Wealth Average Age" ID="0x0929cc36" Type="Uint8" Default="0x01" ShowAsHex="Y">
<HELP>
Average age assigned to new High Wealth residents
</HELP>
</PROPERTY>
<PROPERTY Name="Medium Wealth EQ" ID="0x0929cc65" Type="Uint8" Default="0x01" ShowAsHex="Y">
<HELP>
EQ assigned to new Medium Wealth residents
</HELP>
</PROPERTY>
<PROPERTY Name="Health Capacity Effect" ID="0x092d909b" Type="Float32" Default="100" ShowAsHex="Y">
<HELP>
Percentage (from 0 to 200%) by which this ordinance affects the capacity of hospitals
</HELP>
</PROPERTY>
<PROPERTY Name="Underground Intersection Height" ID="0x096e5653" Type="Float32" Default="10" ShowAsHex="Y">
<HELP>
Default height above trench floor to place intersectons
</HELP>
</PROPERTY>
<PROPERTY Name="Unwatered Terrain Color" ID="0x097f4c4e" Type="Uint8" Count="4" Default="0x00" ShowAsHex="Y">
<HELP>
RGBA color for unwatered terrain cells in pipe view
</HELP>
</PROPERTY>
<PROPERTY Name="Max cells between power poles" ID="0x098b25c8" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
<HELP>
The maximum number of cells allowed between power poles
</HELP>
</PROPERTY>
<PROPERTY Name="Minimum power line height" ID="0x098b27d0" Type="Float32" Default="7" ShowAsHex="Y">
<HELP>
The minimum distance allowed between a power line and the terrain
</HELP>
</PROPERTY>
<PROPERTY Name="Bulldoze Cost" ID="0x099afacd" Type="Sint64" Default="100" MinValue="0" MaxValue="10000000" ShowAsHex="N">
<HELP>
Bulldoze cost to delete the building, in Simoleans(tm)
</HELP>
</PROPERTY>
<PROPERTY Name="Particle Life" ID="0x09b00b2b" Type="Float32" Default="30000" ShowAsHex="Y">
<HELP>
Total lifetime of fog particle (ms)
</HELP>
</PROPERTY>
<PROPERTY Name="Wind Factor" ID="0x09b00b2c" Type="Float32" Default="0.100" ShowAsHex="Y">
<HELP>
Wind power coefficient (v = wind * c)
</HELP>
</PROPERTY>
<PROPERTY Name="Terrain Factor" ID="0x09b00b2d" Type="Float32" Default="0.300" ShowAsHex="Y">
<HELP>
Terrain gradient coefficient (effect of hills)
</HELP>
</PROPERTY>
<PROPERTY Name="Max Particle Rate" ID="0x09b00b2e" Type="Float32" Default="13.300" ShowAsHex="Y">
<HELP>
Max fog creation rate (particles/sec)
</HELP>
</PROPERTY>
<PROPERTY Name="Particle FOV" ID="0x09b00b2f" Type="Float32" Default="57" ShowAsHex="Y">
<HELP>
Angular window centered around anti-wind direction in which fog appears (degrees)
</HELP>
</PROPERTY>
<PROPERTY Name="Float Altitude" ID="0x09b00b30" Type="Float32" Default="50" ShowAsHex="Y">
<HELP>
Floating distance of fog above terrain
</HELP>
</PROPERTY>
<PROPERTY Name="Max Opacity" ID="0x09b00b31" Type="Float32" Default="128" ShowAsHex="Y" MinValue="0" MaxValue="255">
<HELP>Maximum alpha value for particles (0-255)</HELP>
</PROPERTY>
<PROPERTY Name="Fade-in Time" ID="0x09b00b32" Type="Float32" Default="5000" ShowAsHex="Y">
<HELP>
Initial portion of particle life for fade-in (ms)
</HELP>
</PROPERTY>
<PROPERTY Name="Fade-out Time" ID="0x09b00b33" Type="Float32" Default="5000" ShowAsHex="Y">
<HELP>
Terminal portion of particle life for fade-out (ms)
</HELP>
</PROPERTY>
<PROPERTY Name="Particle Count" ID="0x09b00b34" Type="Uint32" Default="0x000000c8" ShowAsHex="Y">
<HELP>
Maximum number of fog particles
</HELP>
</PROPERTY>
<PROPERTY Name="Fog Rate by Hour" ID="0x09b00b35" Type="Float32" Count="-2" Default="0 1" ShowAsHex="Y" MinValue="0" MaxValue="1">
<HELP>Fraction (0-1) of maximum particle rate by hour of the clock</HELP>
</PROPERTY>
<PROPERTY Name="Nighttime global color" ID="0x09b6d6ae" Type="Float32" Count="3" Default="0.400 0.400 0.550" ShowAsHex="Y">
<HELP>
Global lighting value for night time -- everything gets multiplied by this.
</HELP>
</PROPERTY>
<PROPERTY Name="k24HourClockNightBeginProperty" ID="0x09b73421" Type="Uint32" Default="0x00000014" ShowAsHex="N" MinValue="0" MaxValue="4294967295">
<HELP>Specifies the time (0-23) that night time graphically begins.</HELP>
</PROPERTY>
<PROPERTY Name="k24HourClockNightEndProperty" ID="0x09b73422" Type="Uint32" Default="0x00000004" ShowAsHex="N" MinValue="0" MaxValue="4294967295">
<HELP>Specifies the time (0-23) that night time graphically ends.</HELP>
</PROPERTY>
<PROPERTY Name="TextureBlendStrength" ID="0x09c2aef0" Type="Float32" Default="1" ShowAsHex="Y">
<HELP>
Higher this value, the more weightage this texture gets while blending with others
</HELP>
</PROPERTY>
<PROPERTY Name="Z0_TextureSpreadCurve" ID="0x09c2aef3" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
<HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
</PROPERTY>
<PROPERTY Name="Z1_TextureSpreadCurve" ID="0x09c2aef4" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
<HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
</PROPERTY>
<PROPERTY Name="Z2_TextureSpreadCurve" ID="0x09c2aef5" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
<HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
</PROPERTY>
<PROPERTY Name="Z3_TextureSpreadCurve" ID="0x09c2aef6" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
<HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
</PROPERTY>
<PROPERTY Name="Z4_TextureSpreadCurve" ID="0x09c2aef7" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
<HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
</PROPERTY>
<PROPERTY Name="Model Resource Key" ID="0x09c80416" Type="Uint32" Count="3" Default="0x5ad0e817 0xbadb57f1 0x00000000" ShowAsHex="Y">
<HELP>
Model type, group, and instance ID
</HELP>
</PROPERTY>
<PROPERTY Name="Auxiliary Model 1 Key (headlights)" ID="0x09c80417" Type="Uint32" Count="3" Default="0x5ad0e817 0xbadb57f1 0x00000000" ShowAsHex="Y">
<HELP>
Type/Group/Instance ID for headlight/taillight model
</HELP>
</PROPERTY>
<PROPERTY Name="Ignore lot state effects" ID="0x09f00e59" Type="Bool" Default="True" ShowAsHex="Y">
<HELP>
If set to true, specifies that the prop should ignore lot state effects (distressed, abandoned, etc.).
</HELP>
</PROPERTY>
<PROPERTY Name="Water Pollution Effect Strength Curve" ID="0x0a10c772" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
<HELP>
Water Pollution Average Level to Water Pollution Decal Alpha curve
</HELP>
</PROPERTY>
<PROPERTY Name="Air Pollution Effect Strength Curve" ID="0x0a10c773" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
<HELP>
Air Pollution Average Level to Air Pollution Particle Emission Rage curve
</HELP>
</PROPERTY>
<PROPERTY Name="Radiation Pollution Effect Strength Curve" ID="0x0a10c774" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
<HELP>
Radiation Pollution Average Level to Radiation Effect Strength curve
</HELP>
</PROPERTY>
<PROPERTY Name="Garbage Pollution Effect Strength Curve" ID="0x0a10c775" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
<HELP>
Radiation Pollution Average Level to Radiation Effect Strength curve
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:ZoomScoreEnable" ID="0x0a25896b" Type="Uint8" Default="0x00" ShowAsHex="Y">
<HELP>
Bitfield describing which zoom levels score is active for
</HELP>
</PROPERTY>
<PROPERTY Name="Power Pole Demolition Cost" ID="0x0a2eced8" Type="Float32" Default="5" ShowAsHex="Y">
<HELP>
Cost to demolish a power pole. Lines are ignored
</HELP>
</PROPERTY>
<PROPERTY Name="SFX:AlarmSoundId" ID="0x0a36afa2" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
<HELP>
GUID of sound played when alarm goes off
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:AmbienceAttentionSpanRadii" ID="0x0a36f410" Type="Float32" Count="5" Default="300" ShowAsHex="Y">
<HELP>
Radii for attention per zoom
</HELP>
</PROPERTY>
<PROPERTY Name="Budget: BondPaybackMonths" ID="0x0a3fb9a8" Type="Uint32" Default="0x00000078" ShowAsHex="Y">
<HELP>
Number of months to payback a bond
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:ORFilters" ID="0x0a410ba0" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
<HELP>
Filter GUIDs any of which must be satisfied
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:(Occupant)GroupRadius" ID="0x0a4168e1" Type="Float32" Default="50" ShowAsHex="Y">
<HELP>
Size of glob for grouping single layer, or occupant
</HELP>
</PROPERTY>
<PROPERTY Name="NDe_ProfitResponseCurve" ID="0x0a469353" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
<HELP>
Maps supply-over-demand to profit factor
</HELP>
</PROPERTY>
<PROPERTY Name="VolcanoLavaTotalLavaTimeInSecs" ID="0x0a4bc742" Type="Float32" Default="20" ShowAsHex="Y">
<HELP>
Time In Seconds until lava flowing and solidification continues
</HELP>
</PROPERTY>
<PROPERTY Name="VolcanoLavaOrificeRadius" ID="0x0a4bc752" Type="Uint32" Default="0x00000064" ShowAsHex="Y">
<HELP>
Orifice Size of Lava Flow in Metres
</HELP>
</PROPERTY>
<PROPERTY Name="SFX:Ambience Decayed Sound" ID="0x0a4c13cb" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<OPTION Value="0x4a4c43e5" Name="Coal Power Plant">
</OPTION>
<OPTION Value="0x8a890d15" Name="Hydrogen Power Plant">
</OPTION>
<OPTION Value="0x6a890d99" Name="Natural Gas Power Plant">
</OPTION>
<OPTION Value="0x4a4c444b" Name="Nuclear Power Plant">
</OPTION>
<OPTION Value="0xaa4c4370" Name="Oil Power Plant">
</OPTION>
<OPTION Value="0x8a4c4443" Name="Solar Power Plant">
</OPTION>
<OPTION Value="0x6a4c4478" Name="Wind Power Plant">
</OPTION>
<OPTION Value="0xea4c448d" Name="Waste to Energy Plant">
</OPTION>
<OPTION Value="0x2a55aaca" Name="Water Pump">
</OPTION>
<OPTION Value="0x2a55b192" Name="Water Purification Plant">
</OPTION>
<HELP>
GUID of sound played when building is around and damaged or decayed.
</HELP>
</PROPERTY>
<PROPERTY Name="Freight Train Density Curve" ID="0x0a51188a" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
<HELP>
Maps city population to a multiplier (0.0-1.0) for freight train density
</HELP>
</PROPERTY>
<PROPERTY Name="Health Funding to Coverage Curve" ID="0x0a53b2f9" Type="Float32" Count="-2" Default="0 50" ShowAsHex="Y">
<HELP>
Maps difference between actual % funding and % ideal funding to % coverage
</HELP>
</PROPERTY>
<PROPERTY Name="Sims Per Train Car" ID="0x0a53fd32" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
<HELP>
How many trips are satisfied by each train car. Determines train length.
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:CellGroupRadius" ID="0x0a56212a" Type="Float32" Default="50" ShowAsHex="Y">
<HELP>
Size of glob for grouping cells
</HELP>
</PROPERTY>
<PROPERTY Name="Power line placement cost" ID="0x0a5f596b" Type="Float32" Default="2" ShowAsHex="Y">
<HELP>
Cost of placing each cell of wire
</HELP>
</PROPERTY>
<PROPERTY Name="Simulator Date Interval" ID="0x0a751675" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
How often this prop becomes active, in days.
</HELP>
</PROPERTY>
<PROPERTY Name="SFX:Query Sound Abandoned" ID="0x0a902434" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
GUID of the sound to play when the occupant is clicked on with query tool and is abandoned.
</HELP>
</PROPERTY>
<PROPERTY Name="SFX:Demolition Sound" ID="0x0a93036f" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
GUID of the sound to play when an occupant is demolished
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:Max Playing One-Shots" ID="0x0a946a57" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
<HELP>
Max playing one-shots
</HELP>
</PROPERTY>
<PROPERTY Name="Audio:VolumeDecayLimit" ID="0x0a9599bf" Type="Float32" Default="1" ShowAsHex="N">
<HELP>
Max amount of full volume to change down per second
</HELP>
</PROPERTY>
<PROPERTY Name="AppearanceZoomsFlag" ID="0x0abfc024" Type="Uint32" ShowAsHex="Y">
<OPTION Value="0x00000000" Name="None">
</OPTION>
<OPTION Value="0x00000001" Name="Zoom 1">
</OPTION>
<OPTION Value="0x00000002" Name="Zoom 2">
</OPTION>
<OPTION Value="0x00000003" Name="Zoom 1, 2">
</OPTION>
<OPTION Value="0x00000004" Name="Zoom 3">
</OPTION>
<OPTION Value="0x00000005" Name="Zoom 1, 3">
</OPTION>
<OPTION Value="0x00000006" Name="Zoom 2, 3">
</OPTION>
<OPTION Value="0x00000007" Name="Zoom 1, 2, 3">
</OPTION>
<OPTION Value="0x00000008" Name="Zoom 4">
</OPTION>
<OPTION Value="0x00000009" Name="Zoom 1, 4">
</OPTION>
<OPTION Value="0x0000000a" Name="Zoom 2, 4">
</OPTION>
<OPTION Value="0x0000000b" Name="Zoom 1, 2, 4">
</OPTION>
<OPTION Value="0x0000000c" Name="Zoom 3, 4">
</OPTION>
<OPTION Value="0x0000000d" Name="Zoom 1, 3, 4">
</OPTION>
<OPTION Value="0x0000000e" Name="Zoom 2, 3, 4">
</OPTION>
<OPTION Value="0x0000000f" Name="Zoom 1, 2, 3, 4">
</OPTION>
<OPTION Value="0x00000010" Name="Zoom 5">
</OPTION>
<OPTION Value="0x00000011" Name="Zoom 1, 5">
</OPTION>
<OPTION Value="0x00000012" Name="Zoom 2, 5">
</OPTION>
<OPTION Value="0x00000013" Name="Zoom 1, 2, 5">
</OPTION>
<OPTION Value="0x00000014" Name="Zoom 3, 5">
</OPTION>
<OPTION Value="0x00000015" Name="Zoom 1, 3, 5">
</OPTION>
<OPTION Value="0x00000016" Name="Zoom 2, 3, 5">
</OPTION>
<OPTION Value="0x00000017" Name="Zoom 1, 2, 3, 5">
</OPTION>
<OPTION Value="0x00000018" Name="Zoom 4, 5">
</OPTION>
<OPTION Value="0x00000019" Name="Zoom 1, 4, 5">
</OPTION>
<OPTION Value="0x0000001a" Name="Zoom 2, 4, 5">
</OPTION>
<OPTION Value="0x0000001b" Name="Zoom 1, 2, 4, 5">
</OPTION>
<OPTION Value="0x0000001c" Name="Zoom 3, 4, 5">
</OPTION>
<OPTION Value="0x0000001d" Name="Zoom 1, 3, 4, 5">
</OPTION>
<OPTION Value="0x0000001e" Name="Zoom 2, 3, 4, 5">
</OPTION>
<OPTION Value="0x0000001f" Name="Zoom 1, 2, 3, 4, 5">
</OPTION>
<HELP>
Flag specifying the zooms in which the model should appear.
</HELP>
</PROPERTY>
<PROPERTY Name="MicroSecsPerTimeSlice" ID="0x0b579c21" Type="Uint32" Default="0x00001388" ShowAsHex="Y">
<HELP>
uSecs of active time for background thread
</HELP>
</PROPERTY>
<PROPERTY Name="SleepMicroSecsAfterTimeSlice" ID="0x0b579c22" Type="Uint32" Default="0x0000c350" ShowAsHex="Y">
<HELP>
uSecs of sleep time for background thread
</HELP>
</PROPERTY>
<PROPERTY Name="ProcessCellsMaxTimeSliceMicroSecs" ID="0x0b579c23" Type="Uint32" Default="0x0007a120" ShowAsHex="Y">
<HELP>
uSec budget for processing cells in main thread
</HELP>
</PROPERTY>
<PROPERTY Name="mOperationQuantaForOccupiedCell" ID="0x0b579c24" Type="Float32" Default="1" ShowAsHex="Y">
</PROPERTY>
<PROPERTY Name="mOperationQuantaForEmptyCell" ID="0x0b579c25" Type="Float32" Default="0.100" ShowAsHex="Y">
</PROPERTY>
<PROPERTY Name="mOperationQuantaBeforeTimerCall" ID="0x0b579c26" Type="Float32" Default="8" ShowAsHex="Y">
</PROPERTY>
<PROPERTY Name="DisableBackgroundLoader" ID="0x0b579c27" Type="Bool" Default="False" ShowAsHex="Y">
<HELP>
if true, background loader is disabled
</HELP>
</PROPERTY>
<PROPERTY Name="MinLoadRadius" ID="0x0b579c28" Type="Uint32" Count="5" Default="0x00000000" ShowAsHex="Y">
<HELP>
Mininum extra radius to load (by zoom level)
</HELP>
</PROPERTY>
<PROPERTY Name="ExtraLoadRadiusPerMeg" ID="0x0b579c29" Type="Float32" Count="5" Default="0" ShowAsHex="Y">
<HELP>
extra radius to load per free meg (by zoom level)
</HELP>
</PROPERTY>
<PROPERTY Name="Ferry Terminal Type" ID="0x0bd86fd3" Type="Uint8" Default="0x00" ShowAsHex="Y">
<HELP>
Type of ferry terminal
</HELP>
<OPTION Value="0 " Name=" Passenger">
</OPTION>
<OPTION Value="1 " Name=" Car and Passenger">
</OPTION>
</PROPERTY>
<PROPERTY Name="Funding to Damage Acceleration Curve" ID="0x0bd86fd4" Type="Float32" Count="-4" Default="0 0.200 100 -0.100" ShowAsHex="Y">
<HELP>
Maps funding (as percentage) to road/rail damage acceleration
</HELP>
</PROPERTY>
<PROPERTY Name="Rail Damage Accident Factor" ID="0x0bd86fd5" Type="Float32" Default="1" ShowAsHex="Y">
<HELP>
Probability (0 to 1.0) that a train going over a rail pothole will cause derailment
</HELP>
</PROPERTY>
<PROPERTY Name="Airplane Hanger Type" ID="0x0bfa15a5" Type="Uint8" Default="0x00" ShowAsHex="Y">
<HELP>
Indicate what kind of airplane should appear at this point
</HELP>
<OPTION Value="0" Name="None">
</OPTION>
<OPTION Value="1" Name="Crop Duster">
</OPTION>
<OPTION Value="2" Name="Fire">
</OPTION>
<OPTION Value="3" Name="Stunt">
</OPTION>
<OPTION Value="4" Name="Military">
</OPTION>
</PROPERTY>
<PROPERTY Name="Transit Switch Fare" ID="0x0bfc0a4c" Type="Float32" Default="0" ShowAsHex="N">
<HELP>
Simoleon charge per traveller to enter the switch
</HELP>
</PROPERTY>
<PROPERTY Name="Budget: Initial Tax Rate" ID="0x0c032488" Type="Float32" Count="3" Default="9" ShowAsHex="Y">
<HELP>
Starting tax rate for all developer types, indexed by difficulty type
</HELP>
</PROPERTY>
<PROPERTY Name="Fire Station, Total Plane Dispatches" ID="0x0c0afdd7" Type="Sint32" Default="1" MinValue="0" MaxValue="1" ShowAsHex="Y">
<HELP>
Number of planes that can be dispatched from this station.
</HELP>
</PROPERTY>
<PROPERTY Name="Occupant Size" ID="0x27812810" Type="Float32" Count="3" Default="1" ShowAsHex="N">
<HELP>
In meters: Width Height Depth
</HELP>
<OPTION Value="Col:0" Name="Width">
</OPTION>
<OPTION Value="Col:1" Name="Height">
</OPTION>
<OPTION Value="Col:2" Name="Depth">
</OPTION>
</PROPERTY>
<PROPERTY Name="Filling degree" ID="0x27812811" Type="Float32" Count="0" Default="1" ShowAsHex="N">
</PROPERTY>
<PROPERTY Name="Resource Key Type 0" ID="0x27812820" Type="Uint32" Count="3" ShowAsHex="Y">
<HELP>
Specifies 1 model key for all Z/R
</HELP>
</PROPERTY>
<PROPERTY Name="Resource Key Type 1" ID="0x27812821" Type="Uint32" Count="3" ShowAsHex="Y">
<HELP>
Specifies 1 model key for each Z/R
</HELP>
</PROPERTY>
<PROPERTY Name="Resource Key Type 2" ID="0x27812822" Type="Uint32" Count="20" ShowAsHex="Y">
<HELP>
A unique instance ID for each zoom and rotation.
</HELP>
</PROPERTY>
<PROPERTY Name="Resource Key Type 3" ID="0x27812823" Type="Uint32" Count="7" ShowAsHex="Y">
<HELP>
A unique instance ID for each zoom
</HELP>
</PROPERTY>
<PROPERTY Name="Resource Key Type 4" ID="0x27812824" Type="Uint32" Count="-8" ShowAsHex="Y">
<HELP>
Multi-model, multi state (see tuning docs)
</HELP>
</PROPERTY>
<PROPERTY Name="Resource Key Type 5" ID="0x27812825" Type="Uint32" Count="3" ShowAsHex="Y">
<HELP>
Specifies 1 model key for each Z/R/state
</HELP>
</PROPERTY>
<PROPERTY Name="Wealth" ID="0x27812832" Type="Uint8" Default="0x00" MinValue="0x00" MaxValue="0x03" ShowAsHex="Y">
<OPTION Value="0x00" Name="None">
</OPTION>
<OPTION Value="0x01" Name="Low Wealth">
</OPTION>
<OPTION Value="0x02" Name="Medium Wealth">
</OPTION>
<OPTION Value="0x03" Name="High Wealth">
</OPTION>
<HELP>
Wealth represented by the building.
</HELP>
</PROPERTY>
<PROPERTY Name="Purpose" ID="0x27812833" Type="Uint8" Default="0x00" ShowAsHex="Y">
<HELP>
Function of building
</HELP>
<OPTION Value="0" Name="None">
</OPTION>
<OPTION Value="1" Name="Residence">
</OPTION>
<OPTION Value="2" Name="Services">
</OPTION>
<OPTION Value="3" Name="Office">
</OPTION>
<OPTION Value="4" Name="Tourism">
</OPTION>
<OPTION Value="5" Name="Agriculture">
</OPTION>
<OPTION Value="6" Name="Processing">
</OPTION>
<OPTION Value="7" Name="Manufacturing">
</OPTION>
<OPTION Value="8" Name="High Tech">
</OPTION>
<OPTION Value="9" Name="Other">
</OPTION>
</PROPERTY>
<PROPERTY Name="Capacity Satisfied" ID="0x27812834" Type="Uint32" Count="-2" Default="0x00001000 0x0000000a" ShowAsHex="N">
<FORMAT Type="Map">
</FORMAT>
<HELP>
A list of pairs. The first number is a demand ID, and the second number indicates how much plopping this building supplies the resource. Put the primary one first (i.e., for residential buildings, start with residential demand). Recommended range: [0, 100]
</HELP>
<OPTION Value="0x00001010" Name="R-$">
</OPTION>
<OPTION Value="0x00001020" Name="R-$$">
</OPTION>
<OPTION Value="0x00001030" Name="R-$$$">
</OPTION>
<OPTION Value="0x00003110" Name="CS-$">
</OPTION>
<OPTION Value="0x00003120" Name="CS-$$">
</OPTION>
<OPTION Value="0x00003130" Name="CS-$$$">
</OPTION>
<OPTION Value="0x00003320" Name="CO-$$">
</OPTION>
<OPTION Value="0x00003330" Name="CO-$$$">
</OPTION>
<OPTION Value="0x00004100" Name="I-R">
</OPTION>
<OPTION Value="0x00004200" Name="I-D">
</OPTION>
<OPTION Value="0x00004300" Name="I-M">
</OPTION>
<OPTION Value="0x00004400" Name="I-HT">
</OPTION>
</PROPERTY>
<PROPERTY Name="Allow Joint Occupancy" ID="0x27812836" Type="Bool" Default="True" ShowAsHex="Y">
<HELP>
if true, different types can occupy the building simultaneously
</HELP>
</PROPERTY>
<PROPERTY Name="Growth Stage" ID="0x27812837" Type="Uint8" Default="0x01" ShowAsHex="N">
<HELP>
Similar to density, but with more granularity. The smallest (1) is the first to appear
</HELP>
</PROPERTY>
<PROPERTY Name="Monopoly Piece" ID="0x2781283f" Type="Bool" Default="True" ShowAsHex="Y">
<HELP>
If true, this building is for debug and tuning use only
</HELP>
</PROPERTY>
<PROPERTY Name="Demand Satisfied" ID="0x27812840" Type="Uint32" Count="-2" Default="0x00001000 0x0000000a" ShowAsHex="N">
<FORMAT Type="Map">
</FORMAT>
<HELP>
Paired values, demand ID, and how much plopping this building supplies the resource.
</HELP>
<OPTION Value="0x00001810" Name="R$ CAP">
</OPTION>
<OPTION Value="0x00001820" Name="R$$ CAP">
</OPTION>
<OPTION Value="0x00001830" Name="R$$$ CAP">
</OPTION>
<OPTION Value="0x00003b20" Name="CO$$ CAP">
</OPTION>
<OPTION Value="0x00003b30" Name="CO$$$ CAP">
</OPTION>
<OPTION Value="0x00004900" Name="I-R CAP">
</OPTION>
<OPTION Value="0x00004a00" Name="I-D CAP">
</OPTION>
<OPTION Value="0x00004b00" Name="I-M CAP">
</OPTION>
<OPTION Value="0x00004c00" Name="I-H CAP">
</OPTION>
</PROPERTY>
<PROPERTY Name="Demand Created" ID="0x27812841" Type="Uint32" Count="-2" ShowAsHex="N">
<FORMAT Type="Map">
</FORMAT>
<HELP>
A list of pairs. The first number is a demand ID, and the second number indicates how much plopping this building increases the demand for the resource. Recommended increase range: [0, 100]
</HELP>
<OPTION Value="0x00002010" Name="Jobs $">
</OPTION>
<OPTION Value="0x00002020" Name="Jobs $$">
</OPTION>
<OPTION Value="0x00002030" Name="Jobs $$$">
</OPTION>
<OPTION Value="0x00001810" Name="Amenities $">
</OPTION>
<OPTION Value="0x00001820" Name="Amenities $$">
</OPTION>
<OPTION Value="0x00001830" Name="Amenities $$$">
</OPTION>
<OPTION Value="0x00003110" Name="CS-$">
</OPTION>
<OPTION Value="0x00003120" Name="CS-$$">
</OPTION>
<OPTION Value="0x00003130" Name="CS-$$$">
</OPTION>
<OPTION Value="0x00003320" Name="CO-$$">
</OPTION>
<OPTION Value="0x00003330" Name="CO-$$$">
</OPTION>
<OPTION Value="0x00004100" Name="I-R">
</OPTION>
<OPTION Value="0x00004200" Name="I-D">
</OPTION>
<OPTION Value="0x00004300" Name="I-M">
</OPTION>
<OPTION Value="0x00004400" Name="I-HT">
</OPTION>
</PROPERTY>
<PROPERTY Name="Demand Satisfied (float)" ID="0x27812842" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
<HELP>
IDs from Demand Satisfied are associated to these values instead of the Uint32 values
</HELP>
</PROPERTY>
<PROPERTY Name="Demand Created (float)" ID="0x27812843" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
<HELP>
IDs from Demand Created are associated to these values instead of the Uint32 values
</HELP>
</PROPERTY>
<PROPERTY Name="Demand Is Variable" ID="0x27812844" Type="Bool" Default="True" ShowAsHex="Y">
<HELP>
if true, the demand simulator ignores demand created and demand satisfied until instructed
</HELP>
</PROPERTY>
<PROPERTY Name="Landmark Effect" ID="0x2781284f" Type="Sint32" Count="2" Default="50 6" ShowAsHex="N">
<HELP>
Affects desirability of commerical buildings. The first number in this array is the amount of the effect (-100 to 100) and the second number is the radius in cells.
</HELP>
<OPTION Value="Col:0" Name="Magnitude">
</OPTION>
<OPTION Value="Col:1" Name="Radius">
</OPTION>
</PROPERTY>
<PROPERTY Name="Park Effect" ID="0x27812850" Type="Sint32" Count="2" Default="50 6" ShowAsHex="N">
<HELP>
Affects desirability of residential buildings. The first number in this array is the amount of the effect (-100 to 100) and the second number is the radius in cells.
</HELP>
<OPTION Value="Col:0" Name="Magnitude">
</OPTION>
<OPTION Value="Col:1" Name="Radius">
</OPTION>
</PROPERTY>
<PROPERTY Name="Pollution at center" ID="0x27812851" Type="Sint32" Count="4" Default="0" ShowAsHex="N">
<HELP>
Amount of pollution generated by the occupant, for each type (air, water, garbage, and radiation). This value represents the amount of pollution at the center of the circular area of effect. This can be negative for occupants that decrease pollution.
</HELP>
<FORMATHELP>
An array of 4 Integers where by the first three values can range between -10,000,000 and 10,000,000 and the last value ranges from 0-10,000,000.
</FORMATHELP>
<OPTION Value="Col:0" Name="Air">
</OPTION>
<OPTION Value="Col:1" Name="Water">
</OPTION>
<OPTION Value="Col:2" Name="Garbage">
</OPTION>
<OPTION Value="Col:3" Name="Radiation">
</OPTION>
</PROPERTY>
<PROPERTY Name="Power Generated" ID="0x27812852" Type="Uint32" Default="0x0000000a" ShowAsHex="N">
<HELP>
Amount of power generated by this building.
</HELP>