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tropod_Properties.xml
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1449 lines (1449 loc) · 222 KB
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<?xml version="1.0" encoding="utf-8" ?>
<exemplars>
<properties>
<group name="General Properties">
<property num="0x00000000" name="MiscType1" desc="Function, values, & DataType: varies from Exemplar file to Exemplar file"></property>
<property num="0x00000010" type="Uint32" name="Exemplar Type" desc="Used by property editors to group exemplars and filter properties"></property>
<property num="0x00000011" type="Uint32" name="Exemplar Interface ID" desc="A GZGUID that identifies a class interface"></property>
<property num="0x00000012" type="Uint32" name="Exemplar Class ID" desc="A GZCLSID that identifies a class implementation"></property>
<property num="0x00000020" type="String" name="Exemplar Name" desc="Identifies this exemplar in property editors"></property>
<property num="0x00000021" type="Uint32" name="Exemplar ID" desc="Identifies this exemplar so that C++ code and other exemplars can refer to it"></property>
<property num="0x00004005" type="UInt32" name="SubmenuKey: Networks: Highway Ramps Menu" desc="Controls which Menu the Tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x00004001" type="UInt32" name="SubmenuKey: Networks: Rails Depots Menu" desc="Controls which Menu the Tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x00004002" type="UInt32" name="SubmenuKey: Networks: Miscellaneous Transport Menu" desc="Controls which Menu the Tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x00004000" type="UInt32" name="SubmenuKey: Networks: Road Menu" desc="Controls which Menu the Tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x00004003" type="UInt32" name="SubmenuKey: Utilities: Power Plant Menu" desc="Controls which Menu the Tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x00004004" type="UInt32" name="SubmenuKey: Utilities: Water Plant Menu" desc="Controls which Menu the Tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x07af514b" type="Uint32" name="ResMan Registered Groups" desc="Specifies a Group ID registered with the resource manager"></property>
<property num="0x07b36c71" type="Float32" name="MaxNetworkSlopeChange" desc="Range: [0.0 - 90.0]"></property>
<property num="0x083dc35b" type="Float32" name="FloraParameters" desc="FloraParametersProperty"></property>
<property num="0x083dc487" type="Float32" name="FloraPreferences" desc="FloraPreferencesProperty"></property>
<property num="0x083de16f" type="Uint32" name="FloraCursor" desc="FloraCursorProperty"></property>
<property num="0x085489c7" type="Uint32" name="RandomSeedingCellsPerMonth" desc="RandomSeedingCellsPerMonth"></property>
<property num="0x085489c8" type="Uint32" name="Shadow Texture ID" desc="ID of FSH texture to use for flora's shadow"></property>
<property num="0x085489c9" type="Float32" name="Shadow offset" desc="Offset of shadow from object centre"></property>
<property num="0x085489ca" type="Float32" name="Shadow size" desc="Size of shadow"></property>
<property num="0x085489cb" type="Float32" name="Shadow colour" desc="Colour of shadow"></property>
<property num="0x085489cc" type="Float32" name="Shadow strength" desc="Strength of flora shadows"></property>
<property num="0x085489cd" type="Float32" name="Shadow threshold" desc="Mask threshold of flora shadows"></property>
<property num="0x085489ce" type="Float32" name="Sun direction" desc="Sun direction in degrees, clockwise from Z axis"></property>
<property num="0x085489cf" type="Float32" name="Sun pitch" desc="Sun pitch in degrees, up from XZ plane"></property>
<property num="0x085489d0" type="Float32" name="Hill shadow strength" desc="Strength of hill shadows"></property>
<property num="0x085489d1" type="Float32" name="Hill shadow warp" desc="Can be used to bend shadows downwards (below 1) or upwards (above 1)"></property>
<property num="0x085489d2" type="Float32" name="Hill shadow fade distance" desc="Depth below the hill shadow at which object shadows fade to nothingness"></property>
<property num="0x08f55dc0" type="Sint32" name="Fire Station, Centre Strength" desc="(in Fire Protection units)"></property>
<property num="0x08f55dc1" type="Sint32" name="Fire Station, Exterior Strength" desc="(in Fire Protection units)"></property>
<property num="0x08f55dc2" type="Float32" name="Fire Station, Radius" desc="(in meters)"></property>
<property num="0x08f55dc5" type="Sint32" name="Fire Station, Total Dispatches" desc="(number of trucks this station can send)"></property>
<property num="0x08f79b8e" type="Float32" name="Air Effect" desc="Effect (multiplier) this ordinance has on air pollution"></property>
<property num="0x090e0a9f" type="Sint64" name="Budget: MinAllowableFunds" desc="The minimum before you are bankrupt. Default is -100,000"></property>
<property num="0x090e0aac" type="Uint8" name="Budget: MaxLoans" desc="The maximum number of outstanding Loans that is allowed"></property>
<property num="0x0911e117" type="Float32" name="Power Reduction Effect" desc="Factor by which this ordinance reduces power consumption"></property>
<property num="0x0911e2e6" type="Float32" name="Utility Strike Response Curve" desc="Maps difference between actual % funding and % ideal funding to % chance of a utility strike"></property>
<property num="0x0911e2e7" type="Float32" name="Age to maintenance cost multiplier response curve" desc="Converts the current age degradation of the plant to a multiplier for maintenance cost"></property>
<property num="0x0911e2e8" type="Float32" name="Funding percentage to decay rate multiplier response curve" desc="Multiples the rate of aging based on funding level"></property>
<property num="0x0911e2e9" type="Float32" name="Usage percentage to decay rate multiplier response curve" desc="Multiples the rate of aging based on usage level"></property>
<property num="0x09122027" type="Float32" name="Utility Strike Efficiency %" desc="Efficiency of utility buildings will drop to this % during a strike"></property>
<property num="0x09132de8" type="Sint64" name="Power pole monthly upkeep" desc="Cost of maintaining this power pole"></property>
<property num="0x09134be2" type="Uint32" name="Max water pollution value for UI" desc="Maximum water pollution value reported to the UI, must be less than 32767"></property>
<property num="0x0913519b" type="Uint32" name="Garbage Pollution Threshold" desc="When a cell has this much garbage, it's considered polluted"></property>
<property num="0x091351ae" type="Uint32" name="Water Pollution Threshold" desc="When a cell has this much water pollution, it's considered polluted"></property>
<property num="0x09135479" type="Uint32" name="Garbage decomposition amount" desc="Number of garbage units that decompose (i.e., disappear) each month"></property>
<property num="0x09135482" type="Float32" name="Garbage UI scaling factor" desc="Scaling factor to convert simulator garbage units to whatever units the UI displays (tons, Kgs)"></property>
<property num="0x091b42a2" type="Float32" name="Hospital Coverage Radius" desc="Radius of this hospital's coverage, in meters"></property>
<property num="0x0929c439" type="Float32" name="HQ Decay" desc="Amount by which HQ decays each month"></property>
<property num="0x0929cc30" type="Uint8" name="Medium Wealth Average Age" desc="Average age assigned to new Medium Wealth residents"></property>
<property num="0x0929cc36" type="Uint8" name="High Wealth Average Age" desc="Average age assigned to new High Wealth residents"></property>
<property num="0x0929cc65" type="Uint8" name="Medium Wealth EQ" desc="EQ assigned to new Medium Wealth residents"></property>
<property num="0x092d909b" type="Float32" name="Health Capacity Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the capacity of hospitals"></property>
<property num="0x096e5653" type="Float32" name="Underground Intersection Height" desc="Default height above trench floor to place intersections"></property>
<property num="0x096E7574" type="Uint32" name="Class ID: Watercraft" desc=""></property>
<property num="0x097f4c4e" type="Uint8" name="Unwatered Terrain Colour" desc="RGBA colour for unwatered terrain cells in pipe view"></property>
<property num="0x098b25c8" type="Uint32" name="Max cells between power poles" desc="The maximum number of cells allowed between power poles"></property>
<property num="0x098b27d0" type="Float32" name="Minimum power line height" desc="The minimum distance allowed between a power line and the terrain"></property>
<property num="0x099afacd" type="Sint64" name="Bulldoze Cost" desc="Bulldoze cost to delete the building."></property>
<property num="0x09b00b2b" type="Float32" name="Particle Life" desc="Total lifetime of fog particle (ms)"></property>
<property num="0x09b00b2c" type="Float32" name="Wind Factor" desc="Wind power coefficient (v = wind * c)"></property>
<property num="0x09b00b2d" type="Float32" name="Terrain Factor" desc="Terrain gradient coefficient (effect of hills)"></property>
<property num="0x09b00b2e" type="Float32" name="Max Particle Rate" desc="Max fog creation rate (particles/sec)"></property>
<property num="0x09b00b2f" type="Float32" name="Particle FOV" desc="Angular window centred around anti-wind direction in which fog appears (degrees)"></property>
<property num="0x09b00b30" type="Float32" name="Float Altitude" desc="Floating distance of fog above terrain"></property>
<property num="0x09b00b31" type="Float32" name="Max Opacity" desc="Maximum alpha value for particles (0-255)"></property>
<property num="0x09b00b32" type="Float32" name="Fade-in Time" desc="Initial portion of particle life for fade-in (ms)"></property>
<property num="0x09b00b33" type="Float32" name="Fade-out Time" desc="Terminal portion of particle life for fade-out (ms)"></property>
<property num="0x09b00b34" type="Uint32" name="Particle Count" desc="Maximum number of fog particles"></property>
<property num="0x09b00b35" type="Float32" name="Fog Rate by Hour" desc="Fraction (0-1) of maximum particle rate by hour of the clock"></property>
<property num="0x09b6d6ae" type="Float32" name="Nighttime global colour" desc="Global lighting value for night time -- everything gets multiplied by this."></property>
<property num="0x09b73421" type="Uint32" name="24HourClockNightBegin" desc="Specifies the time (0-23) that night time graphically begins."></property>
<property num="0x09b73422" type="Uint32" name="24HourClockNightEnd" desc="Specifies the time (0-23) that night time graphically ends."></property>
<property num="0x09c2aef0" type="Float32" name="TextureBlendStrength" desc="Higher this value, the more weighage this texture gets while blending with others"></property>
<property num="0x09c2aef3" type="Float32" name="TextureSpreadCurve_Z0" desc="Specifies how the texture strength falls off with distance"></property>
<property num="0x09c2aef4" type="Float32" name="TextureSpreadCurve_Z1" desc="Specifies how the texture strength falls off with distance"></property>
<property num="0x09c2aef5" type="Float32" name="TextureSpreadCurve_Z2" desc="Specifies how the texture strength falls off with distance"></property>
<property num="0x09c2aef6" type="Float32" name="TextureSpreadCurve_Z3" desc="Specifies how the texture strength falls off with distance"></property>
<property num="0x09c2aef7" type="Float32" name="TextureSpreadCurve_Z4" desc="Specifies how the texture strength falls off with distance"></property>
<property num="0x09c80416" type="Uint32" name="Model Resource Key" desc="References Model file TGI ID"></property>
<property num="0x09c80417" type="Uint32" name="Auxiliary Model 1 Key (headlights)" desc="References TGI ID for headlight/taillight model"></property>
<property num="0x09f00e59" type="Bool" name="Ignore lot state effects" desc="If set to true, specifies that the prop should ignore lot state effects (distressed, abandoned, etc.)."></property>
<property num="0x0a10c772" type="Float32" name="Water Pollution Effect Strength Curve" desc="Water Pollution Average Level to Water Pollution Decal Alpha curve"></property>
<property num="0x0a10c773" type="Float32" name="Air Pollution Effect Strength Curve" desc="Air Pollution Average Level to Air Pollution Particle Emission Rage curve"></property>
<property num="0x0a10c774" type="Float32" name="Radiation Pollution Effect Strength Curve" desc="Radiation Pollution Average Level to Radiation Effect Strength curve"></property>
<property num="0x0a10c775" type="Float32" name="Garbage Pollution Effect Strength Curve" desc="Radiation Pollution Average Level to Radiation Effect Strength curve"></property>
<property num="0x0a25896b" type="Uint8" name="Audio:ZoomScoreEnable" desc="A bit field describing which zoom levels the audio score is active for."></property>
<property num="0x0a2eced8" type="Float32" name="Power Pole Demolition Cost" desc="Cost to demolish a power pole. Lines are ignored"></property>
<property num="0x0a36afa2" type="Uint32" name="SFX:AlarmSoundId" desc="GUID of sound played when alarm goes off"></property>
<property num="0x0a36f410" type="Float32" name="Audio:AmbienceAttentionSpanRadii" desc="Radii for attention per zoom"></property>
<property num="0x0a3fb9a8" type="Uint32" name="Budget: LoanPaybackMonths" desc="Number of months to payback a Loan"></property>
<property num="0x0a410ba0" type="Uint32" name="Audio:ORFilters" desc="Filter GUIDs any of which must be satisfied"></property>
<property num="0x0a4168e1" type="Float32" name="Audio:(Occupant)Group Radius" desc="Size of glob for grouping single layer, or occupant"></property>
<property num="0x0a469353" type="Float32" name="ProfitResponseCurve" desc="Maps supply-over-demand to profit factor"></property>
<property num="0x0a4bc742" type="Float32" name="VolcanoLavaTotalLavaTimeInSecs" desc="Time In Seconds until lava flowing and solidification continues"></property>
<property num="0x0a4bc752" type="Uint32" name="VolcanoLavaOrificeRadius" desc="Orifice Size of Lava Flow in Metres"></property>
<property num="0x0a4c13cb" type="Uint32" name="SFX:Ambience Decayed Sound" desc="GUID of sound played when building is around and damaged or decayed"></property>
<property num="0x0a51188a" type="Float32" name="Freight Train Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for freight train density"></property>
<property num="0x0a53b2f9" type="Float32" name="Health Funding to Coverage Curve" desc="Maps difference between actual % funding and % ideal funding to % coverage"></property>
<property num="0x0a53fd32" type="Uint32" name="Sims Per Train Car" desc="How many trips are satisfied by each train car. Determines train length."></property>
<property num="0x0a56212a" type="Float32" name="Audio:CellGroupRadius" desc="Size of glob for grouping cells"></property>
<property num="0x0a5f596b" type="Float32" name="Power line placement cost" desc="The cost of placing each cell with wire"></property>
<property num="0x0a751675" type="Uint32" name="PropInterval" desc="How often the prop/effect becomes active, in days. Applies once PropStartingDate is active"></property>
<property num="0x0a902434" type="Uint32" name="SFX:Query Sound Abandoned" desc="GUID of the sound to play when the occupant is clicked on with query tool and is abandoned."></property>
<property num="0x0a93036f" type="Uint32" name="SFX:Demolition Sound" desc="GUID of the sound to play when an occupant is demolished"></property>
<property num="0x0a946a57" type="Uint32" name="Audio:Max Playing One-Shots" desc="Max playing one-shots"></property>
<property num="0x0a9599bf" type="Float32" name="Audio:VolumeDecayLimit" desc="Max amount of full volume to change down per second"></property>
<property num="0x0abfc024" type="Uint32" name="AppearanceZoomsFlag" desc="Flag specifying the zooms in which the model should appear"></property>
<property num="0x0b579c21" type="Uint32" name="MicroSecsPerTimeSlice" desc="Secs of active time for background thread"></property>
<property num="0x0b579c22" type="Uint32" name="SleepMicroSecsAfterTimeSlice" desc="Secs of sleep time for background thread"></property>
<property num="0x0b579c23" type="Uint32" name="ProcessCellsMaxTimeSliceMicroSecs" desc="Sec budget for processing cells in main thread"></property>
<property num="0x0b579c24" type="Float32" name="OperationQuantaForOccupiedCell" desc=""></property>
<property num="0x0b579c25" type="Float32" name="OperationQuantaForEmptyCell" desc=""></property>
<property num="0x0b579c26" type="Float32" name="OperationQuantaBeforeTimerCall" desc=""></property>
<property num="0x0b579c27" type="Bool" name="DisableBackgroundLoader" desc="if true, background loader is disabled"></property>
<property num="0x0b579c28" type="Uint32" name="MinLoadRadius" desc="Mininum extra radius to load (by zoom level)"></property>
<property num="0x0b579c29" type="Float32" name="ExtraLoadRadiusPerMeg" desc="extra radius to load per free meg (by zoom level)"></property>
<property num="0x0bd86fd3" type="Uint8" name="Ferry Terminal Type" desc="Type of ferry terminal"></property>
<property num="0x0bd86fd4" type="Float32" name="Funding to Damage Acceleration Curve" desc="Maps funding (as percentage) to road/rail damage acceleration"></property>
<property num="0x0bd86fd5" type="Float32" name="Rail Damage Accident Factor" desc="Probability (0 to 1.0) that a train going over a rail pothole will cause derailment"></property>
<property num="0x0bfa15a5" type="Uint8" name="UDIProp:AirplaneHangerType" desc="Property is a key that controls what particular kind of Prop should appear. Some UDIProp Keys are tied in directly with UDI missions"></property>
<property num="0x0bfc0a4c" type="Float32" name="Transit Switch Fare" desc="Simoleon charge per traveller to enter the switch"></property>
<property num="0x0c032488" type="Float32" name="Budget:Initial Tax Rate" desc="Starting tax rate for all developer types, indexed by difficulty type"></property>
<property num="0x0c0afdd7" type="Sint32" name="Fire Station:Total Plane Dispatches" desc="(number of planes this station can send)"></property>
<property num="0x0caaaeb8" type="Float32" name="Customers/Traffic Noise Coefficient" desc="In an area around the lot in question, the traffic on the network tile with the highest morning traffic volume is added to the traffic on the network tile with the highest evening traffic volume, and then multiplied by this coefficient to generate a 0-255 value which is then used as a desirability factor for R and C zones, and shows up in the general query as low, medium, or high under Traffic Noise or Customers"></property>
<property num="0x16F4C223" type="Uint32" name="Regional Supply Consumed" desc="Id/amount pairs that specify the resources the building consumes from the regional supply."></property>
<property num="0x16F4C224" type="Uint32" name="Regional Supply Produced" desc="Id/amount pairs that specify the resources the building adds to the regional supply."></property>
<property num="0x27812810" type="Float32" name="Occupant Size" desc="In meters: X-Width, height, Z-Width"></property>
<property num="0x27812820" type="Uint32" name="ResourceKeyType0" desc="Specifies 1 model key for all Z/R"></property>
<property num="0x27812821" type="Uint32" name="ResourceKeyType1" desc="Specifies 1 model key for each Z/R"></property>
<property num="0x27812822" type="Uint32" name="ResourceKeyType2" desc="A unique instance ID for each zoom and rotation."></property>
<property num="0x27812823" type="Uint32" name="ResourceKeyType3" desc="A unique instance ID for each zoom"></property>
<property num="0x27812824" type="Uint32" name="ResourceKeyType4" desc="Multi-model, multi state"></property>
<property num="0x27812825" type="Uint32" name="ResourceKeyType5" desc="Specifies 1 model key for each Z/R/state"></property>
<property num="0x27812832" type="Uint8" name="Wealth" desc="Wealth represented by the building"></property>
<property num="0x27812833" type="Uint8" name="Purpose" desc="1=R. 2=CS.3=CO.5=IR.6=ID.7=IM.8=IHT."></property>
<property num="0x27812834" type="Uint32" name="Capacity Satisfied" desc="Paired values: First value is the Developer ID. 2nd value is how much capacity this building offers to that Developer. R$:1010.R$$:1020.R$$$:1030.CS$:3110.CS$$:3120.CS$$$:3130.CO$$:3320.CO$$$:3330.IResource:4100.ID:4200.IM:4300.IHT:4400. May be others"></property>
<property num="0x27812836" type="Bool" name="Allow Joint Occupancy" desc="if true, different types can occupy the building simultaneously"></property>
<property num="0x27812837" type="Uint8" name="Growth Stage" desc="Similar to density, but with more granularity. The smallest (1) is the first to appear"></property>
<property num="0x2781283f" type="Bool" name="Monopoly Piece" desc="If true, this building is for debug and tuning use only"></property>
<property num="0x27812840" type="Uint32" name="Demand Satisfied" desc="Paired values: First value is Demand ID. 2nd Value is how much plopping this building supplies the resource"></property>
<property num="0x27812841" type="Uint32" name="Demand Created" desc="Paired values: First value is Demand ID. 2nd Value is how much plopping this building increases the demand for the resource"></property>
<property num="0x27812842" type="Float32" name="Demand Satisfied (float)" desc="IDs from Demand Satisfied are associated to these values instead of the Uint32 values"></property>
<property num="0x27812843" type="Float32" name="Demand Created (float)" desc="IDs from Demand Created are associated to these values instead of the Uint32 values"></property>
<property num="0x27812844" type="Bool" name="Demand Is Variable" desc="if true, the demand simulator ignores demand created and demand satisfied until instructed"></property>
<property num="0x2781284f" type="Sint32" name="Landmark Effect" desc="magnitude, radius"></property>
<property num="0x27812850" type="Sint32" name="Park Effect" desc="magnitude, radius"></property>
<property num="0x27812851" type="Sint32" name="Pollution at centre" desc="Pollution generated: air, water, garbage, radiation (at centre of the area of effect)"></property>
<property num="0x27812852" type="Uint32" name="Power Generated" desc="Amount of power generated"></property>
<property num="0x27812853" type="Uint32" name="Power Plant Type" desc="Type of power plant"></property>
<property num="0x27812854" type="Uint32" name="Power Consumed" desc="Amount of power consumed"></property>
<property num="0x27812870" type="Uint32" name="Building/prop Family" desc="The family that this building or prop is a member of"></property>
<property num="0x27812920" type="Uint32" name="ResourceKeyTypeMisc" desc="References ATV/AVP file(s)"></property>
<property num="0x27812921" type="Uint32" name="ResourceKeyType1xm" desc="Specifies 1 model key for each Z/R"></property>
<property num="0x27812922" type="Uint32" name="ResourceKeyType2xm" desc="A unique instance ID for each zoom and rotation."></property>
<property num="0x27812923" type="Uint32" name="ResourceKeyType3xm" desc="A unique instance ID for each zoom"></property>
<property num="0x27812924" type="Uint32" name="ResourceKeyType4xm" desc="Multi-model, multi state (see tuning docs)"></property>
<property num="0x27812925" type="Uint32" name="ResourceKeyType5xm" desc="Specifies 1 model key for each Z/R/state"></property>
<property num="0x279d1707" type="Float32" name="MaxSlopeOnNetworkSide" desc="Range:[0.0 - 90.0]"></property>
<property num="0x28ebbc30" type="Uint32" name="Ordinance ID" desc="ID of this ordinance"></property>
<property num="0x28ebbc32" type="String" name="Name String (non-localizable)" desc="Ordinance name"></property>
<property num="0x28ebbc34" type="String" name="Description String (non-localizable)" desc="Ordinance description string"></property>
<property num="0x28ebbc35" type="Uint32" name="Year Available" desc="Year this ordinance becomes available"></property>
<property num="0x28ebbc36" type="Float32" name="Monthly Chance" desc="Monthly chance of this ordinance becoming available"></property>
<property num="0x28ebbc37" type="Sint32" name="Enactment Income" desc="Revenue generated by enacting this ordinance"></property>
<property num="0x28ebbc38" type="Sint32" name="Retractment Income" desc="Cost of retracting this ordinance"></property>
<property num="0x28ebbc39" type="Sint32" name="Monthly Constant Income" desc="Constant part of monthly income generated by this ordinance"></property>
<property num="0x28ebbc3a" type="Float32" name="Monthly Income Factor" desc="Factor applied to ordinance cost basis"></property>
<property num="0x28ebbc3b" type="Uint32" name="Advisor ID" desc="Advisor ID for this ordinance"></property>
<property num="0x28ebbc3c" type="Bool" name="Income Ordinance" desc="True for ordinances that should appear on income part of budget"></property>
<property num="0x28ed0380" type="Float32" name="Crime Effect" desc="Crime multiplier"></property>
<property num="0x28f42aa0" type="Float32" name="Flammability Effect" desc="Effect (multiplier) this ordinance has on flammability"></property>
<property num="0x29121e8b" type="Float32" name="Power Min Acceptable Funding %" desc="Minimum acceptable percentage for Utility department funding"></property>
<property num="0x2912202e" type="Uint32" name="Utility Strike Duration" desc="Maximum duration of a Utility strike, in months"></property>
<property num="0x291351b5" type="Uint32" name="Radiation Pollution Threshold" desc="When a cell has this much radiation, it's considered polluted"></property>
<property num="0x29136788" type="Float32" name="Monthly Traffic Density Reduction" desc="Traffic density multiplied by this each month"></property>
<property num="0x2918949e" type="Float32" name="Health Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of Health output"></property>
<property num="0x29189beb" type="Float32" name="Texture floor" desc="Brightness floor for terrain textures"></property>
<property num="0x29189bec" type="Bool" name="Use environment map" desc="Whether to use art-supplied environment map for lighting"></property>
<property num="0x29189bed" type="Bool" name="Test environment map" desc="Use test environment map to determine orientation"></property>
<property num="0x29189bee" type="Float32" name="Terrain shadow amount" desc="How much models are shadowed by the terrain"></property>
<property num="0x29189bef" type="Bool" name="Test terrain shadowing" desc="Test model shadowing by terrain"></property>
<property num="0x29189bf0" type="Float32" name="Daytime global colour" desc="Global lighting value for day time -- everything gets multiplied by this."></property>
<property num="0x29189bf1" type="Float32" name="Flora terrain shadow amount" desc="How much flora are shadowed by the terrain"></property>
<property num="0x29189bf2" type="Float32" name="Model terrain shadow amount" desc="How much models (buildings) are shadowed by the terrain"></property>
<property num="0x29189bf3" type="Float32" name="Automata terrain shadow amount" desc="How much automata are shadowed by the terrain"></property>
<property num="0x29189bf4" type="Float32" name="Atmospheric scattering colour" desc="The colour the terrain gets tinted by in the distance"></property>
<property num="0x29189bf5" type="Float32" name="Atmospheric scattering" desc="How much the terrain gets tinted"></property>
<property num="0x29189bf6" type="Float32" name="LightingUpdateDelta" desc="The required change in brightness before the terrain gets updated"></property>
<property num="0x29189bf7" type="Float32" name="NightThreshold" desc="The brightness below which night falls"></property>
<property num="0x2921a9cc" type="Float32" name="Hospital Population vs. Distance" desc="Maps distance from hospital to a % of population covered"></property>
<property num="0x29233e8d" type="Float32" name="FireProtectionSim:Funding Efficiency Curve" desc="See FireProtectionSimulator"></property>
<property num="0x29233e8f" type="Float32" name="FireProtectionSim:Max Allowed Funding" desc="100.0+ Maximum percentage you can fund a fire station"></property>
<property num="0x29233e94" type="Float32" name="FireProtectionSim:Strike Efficiency Multiplier" desc="0.0-1.0 efficiency multiplier when stations are on strike"></property>
<property num="0x29233e95" type="Sint32" name="FireProtectionSim:Max Strike Duration" desc="Maximum number of days a strike can last"></property>
<property num="0x29233e96" type="Float32" name="FireProtectionSim:Min Funding To End Strikes" desc="0.0-100.0, See FireProtectionSimulator"></property>
<property num="0x29233e98" type="Float32" name="FireProtectionSim:Strike Response Curve" desc="See FireProtectionSimulator"></property>
<property num="0x29233e9a" type="Sint32" name="Fire Station, Dispatch Centre Strength" desc="(in Fire Protection units)"></property>
<property num="0x29233e9b" type="Sint32" name="Fire Station, Dispatch Exterior Strength" desc="(in Fire Protection units)"></property>
<property num="0x29233e9c" type="Float32" name="Fire Station, Dispatch Radius" desc="(in meters)"></property>
<property num="0x29244db5" type="Uint8" name="Flammability" desc="Flammability rating of this occupant"></property>
<property num="0x2929cc6b" type="Uint8" name="High Wealth EQ" desc="EQ assigned to new High Wealth residents"></property>
<property num="0x292d8f9b" type="Uint32" name="Hospital Type ID List" desc="Variable length list of type IDs for this hospital"></property>
<property num="0x295961f2" type="Uint32" name="RetainingWallPropertyWallTextures" desc="Texture IDs for each zoom level."></property>
<property num="0x295961f3" type="Float32" name="RetainingWallPropertyWallTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property>
<property num="0x296E756E" name="Class ID: Aircraft"></property>
<property num="0x296e88e9" type="Uint8" name="Wealth Filter" desc="Zone wealth values compatible with automaton (none == can appear around any wealth)"></property>
<property num="0x297f42b7" type="Bool" name="Draw Unwatered Terrain Cell Colour" desc="Determines whether unwatered terrain cells are coloured in pipe view"></property>
<property num="0x29ab15c0" type="Float32" name="WaterDepthForMaxAlpha" desc="At this depth (meters), water becomes opaque"></property>
<property num="0x29ab15c1" type="Uint8" name="WaterMinAlpha" desc="Min alpha of water"></property>
<property num="0x29ab15c2" type="Float32" name="WaterDepthToColorGradientFactor" desc="Number of pixels in the gradient corresponding to each meter of water depth"></property>
<property num="0x29ab15c3" type="Bool" name="DisplayWaterSurface" desc="Enable/Disable the display of water surface"></property>
<property num="0x29ab15c4" type="Bool" name="DisplayTerrainSurface" desc="Enable/Disable the display of terrain surface"></property>
<property num="0x29ab15c5" type="Float32" name="WaterNightColorAdjustment" desc="Modifications to the RGB of water at night"></property>
<property num="0x29ab15c6" type="Float32" name="CityEdgeLayerHeights" desc="Heights (meters) of all but the bottom-most layers on city edge"></property>
<property num="0x29ab15c7" type="Float32" name="CityEdgeBrightnessKludgeFactor" desc="Multiplication factor to tune the brightness of cliffs on city edges"></property>
<property num="0x29b40134" type="Float32" name="Flammability multiplier, abandonment" desc="flammability multiplier if building if abandoned"></property>
<property num="0x29b4013b" type="Float32" name="Flammability multiplier, no water" desc="flammability multiplier if building is not watered"></property>
<property num="0x29b4013c" type="Uint32" name="Flammability, hotspot settings" desc="hotspot settings: threshold value (0-255), radius (in tracts), minimum weight"></property>
<property num="0x29b4013d" type="Float32" name="Flammability, hotspot fire probability" desc="maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)"></property>
<property num="0x29b4013e" type="Float32" name="Flammability, random fire probability" desc="monthly fire probability (in percent 0-100) of random lot fire"></property>
<property num="0x29b55f73" type="Uint32" name="Field Lots" desc="A list of IDs of 1x1 lots that describe a field tile associated with this building (will choose 1 randomly)"></property>
<property num="0x29dd40c1" type="Float32" name="Path Offset Range for Peds" desc="Minimum (left side) and maximum (right side) range of offset from paths for pedestrians"></property>
<property num="0x29dd40c2" type="Float32" name="Path Offset Range for Vehicles" desc="Minimum (left side) and maximum (right side) range of offset from paths for vehicles"></property>
<property num="0x2a0348ba" type="Uint32" name="Flora: Cluster type" desc="Flora type that results when combining this type and one of equal or lesser value."></property>
<property num="0x2a0348bb" type="Float32" name="Flora: Cluster max radius" desc="Maximum plane distance for this flora to cluster with others."></property>
<property num="0x2a0348bc" type="Float32" name="Flora: Cluster max height" desc="Maximum altitude differential for this flora to cluster with others."></property>
<property num="0x2a2d7824" type="Float32" name="Lot Developer: Cost Multiplier vs lot slope" desc="Cost to plop a lot is building + area x this response curve"></property>
<property num="0x2a3143d7" type="Uint32" name="CategoryMayorMisc" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they�re in."></property>
<property num="0x2a35a25f" type="Float32" name="Audio:ZoomScaleFactor" desc="Scale factor for all zoom levels"></property>
<property num="0x2a36e3cb" type="Float32" name="Audio:ListenerRolloffFactor" desc="How fast sounds roll off with distance"></property>
<property num="0x2a3fbde1" type="Uint32" name="Audio:ANDFilters" desc="Filter GUIDs that MUST be satisfied"></property>
<property num="0x2a3fbde5" type="Uint32" name="Audio:NOTFilters" desc="Filter GUIDs that must NOT be satisfied"></property>
<property num="0x2a3ff8cd" type="Uint32" name="Audio:AmbienceExemplarIds" desc="Array of exemplars to load"></property>
<property num="0x2a499f85" type="Uint32" name="Query exemplar GUID" desc="GUID for this building's Query exemplar"></property>
<property num="0x2A49D7CA" type="UInt32" name="SubmenuKey:Utilities:SanitationMenu" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they're in."></property>
<property num="0x2a511893" type="Float32" name="Commute Train Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for commute train density"></property>
<property num="0x2a511cbc" type="Float32" name="Curve speed multiplier" desc="Multiplied by a vehicle's default speed when it goes around a curve"></property>
<property num="0x2a53be13" type="Uint32" name="SFX:Alarm Ambience Sound" desc="GUID of sound. Plays between alarm times."></property>
<property num="0x2a62d9f3" type="Uint32" name="Crime Type" desc="Crime Sims only - which crime type this model represents"></property>
<property num="0x2A651010" type="Float32" name="Demand Effect:R$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A651020" type="Float32" name="Demand Effect:R$$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A651030" type="Float32" name="Demand Effect:R$$$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A653110" type="Float32" name="Demand Effect:Cs$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A653120" type="Float32" name="Demand Effect:Cs$$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A653130" type="Float32" name="Demand Effect:Cs$$$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A653320" type="Float32" name="Demand Effect:Co$$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A653330" type="Float32" name="Demand Effect:Co$$$" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A654100" type="Float32" name="Demand Effect:IR" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A654200" type="Float32" name="Demand Effect:ID" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A654300" type="Float32" name="Demand Effect:IM" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2A654400" type="Float32" name="Demand Effect:IHT" desc="This is the % Effect the Ordinance will have when active."></property>
<property num="0x2a89b677" type="Bool" name="Prop Destroys Lot" desc="Whether or not prop destroys entire lot when it burns down. Default is true for flammable props."></property>
<property num="0x2a9590de" type="Float32" name="Audio:VolumeAttackLimit" desc="Max amount of full volume to change up per second"></property>
<property num="0x2aa00fe7" type="Sint64" name="Landfill: Cost for Altitude Change" desc="When zoning, the additional cost per cell for each meter of altitude changed"></property>
<property num="0x2AA405D3" type="String" name="StringPropertyType" desc="ExemplarFile does not follow format. Possibly is a corrupted file"></property>
<property num="0x2aa40ccc" type="Float32" name="Audio:ListenerGranularity" desc="Values per zoom controlling update granularity in meters"></property>
<property num="0x2aa84164" type="Float32" name="Maximum HQ Boost" desc="Max HQ boost achievable without reward buildings. Used to scale values for Sims opinion polls."></property>
<property num="0x2ab845e7" type="Uint32" name="Lot Developer: Cost to Demolish Destroyed Tile" desc="Cost to demolish a tile on a lot that has been destroyed"></property>
<property num="0x2adb6b6d" type="Uint32" name="Riot, MaxLeaders" desc="Maximum number of riot leaders created per instance"></property>
<property num="0x2BE8E61B" type="Uint32" name="UI Driving Panel" desc="Property is referenced by Instance ID, and points to the User Interface file for the U-Drive-IT Driving Panel"></property>
<property num="0x2BE8E6CB" type="Uint32" name="UI Icons:UDI" desc="These are the main Icons/Images on the Driving Panel"></property>
<property num="0x2be8e834" type="Uint32" name="UDI UI Display Control1" desc="Controls/handles which different Measurement displays [like the Speedometer/Tachometer/etc] is displayed. Property is directly tied in with other UDI UI Properties."></property>
<property num="0x2BE8FBF3" type="UInt32" name="UDI Vehicle Panel Exemplar Key" desc="References a UDI Exemplar file by IID"></property>
<property num="0x2c0c922e" type="Uint32" name="MySim Walk Gender" desc="Male=0. Female=1. Used by MySim Ped chooser"></property>
<property num="0x2c23a3a1" type="Uint32" name="Final Group Id" desc="Automata group ID which controls the creation and driving properties for this automaton"></property>
<property num="0x2c8f8746" type="Uint32" name="Exemplar Category" desc="Categorizes this exemplar; for debug and exemplar editors use only"></property>
<property num="0x47bb3f10" type="Sint32" name="Min Value" desc="Minimum active demand, use 0x80000000 for none"></property>
<property num="0x47bb3f11" type="Sint32" name="Max Value" desc="Maximum active demand, use 0x7fffffff for none"></property>
<property num="0x47bb3f20" type="Sint32" name="Initial Supply" desc="Initial supply of this resource, [min, max]"></property>
<property num="0x47bb3f21" type="Sint32" name="Initial Demand" desc="Initial demand for this resource, [min, max]"></property>
<property num="0x47bb3f30" type="Uint32" name="Drives" desc="Demands increased by this resource (demandID, percentage)"></property>
<property num="0x47bb3f31" type="Uint32" name="Satisfies" desc="Resources created by this resource (demandID, percentage)"></property>
<property num="0x47bb3f32" type="Uint32" name="Contributes" desc="Demands increased by this demand (demandID, percentage)"></property>
<property num="0x47bb3f41" type="Uint32" name="Caps demand" desc="Demand IDs capped by this resource, based on % depleted"></property>
<property num="0x47bb3f50" type="Uint32" name="Sums" desc="List of demand IDs summed by this one"></property>
<property num="0x47bb3f60" type="Uint8" name="Region Use" desc="Which part of the regional index is added to the local index"></property>
<property num="0x47e2c200" type="Uint8" name="Tract Size" desc="Power of 2; determines the size of the sim grid"></property>
<property num="0x47e2c300" type="Uint8" name="Land Value Intrinsic Min/Max""></property>
<property num="0x47e2c301" type="Uint8" name="Land Value Wealth Boundaries" desc="Low/Medium boundary, Medium/High boundary"></property>
<property num="0x47e2c310" type="Uint8" name="Land Value Water Effect" desc="Effect of water on land value: size, radius"></property>
<property num="0x47e2c320" type="Float32" name="Land Value Altitude Effect" desc="Maps altitude to land value"></property>
<property num="0x47e2c330" type="Uint32" name="Land Value Desirability IDs" desc="Growth Developer IDs (see Effects)"></property>
<property num="0x47e2c331" type="Float32" name="Land Value Desirability Factors" desc="Size of effects (see IDs)"></property>
<property num="0x47e2c332" type="Float32" name="Land Value Desirability Curve" desc="Maps desirability to land value"></property>
<property num="0x47e2c380" type="Uint32" name="Construction Resources Min/Max" desc="Amount of capacity that can be under construction at any one time"></property>
<property num="0x47e2c381" type="Float32" name="Construction Resources per Resident" desc="Factor applied to population to calculate construction resources"></property>
<property num="0x47e2c382" type="Uint32" name="Construction Type Selection Bias" desc="Improves that chance that low-demand types will have opportunity to build"></property>
<property num="0x47e2c383" type="Float32" name="Stage Population Multiplier" desc="Values >1 allow big stage buildings sooner. Indexed by difficulty level"></property>
<property num="0x47e2c400" type="Uint32" name="Lot Developer Stay New Time" desc="Number of days before a building can distress"></property>
<property num="0x47e2c401" type="Float32" name="Lot Developer Occupancy Thresholds" desc="When to abandon, distress, and renew. Values 0-1"></property>
<property num="0x47e2c500" type="Float32" name="Tract Developer Overbuild" desc="Factor applied to desired capacity when growing buildings in a tract"></property>
<property num="0x47e2c501" type="Float32" name="Tract Developer Reoccupy Thresholds" desc="Start and Stop percentage of desired capacity that can be fulfilled by abandoned buildings"></property>
<property num="0x47e2c502" type="Float32" name="Tract Developer Redevelop Size Threshold" desc="What percentage of the existing capacity must be demanded before we redevelop"></property>
<property num="0x47e2c510" type="Float32" name="Tract Developer Demolition Costs" desc="for occupied/abandoned buildings"></property>
<property num="0x47e2c511" type="Float32" name="Tract Developer New Lot Costs" desc="Fictional cost to aggregate a lot/subdivide a lot"></property>
<property num="0x47e2c530" type="Float32" name="Tract Developer Occupancy Variation" desc="Building occupancy rate +/- variation from tract rate"></property>
<property num="0x47e2c531" type="Float32" name="Tract Developer Min Vacancy Range" desc="When 100% full, subtract a little from the occupancy rate"></property>
<property num="0x47e2c540" type="Bool" name="Tract Developer Kick Out Lower Wealth" desc="If true, higher wealth buildings can replace non-empty lower wealth buildings"></property>
<property num="0x47e2c550" type="Uint32" name="Tract Developer Available Styles" desc="List of available (R and C) building styles"></property>
<property num="0x47e2c551" type="Sint32" name="Tract Developer Years Between Styles" desc="How often to change (R and C) building styles"></property>
<property num="0x482cb441" type="Float32" name="MinClearance" desc="Min clearance below bridge (meters)"></property>
<property num="0x482cb442" type="Uint32" name="NumEndPieces" desc="Number of end pieces"></property>
<property num="0x482cb443" type="Uint32" name="EndPieceExemplars" desc="Exemplar ids for end pieces(in order)"></property>
<property num="0x482cb444" type="Uint8" name="EndPieceRotations" desc="Model rotations for end pieces"></property>
<property num="0x482cb445" type="Uint32" name="RepeatPieceExemplar" desc="Exemplar id for the repeat pieces"></property>
<property num="0x482cb446" type="Uint8" name="RepeatPieceRotation" desc="Model rotation for repeat piece"></property>
<property num="0x482cb447" type="Uint32" name="SupportInterval" desc="Number of cells between supports"></property>
<property num="0x482cb448" type="Uint32" name="NumSupportPieces" desc="Number of support pieces(count one side only)"></property>
<property num="0x482cb449" type="Uint32" name="SupportPieceExemplars" desc="Exemplar ids for support pieces(start at pillar)"></property>
<property num="0x482cb44a" type="Uint8" name="SupportPieceRotations" desc="Model rotations for support pieces"></property>
<property num="0x482cb44b" type="Float32" name="EndPieceSpanLocations" desc="Dist from top the two spans of each end piece are"></property>
<property num="0x482cb44c" type="Float32" name="ColumnTopPosForSupportPieces" desc="Dist from pivot point to the top of concrete column (-ve for no column)"></property>
<property num="0x482cb44d" type="Float32" name="ColumnTopPosForEndPieces" desc="Dist from pivot point to the top of concrete column (-ve for no column)"></property>
<property num="0x482cb44e" type="Float32" name="SupportColumnCorners" desc="(x,z) corresponding to the 4 corners of the support column w.r.t column centre"></property>
<property num="0x482cb44f" type="Bool" name="CanWorkAsLandBridge" desc="Set to true if this bridge can work as land bridge"></property>
<property num="0x482cb450" type="Bool" name="CanWorkAsWaterBridge" desc="Set to true if this bridge can work as water bridge"></property>
<property num="0x482cb455" type="Float32" name="MinHold" desc="The lowest suspend wire can get in the middle"></property>
<property num="0x482cb456" type="Float32" name="MinEndHold" desc="The lowest suspend wire can get at the ends (leave it at 0 please)"></property>
<property num="0x482cb457" type="Float32" name="PylonsHeight" desc="Pylons height (meters)"></property>
<property num="0x482cb458" type="Uint32" name="MinSpan" desc="The shortest possible bridge of this type (tiles)"></property>
<property num="0x482cb459" type="Uint32" name="EndSupportInterval" desc="Number of cells between supports at the ends of the bridge"></property>
<property num="0x482cb45a" type="Uint32" name="MinPylons" desc="Minimal number of pylons"></property>
<property num="0x482cb45b" type="Uint32" name="MaxPylons" desc="Maximal number of pylons"></property>
<property num="0x482cb45c" type="Uint32" name="WireMainTexId" desc="Texture ID for suspension wire"></property>
<property num="0x482cb45d" type="Uint32" name="WireTileTexId" desc="Texture ID for vertical suspension wires"></property>
<property num="0x482cb45e" type="Float32" name="MainPylonCorners" desc="(x,z) corresponding to the 4 corners of the pylon w.r.t pylon centre"></property>
<property num="0x482cb45f" type="Uint32" name="BridgeWidth" desc="Bridge width in tiles (defaults to 1)"></property>
<property num="0x482cb467" type="Uint32" name="MaxSpan" desc="The longest possible bridge of this type (tiles)"></property>
<property num="0x482cb468" type="Float32" name="CeilingHeight" desc="Distance from road top to ceiling of water passage below bridge tiles."></property>
<property num="0x482cb469" type="Float32" name="CableStayedFrontAnchors" desc="3D start and end (x,y,z) of cable attachments on front side of pylon."></property>
<property num="0x482cb46a" type="Float32" name="CableStayedRearAnchors" desc="3D start and end (x,y,z) of cable attachments on rear side of pylon."></property>
<property num="0x482cb46b" type="Uint32" name="CableStayedWireTexture" desc="Instance ID of texture to use for cable-stayed bridge wires."></property>
<property num="0x482cb46c" type="Float32" name="CableStayedWireThickness" desc="Thickness of cable-stayed wires in meters."></property>
<property num="0x482cb46d" type="Float32" name="CableStayedSpanAnchors" desc="Start and end positions for cable-stayed bridge wires on the span, relative to the pylon."></property>
<property num="0x482cb46e" type="Uint32" name="CableStayedWireCount" desc="The number of wires on one side of a pylon on a cable-stayed bridge."></property>
<property num="0x482cb46f" type="Uint32" name="Bridge Image Key" desc="Group and instance ID for preview image of bridge."></property>
<property num="0x482cb470" type="Uint32" name="Bridge Costs" desc="One-time and per-tile costs for bridge, in simoleons."></property>
<property num="0x482cb471" type="Float32" name="WireTilingUnit" desc="Height of a repeating wire tile for suspension bridges."></property>
<property num="0x482cb472" type="Float32" name="Bridge height bias" desc="Vertical displacement for all models in a bridge."></property>
<property num="0x482cd460" type="Float32" name="SuspensionWireBase" desc="Offset of suspension wire base"></property>
<property num="0x482cd461" type="Float32" name="SuspensionWireInside" desc="Offset of suspension wire inside the bridge tile"></property>
<property num="0x482cd462" type="Float32" name="SupportColumnBase" desc="Offset of pylon base"></property>
<property num="0x482cd463" type="Float32" name="MinAltitudeAboveWater" desc="Minimum estimated elevation above water"></property>
<property num="0x482cd464" type="Float32" name="MaxAltitudeAboveWater" desc="Maximum estimated elevation above water"></property>
<property num="0x482cd465" type="Float32" name="MinEndIntervalFraction" desc="Force pylon-to-end distance to be at least some% of pylon-to-pylon distance."></property>
<property num="0x482cd466" type="Uint32" name="Bridge Name Key" desc="Group and instance ID for string name of bridge."></property>
<property num="0x4835c6a4" type="Float32" name="PivotPointPosition" desc="Relative to left, bottom, far corner of bounding box (x,y,z meters)"></property>
<property num="0x4835c6a5" type="Float32" name="BoundingBox" desc="Dist (meters) from the pivot pt to left, right, back, front, bottom, top side of model"></property>
<property num="0x489b6974" type="Uint32" name="Test res key table" desc="Test for Resource key table editor"></property>
<property num="0x48cd7b20" type="Float32" name="MaxNormalTerrain eight" desc="Max normal height in fractally generated terrains, for different city size choices"></property>
<property num="0x48cd7b21" type="Float32" name="SeaLevel" desc="Sea level (meters)"></property>
<property num="0x48cd7b22" type="Float32" name="MinRegularHtFactor" desc="Factor governing the min ht for regular terrain"></property>
<property num="0x48cd7b23" type="Float32" name="MaxRegularHtFactor" desc="Factor governing the max ht for regular terrain"></property>
<property num="0x48cd7b24" type="Float32" name="MinMountainHtFactor" desc="Factor governing the min ht for mountain terrain"></property>
<property num="0x48cd7b25" type="Float32" name="MaxMountainHtFactor" desc="Factor governing the max ht for mountain terrain"></property>
<property num="0x48cd7b26" type="Float32" name="MaxTerrainHeight" desc="Maximum altitude of a terrain vertex"></property>
<property num="0x48cd7b27" type="Float32" name="MinTerrainHeight" desc="Minimum altitude of a terrain vertex"></property>
<property num="0x48cd7b28" type="Float32" name="ImageImportScaleFactor" desc="How many meters correspond to one unit of gray scale value in image"></property>
<property num="0x48cd7b2a" type="Float32" name="DefaultTerrainHeight" desc="Default terrain height for new city (meters)"></property>
<property num="0x48cd7b30" type="Float32" name="TemperatureRangeFactor" desc="Factor governing the max temperature range for texture assignment"></property>
<property num="0x48cd7b31" type="Float32" name="WaterProximityRangeFactor" desc="Factor governing the max water proximity range for texture assignment"></property>
<property num="0x48cd7b40" type="Uint32" name="NumInitialErosionPasses" desc="Number of erosion passes at initial terrain creation time"></property>
<property num="0x48cd7b41" type="Uint32" name="NumHydraulicIterationsPerInitialErosionPass" desc="Number of hydraulic erosion iterations in each initial erosion pass"></property>
<property num="0x48cd7b42" type="Uint32" name="NumWindIterationsPerInitialErosionPass" desc="Number of wind erosion iterations in each initial erosion pass"></property>
<property num="0x48cd7b43" type="Float32" name="SeaLevelChangeDueToWaterSlider" desc="The sea level change range (meters) corresponding to the water slider, for diff city sizes"></property>
<property num="0x48cd7b50" type="Uint32" name="MinCellsInUsefulFlatArea" desc="do not auto flatten it"></property>
<property num="0x48cd7b51" type="Float32" name="MaxHtChangeToFlattenFactor" desc="Controls the extent of height change allowed in auto-flattening"></property>
<property num="0x48cd7b52" type="Float32" name="MaxTerraceAltitudeFactor" desc="Controls the maximum altitude up to which auto-flattening gets done"></property>
<property num="0x48cd7b53" type="Float32" name="MinTerraceAltitudeFactor" desc="Controls the lowest altitude at which terraces get created"></property>
<property num="0x48cd7b54" type="Uint32" name="AutoFlatAreaEdgeSmootheningRadius" desc="To what distance (in cells) around an auto-flattened area we do smoothing"></property>
<property num="0x48cd7b60" type="Uint32" name="MinShoreCliffSize" desc="Minimum number of shore vertices in a shore cliff"></property>
<property num="0x48cd7b61" type="Float32" name="MinShoreCliffCandidateHt" desc="Minimum pre-existing ht difference at shore for it to be considered for turning into a cliff"></property>
<property num="0x48cd7b62" type="Float32" name="MinShoreCliffHt" desc="Minimum ht above sea level at a shore cliff (after cliff creation)"></property>
<property num="0x48cd7b63" type="Float32" name="MaxShoreCliffHt" desc="Maximum ht above sea level at a shore cliff (after cliff creation)"></property>
<property num="0x48cd7b64" type="Uint32" name="MaxShoreCliffSize" desc="Maximum number of shore vertices in a shore cliff"></property>
<property num="0x48cd7b65" type="Float32" name="MaxNormalYForCliff" desc="A face is considered cliff if the y-component of its normal is less than this"></property>
<property num="0x48cd7b70" type="Float32" name="MinSeaLevel" desc="Minimum sea altitude"></property>
<property num="0x48cd7b71" type="Float32" name="MaxSeaLevel" desc="Maximum sea altitude"></property>
<property num="0x48cd7b72" type="Float32" name="SeaRaiseLowerAmount" desc="Extent by which the sea level is raised/lowered for each player click"></property>
<property num="0x48cd7b73" type="Float32" name="TerrainRaiseLowerAmount" desc="Extent by which the terrain level is raised/lowered each time raise/lower menu is selected"></property>
<property num="0x48cd7b80" type="Uint8" name="AutoFlattenUponCreation" desc="Run auto-flatten tool upon initial terrain creation"></property>
<property num="0x48cd7b81" type="Uint8" name="ShoreCliffsUponCreation" desc="Run cliff creation tool upon initial terrain creation"></property>
<property num="0x48cd7ba0" type="Float32" name="TypicalBrushAngleIncrement" desc="Angle (in degrees) by which the brush rotates between successive applications"></property>
<property num="0x48cd7bf1" type="Uint32" name="NumFlowStepsPerWaterErosionBrushApplication" desc="Number of water flow steps in each application of water erosion brush"></property>
<property num="0x48cd7bf2" type="Uint32" name="NumWaterErosionIterationsPerInvocation" desc="Number of water erosion steps in each application of water erosion tool"></property>
<property num="0x48cd7bf3" type="Uint32" name="NumSmoothingIterationsAfterWaterErosion" desc="Number of smoothing iterations after each application of water erosion tool"></property>
<property num="0x48cd7c00" type="Float32" name="EdgeReconcilliationSmoothingRadiusVsHeightDiff" desc="Specifies the smoothing radius as a function of height adjustment needed"></property>
<property num="0x48cd7c01" type="Uint32" name="EdgeReconcilliationSmoothingIterations" desc="Smoothing iterations for edge reconciliation"></property>
<property num="0x48cd7c02" type="Float32" name="EdgeReconcilliationHtDifferenceThreshold" desc="If the height difference is less than this, don't reconcile"></property>
<property num="0x48d71ed0" type="Sint32" name="Police Station, Centre Strength" desc="(in Protection units)"></property>
<property num="0x48d71ed1" type="Sint32" name="Police Station, Exterior Strength" desc="(in Protection units)"></property>
<property num="0x48d71ed2" type="Float32" name="Police Station, Radius" desc="(in meters)"></property>
<property num="0x48d71ed5" type="Sint32" name="Police Station, Total Dispatches" desc="(number of trucks this station can send)"></property>
<property num="0x48d71ed9" type="Sint32" name="Police Station, Dispatch Centre Strength" desc="(in Protection units)"></property>
<property num="0x48d71eda" type="Sint32" name="Police Station, Dispatch Exterior Strength" desc="(in Protection units)"></property>
<property num="0x48d71edb" type="Float32" name="Police Station, Dispatch Radius" desc="(in meters)"></property>
<property num="0x48d71ee0" type="Sint32" name="Jail, Inmate Capacity" desc="Jail Inmate Capacity"></property>
<property num="0x48d71ee4" type="Sint32" name="Jail, Overcapacity Cost (per person)" desc="Monthly cost, per convict, for every prisoner over regular (100%) capacity"></property>
<property num="0x48ebd0b1" type="Uint32" name="Waste to energy monthly Capacity" desc="Amount of trash converted to energy per month"></property>
<property num="0x48ee7a44" type="Uint32" name="Garbage Capacity" desc="Amount of garbage the building can store in a month"></property>
<property num="0x48f23a7e" type="Uint8" name="Water Source" desc="Where this water producer gets its water"></property>
<property num="0x490e0aa6" type="Sint64" name="Budget: LoanIncrement" desc="Loans are issued in values that are of this increment"></property>
<property num="0x49122036" type="Float32" name="Utility Min Funding to End Strike" desc="Minimum funding percentage that must be restored to end a utility strike"></property>
<property num="0x491332e6" type="Float32" name="Traffic Volume per Population" desc="Traffic volume generated per point of population in a building"></property>
<property num="0x491332e7" type="Float32" name="Walking Speed" desc="Speed in KPH to Walk on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332e8" type="Float32" name="Driving Speed" desc="Speed in KPH to Drive on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332e9" type="Float32" name="Bus Speed" desc="Speed in KPH for Buses to travel on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332ea" type="Float32" name="Train Speed" desc="Speed in KPH for Trains to travel on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332eb" type="Float32" name="Truck Speed" desc="Speed in KPH for Trucks to travel on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332ec" type="Float32" name="Freight Train Speed" desc="Speed in KPH for Trains to travel on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332ed" type="Float32" name="Subway Trains Speed" desc="Speed in KPH for Subway Trains to travel on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332ee" type="Float32" name="EI Train Speed" desc="Speed in KPH for EI Train to travel on: Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x491332ef" type="Float32" name="Monorail Train Speed" desc="Speed in KPH for Monorail to travel on: : Road, Rail, Highway, Street, Pipes, PowerPoles, Avenue, Subway, Elevated Rail, Monorail, One-ways, DirtRoad, Ground Highway"></property>
<property num="0x49134bd4" type="Uint32" name="Max garbage value for UI" desc="Maximum number of garbage units reported to the UI, must be less than 32767"></property>
<property num="0x49134bdd" type="Uint32" name="Max air pollution value for UI" desc="Maximum air pollution value reported to the UI, must be less than 32767"></property>
<property num="0x4918c925" type="Float32" name="Budget: Tax Multiplier_R$$$" desc="Multiplier to tweak the relative weighting of the R$$$ occupant type's taxes"></property>
<property num="0x4918c92c" type="Float32" name="Budget: Tax Multiplier_Cs$$" desc="Multiplier to tweak the relative weighting of the CS$$ occupant type's taxes"></property>
<property num="0x4918c930" type="Float32" name="Budget: Tax Multiplier_Cs$$$" desc="Multiplier to tweak the relative weighting of the CS$$$ occupant type's taxes"></property>
<property num="0x4918c93a" type="Float32" name="Budget: Tax Multiplier_Co$$$" desc="Multiplier to tweak the relative weighting of the CO$$$ occupant type's taxes"></property>
<property num="0x491b3ad5" type="Float32" name="Health Coverage Radius Effect" desc="Percentage (Min:0, Max: 200) by which this ordinance affects coverage radius of health buildings"></property>
<property num="0x491b42af" type="Float32" name="Hospital Population vs. Average Age" desc="Maps average age to a % of population covered"></property>
<property num="0x491c9c00" type="Bool" name="RipplesEnabled" desc="Enable/disable ripples"></property>
<property num="0x491c9c01" type="Uint32" name="RippleMinShoreSizeForPlacement" desc="Places ripples only if the shore is this many cells long"></property>
<property num="0x491c9c02" type="Float32" name="RippleQuadWidth" desc="Approximate width of the quads along the ribbon axis (meters)"></property>
<property num="0x491c9c03" type="Float32" name="RippleLandVertexHtAboveSeaLevel" desc="Land-side of the ribbon is kept above sea level to get ripple washing the beach effect"></property>
<property num="0x491c9c04" type="Float32" name="RippleTextureUIncrementPerQuad" desc="What portion of the texture corresponds to each quad"></property>
<property num="0x491c9c05" type="Float32" name="RippleWaterSideRibbonWidth" desc="Dist (meters) from ribbon centre to the quad edge on water side"></property>
<property num="0x491c9c06" type="Float32" name="RippleLandSideRibbonWidth" desc="Dist (meters) from ribbon centre to the quad edge on land side"></property>
<property num="0x491c9c07" type="Uint32" name="RippleMicroSecsPerFrame" desc="Microseconds spent in each frame of animation"></property>
<property num="0x491c9c08" type="Uint8" name="RippleLandVertexAlpha" desc="Alpha values for the ribbon vertices on the land side"></property>
<property num="0x491c9c09" type="Uint8" name="RippleWaterVertexAlpha" desc="Alpha values for the ribbon vertices on the water side"></property>
<property num="0x491c9c0a" type="Float32" name="RippleWaterSideRibbonWidthVariation" desc="Factor governing the variation of the ribbon width [0-1]"></property>
<property num="0x491c9c0b" type="Float32" name="RippleConcavityThresholdAngle" desc="If the variation in ripple tangent direction is more than this, we break the ripple there"></property>
<property num="0x491c9c0c" type="Uint32" name="RippleTerrainUpdateAreaThreshold" desc="If the area (square cells) of terrain edits exceeds this, ripples get re-evaluated"></property>
<property num="0x491c9c0d" type="Uint32" name="RippleAlphaIncrementSteps" desc="On the edges of the ripples, alpha increments over these many steps to reach its max"></property>
<property num="0x4929cc97" type="Uint8" name="High Wealth HQ" desc="HQ assigned to new High Wealth residents"></property>
<property num="0x4941a92b" type="Float32" name="Life Expectancy to Workforce Curve" desc="Maps Life Expectancy of a Tract to the % of that Tract that is in the workforce"></property>
<property num="0x4953e8a3" type="Uint8" name="Travel strategy percent WealthNone" desc="Odds of selecting each travel strategy"></property>
<property num="0x4953e8a4" type="Uint8" name="Travel strategy percent Wealth$" desc="Odds of selecting each travel strategy"></property>
<property num="0x4953e8a5" type="Uint8" name="Travel strategy percent Wealth$$" desc="Odds of selecting each travel strategy"></property>
<property num="0x4953e8a6" type="Uint8" name="Travel strategy percent Wealth$$$" desc="Odds of selecting each travel strategy"></property>
<property num="0x496e564c" type="Float32" name="Underground Piece Depth" desc="Default depth of underground network piece below terrain"></property>
<property num="0x496e5a36" type="Bool" name="Use Pipe Depth" desc="If false, normal pipe pieces are placed as per intersections"></property>
<property num="0x496e88f1" type="Uint8" name="Zone Purpose Filter" desc="Zone purpose types compatible with automaton (none == can appear around any purpose)"></property>
<property num="0x4975dd20" type="Float32" name="ScrollingDeceleration" desc="Amount to decelerate scrolling speed per Paint tick. Use with ScrollingDecelerationIsPercentage."></property>
<property num="0x4975dd25" type="Bool" name="ScrollingDecelerationIsPercentage" desc="True if ScrollingDeceleration should be the percentage (0.0-1.0) to decelerate per Paint tick. False if that amount should be the absolute amount to decrement the speed per tick."></property>
<property num="0x497f42a4" type="Uint8" name="Unwatered Building Colour" desc="RGBA colour for unwatered buildings in pipe view"></property>
<property num="0x4998c89c" type="Float32" name="Vehicle Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for vehicle density"></property>
<property num="0x4998c89d" type="Uint8" name="Active Travel Types" desc="Which travel types are currently visible and simulated by he automata system"></property>
<property num="0x4998c89e" type="Float32" name="Max Vehicles Per Second" desc="Max number of vehicles to cross a tile per second"></property>
<property num="0x4998c89f" type="Uint32" name="Max Vehicles" desc="Maximum number of vehicles at one time"></property>
<property num="0x4998c900" type="Uint32" name="Vehicle Min/Max KPH" desc="Minimum and maximum DEFAULT speed for vehicles, in kilometres per hour"></property>
<property num="0x4998c901" type="Float32" name="Ped Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for ped (sim) density"></property>
<property num="0x4998c902" type="Uint8" name="Vehicle Lifespan Range" desc="Number of cells that occupant-trip vehicles should travel before disappearing"></property>
<property num="0x4998c903" type="Float32" name="Max Peds Per Second" desc="Max number of peds to cross a tile per second"></property>
<property num="0x4998c904" type="Uint32" name="Max Peds" desc="Maximum number of pedestrians at one time"></property>
<property num="0x4998c905" type="Uint32" name="Ped Min/Max KPH" desc="Minimum and maximum DEFAULT speed for pedestrians, in kilometres per hour"></property>
<property num="0x4998c908" type="Uint32" name="Max Aircraft" desc="Maximum number of aircraft at one time"></property>
<property num="0x4998c909" type="Uint8" name="Ped Lifespan Range" desc="Number of cells that occupant-trip pedestrians should travel before disappearing"></property>
<property num="0x4998c90a" type="Float32" name="Occupant Trip Noise Range" desc="Range for random value used to dampen occupancy values when generating occupant trips"></property>
<property num="0x4998c90b" type="Uint32" name="Max Watercraft" desc="Maximum number of watercraft at one time"></property>
<property num="0x4998c90c" type="Float32" name="Commute clock" desc="Maps time of day on 24-hour clock to a percentage of commute automata generated (0.0 - 1.0)"></property>
<property num="0x4998c90d" type="Float32" name="Bus clock" desc="Maps time of day on 24-hour clock to a percentage of bus automata generated (0.0 - 1.0)"></property>
<property num="0x4998c90e" type="Float32" name="Freight train clock" desc="Maps time of day on 24-hour clock to a percentage of freight train automata generated (0.0 - 1.0)"></property>
<property num="0x4998c90f" type="Float32" name="Commute train clock" desc="Maps time of day on 24-hour clock to a percentage of commute train automata generated (0.0 - 1.0)"></property>
<property num="0x4998c910" type="Float32" name="Occupant trip clock" desc="Maps time of day on 24-hour clock to a percentage of occupant trip automata generated (0.0 - 1.0)"></property>
<property num="0x4998c911" type="Float32" name="Freight truck clock" desc="Maps time of day on 24-hour clock to a percentage of freight truck automata generated (0.0 - 1.0)"></property>
<property num="0x4998c912" type="Float32" name="Stop Sign Delay" desc="How long in seconds an automaton will pause at a stop sign"></property>
<property num="0x4998c913" type="Float32" name="Street Go Time" desc="How long in seconds traffic coming from secondary streets gets the green light"></property>
<property num="0x4998c914" type="Float32" name="Road Go Time" desc="How long in seconds traffic coming from main roads gets the green light"></property>
<property num="0x4998c915" type="Float32" name="Avenue Go Time" desc="How long in seconds traffic coming from avenues/boulevards gets the green light"></property>
<property num="0x4998c916" type="Float32" name="Fade Time" desc="How long in seconds it takes automata to fade in or out"></property>
<property num="0x4998c918" type="Uint8" name="Vehicle Min Zoom Visibility" desc="Lowest zoom level at which vehicles are visible"></property>
<property num="0x4998c919" type="Uint8" name="Pedestrian Min Zoom Visibility" desc="Lowest zoom level at which pedestrians are visible"></property>
<property num="0x4998c91a" type="Uint8" name="Aircraft Min Zoom Visibility" desc="Lowest zoom level at which aircraft are visible"></property>
<property num="0x4998c91b" type="Uint8" name="Watercraft Min Zoom Visibility" desc="Lowest zoom level at which watercraft are visible"></property>
<property num="0x4998c91c" type="Bool" name="Use 24-hour clock" desc="Automata should base traffic levels on 24-hour clock"></property>
<property num="0x4998c91d" type="Uint8" name="Occupant Trip Population Radius" desc="How many cells around a road tile the system will check population for occupant trips"></property>
<property num="0x499afa38" type="Uint8" name="Construction Time" desc="Construction time in Sim-days"></property>
<property num="0x49a195c0" type="Float32" name="Power line curve distance between points" desc="Distance between the points generated for power line curves"></property>
<property num="0x49a1e05a" type="Uint32" name="Requester Satisfaction" desc="What prop requester this prop satisfies."></property>
<property num="0x49a1e8c4" type="Float32" name="Power line control horiz. %" desc="Percent of line length at which to place control points, horizontally"></property>
<property num="0x49a2e8be" type="Float32" name="Freight traffic scaling factor" desc="Percentage of industrial bldg. population that will generate freight trips"></property>
<property num="0x49a34301" type="Float32" name="Crime Prop Request Curve" desc="Crime level (0-1) vs. Prop Share"></property>
<property num="0x49be9565" type="Bool" name="Drive on Right" desc="DEBUG ONLY - Sims drive on the right side of the road, like proper Americans"></property>
<property num="0x49beda31" type="Uint8" name="MaxFireStage" desc="(0-5) highest fire stage this occupant can reach"></property>
<property num="0x49c9c93c" type="Uint8" name="Nighttime State Change" desc="How this prop reacts to night"></property>
<property num="0x49cac341" type="Sint64" name="Plop Cost" desc="Cost to plop this building"></property>
<property num="0x49d55951" type="Uint8" name="NetworkPlacementPattern" desc="NetworkPlacementPattern. Min:0:0. Max:3:3. Z+1:0 for each movement to the right. Z+0:1 for each movement down"></property>
<property num="0x49e5522f" type="Float32" name="AutoScrollSpeed" desc="Speed of scrolling when cursor hits screen edge."></property>
<property num="0x4a08c500" type="Float32" name="QuakeBrushStrengthAtEpicenterVsQuakeIntensity" desc="Brush strength multiplier at epicentre vs. quake intensity"></property>
<property num="0x4a08c501" type="Float32" name="QuakeBrushWidthAtEpicenterVsQuakeIntensity" desc="Brush width multiplier at epicentre vs. quake intensity"></property>
<property num="0x4a08c502" type="Float32" name="QuakeBrushStrengthVsDistance" desc="Variation of brush strength with distance from epicentre"></property>
<property num="0x4a08c503" type="Float32" name="QuakeBrushWidthVsDistance" desc="Variation of brush width with distance from epicentre"></property>
<property num="0x4a08c504" type="Float32" name="QuakeDistBetweenEffects" desc="Distance in meters, specifying how far apart we place effects"></property>
<property num="0x4a08c505" type="Float32" name="QuakeFaultLineCurviness" desc="Max deviation from a straight fault line"></property>
<property num="0x4a08c506" type="Float32" name="QuakeMaxFaultLineSlopeVariation" desc="Max variation (degrees) in the slope of fault line"></property>
<property num="0x4a08c507" type="Float32" name="QuakeBrushTravelSpeed" desc="Speed (meters/sec) with which earthquake brush moves"></property>
<property num="0x4a08c508" type="Uint32" name="QuakeMicroSecsBetweenShakeEffects" desc="Microsecs between shake effects"></property>
<property num="0x4a08c509" type="Float32" name="QuakeDistBetweenAutomataRepulsors" desc="Distance in meters, specifying how far apart we place automata repulsers"></property>
<property num="0x4a08c600" type="Float32" name="PipeBurstMinLeakTimeBeforeBurst" desc="Min time (secs) from onset of leak until burst happens"></property>
<property num="0x4a08c601" type="Float32" name="PipeBurstMaxLeakTimeBeforeBurst" desc="Max time (secs) from onset of leak until burst happens"></property>
<property num="0x4a08c700" type="String" name="Effect Name" desc="Specifies base name of disaster effect"></property>
<property num="0x4a08c701" type="Uint32" name="Disaster ID" desc="Specifies the ID of the disaster manager to use"></property>
<property num="0x4a08c702" type="Bool" name="StopPickAtWaterSurface" desc="Mouse pick for disaster trigger should choose water surface instead of terrain bed underneath"></property>
<property num="0x4a0b47e0" type="Uint32" name="DataView: Type filter" desc="Occupant types to include or exclude (0=unused). This is for the city overlay"></property>
<property num="0x4a0b47e1" type="Bool" name="DataView: Invert filter" desc="If true, the occupant filter is exclusive rather than inclusive. This is for the city overlay"></property>
<property num="0x4a0b47e2" type="Bool" name="DataView: Hide zones" desc="If true, zoning decals are hidden."></property>
<property num="0x4a0b47e3" type="Uint32" name="DataView: View level" desc="Controls the view level, specifying surface or underground view."></property>
<property num="0x4a0b47e4" type="Uint32" name="DataView: Colour ramp" desc="Colour progression to use for data."></property>
<property num="0x4a0b47e5" type="Uint32" name="DataView: Data source" desc="Data overlay to display."></property>
<property num="0x4a0b47e6" type="Uint8" name="DataView: Zone opacity" desc="Override value for undeveloped zone opacity (0-255)."></property>
<property num="0x4a0b47e7" type="Bool" name="DataView: Interpolate data" desc="If true, data map is interpolated to city cell resolution."></property>
<property num="0x4a0b47e8" type="Uint32" name="DataView: Quantize lots" desc="Force data to be uniform over lots, possibly of a specific type."></property>
<property num="0x4a0b47e9" type="Uint32" name="DataView: Highlight mode" desc="Specifies building types for coverage rings and highlights."></property>
<property num="0x4a0b47ea" type="String" name="DataView: Coverage effect" desc="Specifies visual effect for coverage rings for the Highlight mode buildings."></property>
<property num="0x4a0b47eb" type="Uint32" name="DataView: Custom view" desc="Specifies a CLSID of special code to create a custom view."></property>
<property num="0x4a0b47ec" type="Uint32" name="DataView: Maximum scale" desc="Specifies a scaling factor for 16-bit maps."></property>
<property num="0x4a0b47ed" type="Uint32" name="DataView: Demand type" desc="Specifies a layer subtype for development layers (R$, CO$$, etc.)"></property>
<property num="0x4a0b47ee" type="Uint32" name="DataView: Coverage circle colour" desc="Enables coverage circles for current Highlight Mode type with given colour (0xRRGGBB, HTML-style)."></property>
<property num="0x4a0b47ef" type="Uint32" name="DataView: Highlight colour" desc="Shows highlighted buildings on 2D map with given colour (0xAARRGGBB)."></property>
<property num="0x4a0b47f0" type="Bool" name="DataView: Force zones" desc="If true, developed lots will show up as plain zone colouring."></property>
<property num="0x4a0b47f1" type="Uint8" name="DataView: Network Visible Level" desc="Sets which Network(s) are visible."></property>
<property num="0x4a0b47f2" type="Uint32" name="DataView: Legends Colour" desc="Set Colour for legend on Data view"></property>
<property num="0x4a0b47f3" type="Uint32" name="DataView: Legends Labels" desc="Controls the Labels for the Dataview maps, each ID usually referencing a text based file"></property>
<property num="0x4a0b47f4" type="Uint32" name="DataView: Legends Header" desc="Selects building types for coverage rings and highlights. Relates to the labels above the dataview maps for each map, ID referencing a text based file."></property>
<property num="0x4a0b47f5" type="Bool" name="DataView: Show zone map" desc="Controls the RCI zones�to be displayed in the 2D Dataview map itself."></property>
<property num="0x4a149631" type="Float32" name="Prop Time of Day" desc="Range of hours on 24-hour clock (0-23) when prop will be at state 0 (visible). If start and end times are both 0, always visible."></property>
<property num="0x4a1f38b5" type="Float32" name="Demand: Neutral Tax Rate vs. Population" desc="What is the highest tax rate you can set before demand suffers?"></property>
<property num="0x4a1f38b6" type="Float32" name="Demand: Tax Modifier vs. Rate Variance" desc="How much is demand impacted by tax rates above or below neutral?"></property>
<property num="0x4a1f38b7" type="Uint32" name="Demand: Days of Tax Penalty" desc="How long a high tax rate depresses demand (even after it is lowered)"></property>
<property num="0x4a1f38c5" type="Float32" name="Demand Cap Relief: Neighbour Connections" desc="Commercial Cap Relief for first Neighbour Connection(more have diminishing returns)"></property>
<property num="0x4a1f38c6" type="Float32" name="Demand Cap Relief: Airports" desc="Commercial Cap Relief per connected Co population"></property>
<property num="0x4a1f38c7" type="Float32" name="Demand Cap Relief: Seaports" desc=" Commercial Cap Relief per Industrial Trip"></property>
<property num="0x4a1f38c8" type="Float32" name="Demand Cap Relief: Trips" desc="Industrial Cap Relief per Neighbour Trip"></property>
<property num="0x4a1f38c9" type="Float32" name="Demand Cap Relief: Airports" desc="Industrial Cap Relief per connected Co population"></property>
<property num="0x4a1f38ca" type="Float32" name="Demand Cap Relief: Seaports" desc="Industrial Cap Relief per Industrial Trip"></property>
<property num="0x4a1f629f" type="Uint32" name="Nation: Demand ID list" desc="List of IDs corresponding to Demand Modifiers"></property>
<property num="0x4a1f62a0" type="Float32" name="Nation: Default Demand Modifier vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a1" type="Float32" name="Nation: Demand Modifier 1 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a2" type="Float32" name="Nation: Demand Modifier 2 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a3" type="Float32" name="Nation: Demand Modifier 3 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a4" type="Float32" name="Nation: Demand Modifier 4 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a5" type="Float32" name="Nation: Demand Modifier 5 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a6" type="Float32" name="Nation: Demand Modifier 6 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a7" type="Float32" name="Nation: Demand Modifier 7 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a8" type="Float32" name="Nation: Demand Modifier 8 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62a9" type="Float32" name="Nation: Demand Modifier 9 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62b0" type="Float32" name="Nation: Demand Modifier 10 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62b1" type="Float32" name="Nation: Demand Modifier 11 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f62b2" type="Float32" name="Nation: Demand Modifier 12 vs. Month" desc="Demand boost over time"></property>
<property num="0x4a1f6300" type="Float32" name="Nation: Difficulty Demand Modifier" desc="Demand boost, indexed by difficulty: Easy, Medium, Hard"></property>
<property num="0x4a270db0" type="Float32" name="Construction Crew Time" desc="Number of seconds the construction crew will spend per tile while building network"></property>
<property num="0x4a270e94" type="Float32" name="Construction Crew Vehicle Speed" desc="Speed of construction crew vehicles in meters/second"></property>
<property num="0x4a271248" type="Uint32" name="Construction Crew Lead Vehicle Instance" desc="Instance ID of construction crew lead vehicle. Item relates to the animations that appear when laying down the different networks"></property>
<property num="0x4a27124f" type="Uint32" name="Construction Crew Follow Vehicle Instance" desc="Instance ID of construction crew follow vehicle. Item relates to the animations that appear when laying down the different networks"></property>
<property num="0x4a275748" type="Uint32" name="Construction Crew Vehicle Path Type" desc="Type of path used by construction crew vehicles (0=None, 1=Auto, 2=Ped, 3=Train, 4=Subway"></property>
<property num="0x4a280510" type="Float32" name="Landfill: Garbage Decay Rate" desc="The rate at which garbage decays in units per month"></property>
<property num="0x4a280513" type="Float32" name="Landfill: Level Tolerance Threshold" desc="The altitude variance of the landfill zone before levelling will take place"></property>
<property num="0x4a2d49b9" type="Uint32" name="Simoleon Cost Per Tile" desc="Cost to create a tile of network using this tool"></property>
<property num="0x4A4A88F0" type="UInt8" name="Road Corner Indicator" desc="0C: Right Corner. 09: Left Corner. 08: Normal"></property>
<property num="0x4a4bc714" type="Float32" name="VolcanoLavaCurveSolidifcationRate" desc="Solidification Rate for the Flow of Volcano Lava (Input Time in Fraction from [0, 1])"></property>
<property num="0x4a4c132e" type="Uint32" name="SFX:Activate Sound" desc="GUID of sound played when building goes online"></property>
<property num="0x4a511873" type="Float32" name="Bus Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for bus density"></property>
<property num="0x4a5f5953" type="Uint32" name="Power Pole: Cost" desc="Cost to place a power pole using the power line tool"></property>
<property num="0x4a5f7315" type="Float32" name="Desirability Effect Values" desc="Radius in cells, Max effect, and min effect for each developer"></property>
<property num="0x4a5f7c4b" type="Uint32" name="Desirability Effect IDs" desc="Growth Developer IDs to go with next property"></property>
<property num="0x4a652679" type="Uint32" name="Max Garbage on Valve" desc="Maximum amount of garbage units the valve can hold"></property>
<property num="0x4a65267a" type="Uint32" name="Landfill Tile Capacity" desc="Amount of garbage units each landfill tile can hold"></property>
<property num="0x4a6676ad" type="Float32" name="Zoo Escape Chance Curve" desc="Input: park efficiency (0-100) Output: Chance of zoo escape each month (0-100)"></property>
<property num="0x4a677e5b" type="Uint32" name="Landfill: Total Max Garbage Monthly" desc="The max total amount of garbage units taken in by landfills monthly"></property>
<property num="0x4a677e5c" type="Uint32" name="Landfill: Monthly Max Garbage per Landfill" desc="The max amount of garbage units taken in by each landfill monthly"></property>
<property num="0x4a677e5d" type="Bool" name="Landfill: Move Landfill Tiles with Terrain" desc="Flag indicating whether or not to move landfill tiles with terrain"></property>
<property num="0x4a677e5e" type="Uint32" name="Landfill: Monthly Max Garbage Decayed per Landfill" desc="The max amount of garbage units to decay in each landfill monthly"></property>
<property num="0x4a677e5f" type="Sint64" name="Landfill: Default Landfill Cell Maintenance Cost" desc="Monthly maintenance cost of a landfill cell (can be overridden by the model budget cost property)"></property>
<property num="0x4a678060" type="Float32" name="Pathfinding Heuristic" desc="Lower value means more accurate Pathfinding, but at a cost of more CPU time/usage"></property>
<property num="0x4a70d491" type="Bool" name="States as Frames" desc="Add this property only if prop states are visually depicted by different frames in an animated model instance"></property>
<property num="0x4a751ad5" type="Uint8" name="Prop Random Chance" desc="Random chance (0-100) of this prop appearing according to time-of-day and simulator date"></property>
<property num="0x4a764564" type="Uint32" name="PropDuration" desc="How long in Simulator Days the prop/effect will stay active once triggered"></property>
<property num="0x4a7cb3ba" type="Uint32" name="Audio: Min Music Volume Level" desc="Minimum music volume level setting for slider in audio prefs (0-1024)"></property>
<property num="0x4a7cb3bb" type="Uint32" name="Audio: Min Sound Volume Level" desc="Minimum sound volume level setting for slider in audio prefs (0-1024)"></property>
<property num="0x4a7cb3bc" type="Uint32" name="Audio: Max Music Volume Level" desc="Max music volume level setting for slider in audio prefs (0-1024)"></property>
<property num="0x4a7cb3bd" type="Uint32" name="Audio: Max Sound Volume Level" desc="Max sound volume level setting for slider in audio prefs (0-1024)"></property>
<property num="0x4a7cb3be" type="Uint32" name="Audio: Music Vol Adjustment" desc="Amount by which to adjust music volume such that at 80 percent it matches the sfx volume at full"></property>
<property num="0x4a7cb3bf" type="Uint32" name="Audio: Music Fadeout Time (ms)" desc="Time (in ms) within which music fades out when switching radio stations"></property>
<property num="0x4a89fcf3" type="Bool" name="Previewable" desc="If set to true, the prop will appear in the building plop preview"></property>
<property num="0x4a946a5d" type="Uint32" name="Audio:Max Playing Sounds" desc="Max playing sounds"></property>
<property num="0x4a9f188b" type="Bool" name="Light" desc="Set if prop has a light mask and should light up at night with the lot building."></property>
<property num="0x4aa03db1" type="Uint32" name="Audio:LayerVolumeSmoothDelta" desc="Layer volume smoothing delta limit"></property>
<property num="0x4aa60ebc" type="Uint32" name="Catalogue Capacity" desc="Value for displaying capacity in the catalogue. Value is not actually simulated: is just a displayed amount"></property>
<property num="0x4aa84161" type="Float32" name="Maximum EQ Boost" desc="Max EQ boost achievable without reward buildings. Used to scale values for Sims opinion polls."></property>
<property num="0x4ab70dac" type="Float32" name="Death's door effect chance" desc="Percent chance (0-100.0) that the effect will play for a tract that's at death's door."></property>
<property num="0x4ab71659" type="Float32" name="Death's door effect height delta" desc="Random height variance for effect for a tract that's at death's door."></property>
<property num="0x4ac519b8" type="Float32" name="Budget: Land Value to Simoleons" desc="For each taxable square of the given land value, the number of Simoleons produced"></property>
<property num="0x4b61ffc9" type="Float32" name="MaxUnitCostForGarbageDealsRCurve" desc="Maps true simulation cost to synthetic cost value used by garbage deals."></property>
<property num="0x4b733e12" type="String" name="Automaton Display Name" desc="Player-visible name of this automaton during query"></property>
<property num="0x4bae8fe0" type="Float32" name="Speed Multiplier by Network" desc="Has only a visual impact. Multiply by default speed on: Road, Rail, Highway, Street, Pipe, Powerline, Avenue, Subway, Elevated Rail, Monorail, 1-Way Road, Dirt Road, Ground Highway"></property>
<property num="0x4bae8fe1" type="Float32" name="Lane Switch Cost" desc="Cost to add per vehicle when deciding whether to switch lanes to pass slower-moving vehicles"></property>
<property num="0x4bae8fe2" type="Float32" name="Lane Switch Max Distance" desc="Max distance in meters that a vehicle will switch lanes on a multi-lane network"></property>
<property num="0x4be09ec9" type="Float32" name="Congestion to Accident Probability" desc="Maps congestion to accident probability"></property>
<property num="0x4be09eca" type="Float32" name="Capacity to Accident Probability" desc="Maps capacity to accident probability"></property>
<property num="0x4be09ecb" type="Float32" name="Accident Duration" desc="Time (in seconds) that a traffic accident lasts"></property>
<property num="0x4be09ecc" type="Float32" name="Accident Check Period" desc="Period (in seconds) that the traffic sim tests for accidents"></property>
<property num="0x4bfc47b0" type="Bool" name="Transit Switch Capacity Effect" desc="If true, this building radiates capacity reduction like intersections do"></property>
<property num="0x4bfdd955" type="Float32" name="Audio:AEMSVolumeCurve" desc="AEMS Volume curve"></property>
<property num="0x4C1832F5" type="Uint8" name="UDIProp:MarinaBoat6" desc="Property is a key that controls what particular kind of Prop should appear. Some UDIProp Keys are tied in directly with UDI missions"></property>
<property num="0x4C18336D" type="Uint8" name="UDIProp:MarinaBoat1" desc="Property is a key that controls what particular kind of Prop should appear. Some UDIProp Keys are tied in directly with UDI missions"></property>
<property num="0x66fbf7a9" type="Float32" name="CloudsHeight" desc="Height that clouds float at"></property>
<property num="0x66fbf7aa" type="Float32" name="CloudsFormHeight" desc="Lowest terrain height that clouds form over"></property>
<property num="0x66fbf7ab" type="Float32" name="CloudsFadeInHeight" desc="Lowest terrain height that clouds have max opacity"></property>
<property num="0x66fbf7ac" type="Float32" name="CloudsFadeOutHeight" desc="Terrain height above which clouds begin to fade"></property>
<property num="0x66fbf7ad" type="Float32" name="CloudsDisperseHeight" desc="Terrain height above which clouds fade completely"></property>
<property num="0x66fbf7ae" type="Float32" name="CloudsSlowDownHeight" desc="Terrain height above which clouds begin to slow"></property>
<property num="0x66fbf7af" type="Float32" name="CloudsStopHeight" desc="Terrain height above which clouds stop completely"></property>
<property num="0x66fbf7b0" type="Float32" name="CloudsSizeRange" desc="Min and Max of cloud size variation (meters)"></property>
<property num="0x66fbf7b1" type="Float32" name="CloudsAspectRange" desc="Min and Max of cloud aspect ratio variation (0-1)"></property>
<property num="0x66fbf7b2" type="Float32" name="CloudsOpacityRange" desc="Min and Max of cloud opacity variation (0-1)"></property>
<property num="0x66fbf7b3" type="Float32" name="CloudsIntensityRange" desc="Min and Max of cloud intensity variation (0-1)"></property>
<property num="0x66fbf7b4" type="Float32" name="CloudsSpeedRange" desc="Min and Max of cloud speed variation (meters/msec)"></property>
<property num="0x66fbf7b5" type="Float32" name="CloudsShadeOffsetRange" desc="Min and Max scale factors for ShadeOffsetDir"></property>
<property num="0x66fbf7b6" type="Float32" name="CloudsCursorHideRange" desc="Min and Max radii in world units where clouds are hidden by cursor."></property>
<property num="0x66fbf7b8" type="Float32" name="CloudsShadeIntensity" desc="brightness of shadow quad as % of highlight (0-1)"></property>
<property num="0x66fbf7ba" type="Float32" name="CloudsSimSpeedFactor" desc="Multiplier for cloud speed based on sim speed. Slow Med Fast Paused"></property>
<property num="0x66fbf7bb" type="Float32" name="CloudsShadeOffsetDir" desc="X and Y(Z) offset of shade quad as a ratio of particle size (0-1)"></property>
<property num="0x66fbf7bc" type="Uint32" name="CloudsMaxParticles" desc="Max # of cloud particles that can exist at once"></property>
<property num="0x66fbf7bd" type="Float32" name="CloudsMinFadeInTime" desc="Min time for particles to fade in when they spawn visible, or to fade out when they die due to age. (Milliseconds)"></property>
<property num="0x66fbf7be" type="Float32" name="CloudsParticleMaxAge" desc="Max particle lifetime (Milliseconds)"></property>
<property num="0x66fbf7bf" type="Float32" name="CloudsParticleGenRate" desc="Particle spawning rate (Particles per second)"></property>
<property num="0x66fbf7c0" type="Bool" name="CloudsAllowHiddenParticles" desc="if true, particles are still simulated outside of regions where clouds are visible"></property>
<property num="0x66fbf7c1" type="Float32" name="CloudsZoomFade" desc="Percent of normal opacity by zoom level. Set to 0 to disable a particular zoom. Top is zoom 1 bottom is zoom 5"></property>
<property num="0x68ddae92" type="Float32" name="Police:Max Jail Overcrowding Percentage" desc="0.0-100.0, See PoliceSimulator"></property>
<property num="0x68ddae93" type="Float32" name="Police:Funding To Efficiency Response Curve" desc="See PoliceSimulator"></property>
<property num="0x68ddae95" type="Float32" name="Police:Max Allowed Funding Percentage" desc="0.0-100.0, See PoliceSimulator"></property>
<property num="0x68ddae97" type="Float32" name="Police:Monthly Criminal Rehabilitation Percent" desc="0.0-100.0, See PoliceSimulator"></property>
<property num="0x68ddae9a" type="Float32" name="Police:Strike Efficiency" desc="0.0-100.0, See PoliceSimulator"></property>
<property num="0x68ddae9b" type="Uint32" name="Police:Max Strike Duration" desc="In days. See PoliceSimulator"></property>
<property num="0x68ddae9c" type="Float32" name="Police:Min Funding To End Strikes" desc="0.0-100.0, See PoliceSimulator"></property>
<property num="0x68ddae9e" type="Float32" name="Police:Strike Response Curve" desc="See PoliceSimulator"></property>
<property num="0x68ddae9f" type="Uint32" name="Police:Arrest Threshold" desc="If crime is committed in a cell whose police protection value is above this, they'll get arrested"></property>
<property num="0x68ddaea0" type="Float32" name="Jail, Funding To Efficiency Response Curve" desc="See PoliceSimulator"></property>
<property num="0x68ed1736" type="Uint32" name="Recycling centre population served" desc="Number of people that can be served by this recycling centre"></property>
<property num="0x68ee9764" type="Float32" name="Pollution Radius" desc="Radius for pollution generated: Air: Water: Garbage: Radiation"></property>
<property num="0x68f26014" type="Uint32" name="Map View Unsigned Colours" desc="RGBA colour of 3D overlay of 2-color map view"></property>
<property num="0x68f26015" type="Uint32" name="Map View Signed Colours" desc="RGBA colour of 3D overlay of 3-color map view"></property>
<property num="0x68f5436a" type="Uint32" name="Water pipe effect radius" desc="Number of cells surrounding water pipes that will also be watered"></property>
<property num="0x68f5436b" type="Uint32" name="Fresh water pump reach" desc="Number of cells away from fresh water a water pump can be placed"></property>
<property num="0x68f5436c" type="Uint32" name="Salt water pump reach" desc="Number of cells away from salt water a water pump can be placed"></property>
<property num="0x68f5436d" type="Uint32" name="Fresh water distance loss" desc="Percentage by which water production is reduced when not within range of fresh water source"></property>
<property num="0x68fcff37" type="Uint32" name="FoundationSideTextures" desc="Texture IDs for each zoom level. Mutually exclusive with building model properties."></property>
<property num="0x68fcff38" type="Uint32" name="FoundationTopTextures" desc="Texture IDs for each zoom level. Mutually exclusive with building model properties."></property>
<property num="0x6911e2df" type="Float32" name="Power Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of a utility output"></property>
<property num="0x691894a4" type="Float32" name="Health Strike Response Curve" desc="Maps difference between actual % funding and % ideal funding to % chance of a Health strike"></property>
<property num="0x691894c0" type="Float32" name="School Min Grade to End Strike" desc="Minimum grade that all schools must have to end a School strike"></property>
<property num="0x691894c6" type="Float32" name="School Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of Education output"></property>
<property num="0x691b42b3" type="Float32" name="School Coverage Radius" desc="Radius of a school's coverage, in meters"></property>
<property num="0x69220415" type="Uint32" name="Hospital Patient Capacity" desc="Maximum number of patients served by this hospital"></property>
<property num="0x6929cc92" type="Uint8" name="Medium Wealth HQ" desc="HQ assigned to new Medium Wealth residents"></property>
<property num="0x692ef65a" type="Float32" name="School EQ Decay Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the rate at which EQ decays"></property>
<property num="0x6932dc00" type="Float32" name="DistFromShoreToWaveStartLocation" desc="Distance (meters) from the shore to the starting location of waves"></property>
<property num="0x6932dc01" type="Float32" name="WaveMinProductionInterval" desc="Min time (sec) between the production of successive waves"></property>
<property num="0x6932dc02" type="Float32" name="WaveMaxProductionInterval" desc="Max time (sec) between the production of successive waves"></property>
<property num="0x6932DC03" type="Float32" name="WaveInnerRadius" desc="Inner radius (meter) of the wave arc"></property>
<property num="0x6932dc04" type="Float32" name="WaveOuterRadius" desc="Outer radius (meter) of the wave arc"></property>
<property num="0x6932dc05" type="Float32" name="WaveArcAngle" desc="Arc angle (degrees) for the wave"></property>
<property num="0x6932dc06" type="Float32" name="WaveMinTimeInState" desc="Min time (sec) the wave spends in each of the states"></property>
<property num="0x6932dc07" type="Float32" name="WaveMaxTimeInState" desc="Max time (sec) the wave spends in each of the states"></property>
<property num="0x6932dc08" type="Float32" name="WaveInitialMoveSpeed" desc="Initial movement speed (meter/sec) of the wave"></property>
<property num="0x6932dc09" type="Float32" name="WaveInitialExpandSpeed" desc="Initial expansion speed (meter/sec) of the wave"></property>
<property num="0x6932dc0a" type="Float32" name="WaveMinMoveSpeed" desc="Min movement speed (meter/sec) of the wave"></property>
<property num="0x6932dc0b" type="Float32" name="WaveMinExpandSpeed" desc="Min expansion speed (meter/sec) of the wave"></property>
<property num="0x6932dc0c" type="Float32" name="WaveMaxMoveSpeed" desc="Max movement speed (meter/sec) of the wave"></property>
<property num="0x6932dc0d" type="Float32" name="WaveMaxExpandSpeed" desc="Max expansion speed (meter/sec) of the wave"></property>
<property num="0x6932dc0e" type="Float32" name="WaveMinExpandAcceleration" desc="Min acceleration of expansion in each of the states"></property>
<property num="0x6932dc0f" type="Float32" name="WaveMaxExpandAcceleration" desc="Max acceleration of expansion in each of the states"></property>
<property num="0x6932dc10" type="Float32" name="WaveMinMoveAcceleration" desc="Min acceleration of movement in each of the states"></property>
<property num="0x6932dc11" type="Float32" name="WaveMaxMoveAcceleration" desc="Max acceleration of movement in each of the states"></property>
<property num="0x6932dc12" type="Uint32" name="MaxWaves" desc="Maximum number of waves in the city"></property>
<property num="0x6932dc13" type="Float32" name="InterWaveGap" desc="Gap (meters) between two waves"></property>
<property num="0x6932dc14" type="Float32" name="WaveMaxOrientationDifference" desc="Maximum difference in the orientation of different waves"></property>
<property num="0x6941a67f" type="Float32" name="Health Quotient to Life Expectancy Curve" desc="Maps HQ of a tract to the Life Expectancy of that tract"></property>
<property num="0x6941b022" type="Float32" name="Air Pollution to HQ Decay Curve" desc="Maps amount of air pollution in a tract to the rate at which the HQ in that tract decays"></property>
<property num="0x69501944" type="Float32" name="Traffic air pollution factor" desc="Affects how traffic density equates to air pollution"></property>
<property num="0x696e88db" type="Uint8" name="Zone Filter" desc="Zone types compatible with automaton (none == can appear in any zone)"></property>
<property num="0x69987e60" type="Float32" name="LavaColorGradientMapFactor" desc="Number of pixels in colour gradient corresponding to every meter of lava depth"></property>
<property num="0x69987e61" type="Float32" name="LavaMaxFlowRate" desc="Higher the viscosity, lower should this number be."></property>
<property num="0x69987e62" type="Float32" name="LavaHtDiffForMaxFlowRate" desc="Lava height differential at which the max flow rate is reached"></property>
<property num="0x69987e63" type="Float32" name="LavaLiquidToSolidConversionFactor" desc="When unit amount of lava solidifies, it increases the terrain height by this much"></property>
<property num="0x69987e64" type="Uint8" name="LavaMinAlpha" desc="Min alpha for lava"></property>
<property num="0x69987e65" type="Float32" name="LavaMinAlphaDepth" desc="When the lava depth is less than this, we set alpha to be LavaMinAlpha"></property>
<property num="0x69987e66" type="Float32" name="LavaMaxAlphaDepth" desc="If lava depth is more than this, it becomes opaque (i.e. max alpha)"></property>
<property num="0x69987e67" type="Float32" name="LavaScorchedTerrainDecalSize" desc="Width of scorched terrain decal (meters)"></property>
<property num="0x69987e68" type="Float32" name="LavaUnderWaterSolidificationMultiple" desc="Solidification rate under water this many times that over land"></property>
<property num="0x69987e69" type="Float32" name="LavaDepthBurnThreshold" desc="The lava depth at which occupants will catch on fire"></property>
<property num="0x69987e6a" type="Float32" name="LavaDepthDeepFryThreshold" desc="The lava depth at which occupants will instantly burn down"></property>
<property num="0x69987e6b" type="Uint32" name="LavaAnimationFrameDuration" desc="Duration of each lava texture animation frame (microsecs)"></property>
<property num="0x69987e6c" type="Float32" name="LavaMinAmountForDepositToHappen" desc="If lava amount is less than this, we don't deposit it (We simply dry it up!)"></property>
<property num="0x69987e6d" type="Uint32" name="LavaScorchDecalLifeTime" desc="Life time of scorch decal(microsecs)"></property>
<property num="0x69987e6e" type="Float32" name="LavaScorchDecalFadeInTime" desc="Fade in time (Secs) of scorch decal"></property>
<property num="0x69987e6f" type="Float32" name="LavaScorchDecalFadeOutTime" desc="Fade out time (Secs) of scorch decal"></property>
<property num="0x699b08a4" type="Float32" name="LotConfigPropertyMinSlopeAllowed" desc="The Min slope this lot will develop on"></property>
<property num="0x69a36e40" type="Float32" name="Budget: TaxMultiplier_IAG" desc="Multiplier to tweak the relative weighting of the IAG occupant type's taxes"></property>
<property num="0x69a437f6" type="Float32" name="Garbage Prop Request Curve" desc="Shares of garbage props requested vs. garbage percentage of max"></property>
<property num="0x69ac5640" type="Float32" name="MinWaterDepthForDeepSeaBedTexture" desc="If the water depth exceeds this, we apply deep seabed texture"></property>
<property num="0x69ac5641" type="Float32" name="MaxWaterDepthForDeepSeaBedTexture" desc="Up to this water depth we use deep seabed texture for terrain (No texturing beyond that depth)"></property>
<property num="0x69b425db" type="Float32" name="FireProtectionSim, StationNoRoad Multiplier" desc="(0.0 - 1.0)"></property>
<property num="0x69db8d00" type="Uint32" name="TextureUpdateIntervalForTerrainBrushes" desc="Controls how often terrain texture updates happen while applying terrain brushes"></property>
<property num="0x69db8d01" type="Float32" name="ModKeyStrengthMultiplier1" desc="Controls how the brush strength is modified by the control key"></property>
<property num="0x69db8d02" type="Float32" name="ModKeyWidthMultiplier1" desc="Controls how the brush strength is modified by the control key"></property>
<property num="0x69db8d03" type="Float32" name="ModKeyStrengthMultiplier2" desc="Controls how the brush strength is modified by the shift key"></property>
<property num="0x69db8d04" type="Float32" name="ModKeyWidthMultiplier2" desc="Controls how the brush strength is modified by the shift key"></property>
<property num="0x69db8d05" type="Float32" name="ApplicationTimeIntervalForFullBrushStrength" desc="Time interval (secs) between applications to get full brush strength"></property>
<property num="0x69f14d33" type="Bool" name="Orient To Slope" desc="Prop rotates x/z to match slope"></property>
<property num="0x6a09f62f" type="Float32" name="Crime Sim multiplier" desc="Percentage (0.0-1.0) of actual crimes in a cell that will generate a corresponding crime sim"></property>
<property num="0x6a09f630" type="Uint8" name="Sim Prop animation range" desc="Min and Max number of times a one-shot sim will loop through its animation before fading out"></property>
<property num="0x6a09f631" type="Float32" name="Crime layer clock" desc="Maps time of day on 24-hour clock to a percentage of crime props genera ed (0.0 - 1.0)"></property>
<property num="0x6a19f6b5" type="Float32" name="Health Effect Radius" desc="Radius of generic health effect of this building"></property>
<property num="0x6a2d49f4" type="Float32" name="Simoleon Cost Per Meter Displaced" desc="Cost to raise/lower one vertex one meter when using this tool"></property>
<property num="0x6a33d682" type="Uint32" name="SubmenuKey: Terraform: MakeMountains Menu" desc="Controls which Menu the tool belongs in. Some tools area attached to the Menu that they're in"></property>
<property num="0x6a359f22" type="Float32" name="Audio:ZoomDistanceTweaks" desc="Tweak values to nudge each delta"></property>
<property num="0x6a36afab" type="Float32" name="SFX:AlarmTime" desc="24hour times i.e. 15.5"></property>
<property num="0x6a36afac" type="Uint32" name="SFX:Occupant Instance Sound" desc="GUID of sound played for the occupant. There will be one instance per occupant."></property>
<property num="0x6a37ebb6" type="Bool" name="Flora: Wild" desc="Controls whether the flora appears in landscape mode (wild) or mayor mode (domestic)."></property>
<property num="0x6a3fbdda" type="Uint32" name="Audio:LoopId" desc="Ambient loop id"></property>
<property num="0x6a3fc4c7" type="Uint32" name="Audio:FreshSPL" desc="Sound Pressure Level"></property>
<property num="0x6a3fcc37" type="Uint32" name="Global Effect Trigger" desc="Trigger ID for script-defined global effect that turns this prop on (state 0) and off (state 1)."></property>
<property num="0x6a406201" type="Uint32" name="Air Pollution Delta" desc="Maximum amount of air pollution that can be added to/subtracted from each cell per month."></property>
<property num="0x6a410bf2" type="Float32" name="Water Funding To Efficiency Curve" desc="Maps difference between actual % funding and % ideal funding to % of a utility output"></property>
<property num="0x6a4132f3" type="Float32" name="Audio:Density2FreshVolumeCurve" desc="Density to freshness volume curve"></property>
<property num="0x6a4132f6" type="Float32" name="Audio:Density2LoopVolumeCurve" desc="Density to loop volume curve"></property>
<property num="0x6a416b21" type="Uint32" name="Name Key" desc="Resource key of ordinance name resource"></property>
<property num="0x6a43150f" type="Uint32" name="Hard Failure Type" desc="Explosion type at end of life"></property>
<property num="0x6a440d40" type="Uint32" name="Train Min/Max KPH" desc="Min/max speed of trains in kilometres per hour"></property>
<property num="0x6a469337" type="Float32" name="MinDealAmountWater" desc="Min deal amount for water deal"></property>
<property num="0x6a469342" type="Float32" name="MinDealProfitFactor" desc="Min deal profit factor (1 + MinDealProfitFactor)"></property>
<property num="0x6a4aeded" type="Float32" name="Graph Maximum value" desc="Overrides the automatic maximum value for the Graph."></property>
<property num="0x6a4aedef" type="Float32" name="Graph Increment" desc="Overrides the automatic spacing, controlling the incrementation of the Graphs."></property>
<property num="0x6a4aee40" type="Uint32" name="Graph Data source 1" desc="Contains source data references for information that is displayed in the Graph, with each ID representing a data source."></property>
<property num="0x6a4aee5f" type="Uint32" name="Graph Data source 2" desc="Contains source data references for information that is combined with Graph Data Source1, with each ID representing a data source."></property>
<property num="0x6a4aee68" type="Uint32" name="Graph Data source Combine" desc="Array of ints, one per plot, each representing how the Graph Data sources 1 and 2 are combined (none, +, -, *, /)."></property>
<property num="0x6a4aeedc" type="Uint32" name="Graph Label keys" desc="References Text based files. Each ID represents a localized string key for the label."></property>
<property num="0x6a4aeedf" type="Uint8" name="Graph Data colour" desc="Array of RGB values. 3 integers per Data Source, each representing a line colour."></property>
<property num="0x6a4aeee2" type="Float32" name="Graph Data value adjuster" desc="Array of floats, one per data source, controlling the real value of data displayed in the graph. E.g. 1=100%, 0.01=10% of real value."></property>
<property num="0x6a4aeee3" type="Uint 32" name="Graph Data series1" desc="Array of ints, one per plot, each representing which series that data should be in."></property>
<property num="0x6a4aeee4" type="Uint8" name="Graph Data series fill colour2" desc="Array of RGB triplets, 3 integers per series, each representing a fill colour for a whole series."></property>
<property num="0x6a4aeee5" type="Uint8" name="Graph Data series line colour3" desc="Array of RGB triplets, 3 integers per series, each representing a outline colour a whole series."></property>
<property num="0x6a4bc8ed" type="Bool" name="VolcanoLavaShouldLavaFlow" desc="To Allow the flow of lava flow"></property>
<property num="0x6a5a6700" type="Uint32" name="Obliterate:ClusterWindowWidth" desc="Width in cells of each demolition cluster window"></property>
<property num="0x6a5a6701" type="Float32" name="Obliterate:NumClustersVsTime" desc="Cumulative number of clusters to demolish as a function of time (secs)"></property>
<property num="0x6a5a6702" type="Float32" name="Obliterate:SmokeScreenFormationTime" desc="Time (secs) between the creation of Finale effect and our last big wipe-out sweep of the city"></property>
<property num="0x6a5e0727" type="Uint8" name="Active Lot State" desc="What lot state this prop is active in. Don't add the property if the prop is active in all lot states."></property>
<property num="0x6a6564f4" type="Uint32" name="Trend Bar: Data Source" desc="History data source for this trend bar"></property>
<property num="0x6a6564f6" type="Float32" name="Trend Bar: Response Curve" desc="Converts from input data source range to {0,1}"></property>
<property num="0x6a84493e" type="Float32" name="Monthly cost for network tile" desc="Upkeep cost per tile of each network type: Road, Rail, Highway, Street, Pipes, Powerpoles, Avenue, Subway, ElevatedRail, Monorail, OneWayRoad, DirtRoad, GroundHighway"></property>
<property num="0x6a845768" type="Uint32" name="ModelIsPrelit" desc="If this property is present the game will not apply deform and lighting to the model"></property>
<property num="0x6a871b82" type="Uint32" name="PluginPackID" desc="ID of the plugin pack to which the data belongs"></property>
<property num="0x6a946a50" type="Float32" name="Audio:VolumeLimitingCurve" desc="Volume limiting curve"></property>
<property num="0x6a959e71" type="Bool" name="Requires Power to Appear" desc="Prop only appears if lot is powered"></property>
<property num="0x6a95e503" type="Bool" name="Query as main building" desc="If set to true, when the prop is hover queried it will highlight both itself and the main building (and give the same hover data)"></property>
<property num="0x6a9c7718" type="Sint64" name="Budget: Initial Funds" desc="Starting funds for a new city, by difficult level: Easy, Medium, Hard"></property>
<property num="0x6a9edd07" type="Uint8" name="Animated Prop Play Mode" desc="Whether animated props should be looped, ping-pong, or one-shot. If not present, the default is Loop."></property>
<property num="0x6a9f6edd" type="Float32" name="Coverage radius slop multiplier" desc="Coverage radii are multiplied by this value when computing tract coverage"></property>
<property num="0x6ab70da7" type="Float32" name="Death's door HQ" desc="If a tract's HQ falls below this number, they're at death's door."></property>
<property num="0x6ab71654" type="Float32" name="Death's door effect height" desc="Base height above terrain at which the effect will play for a tract that's at death's door."></property>
<property num="0x6ad54804" type="Sint32" name="Catalogue Monthly Cost" desc="Value for displaying monthly cost in the catalogue. Value is not actually simulated, is just a display value"></property>
<property num="0x6b23d800" type="Uint32" name="Ordinance Availability: R$ Population" desc="The minimum R$ population for this ordinance to become available."></property>
<property num="0x6b23d801" type="Uint32" name="Ordinance Availability: R$$ Population" desc="The minimum R$$ population for this ordinance to become available."></property>
<property num="0x6b23d802" type="Uint32" name="Ordinance Availability: R$$$ Population" desc="The minimum R$$$ population for this ordinance to become available."></property>
<property num="0x6b23d803" type="Uint32" name="Ordinance Availability: Cs$ Population" desc="The minimum Cs$ population for this ordinance to become available."></property>
<property num="0x6b23d804" type="Uint32" name="Ordinance Availability: Cs$$ Population" desc="The minimum Cs$$ population for this ordinance to become available."></property>
<property num="0x6b23d805" type="Uint32" name="Ordinance Availability: Cs$$$ Population" desc="The minimum Cs$$$ population for this ordinance to become available."></property>
<property num="0x6b23d806" type="Uint32" name="Ordinance Availability: Co$$ Population" desc="The minimum Co$$ population for this ordinance to become available."></property>
<property num="0x6b23d807" type="Uint32" name="Ordinance Availability: Co$$$ Population" desc="The minimum Co$$$ population for this ordinance to become available."></property>
<property num="0x6b23d808" type="Uint32" name="Ordinance Availability: IR Population" desc="The minimum IR population for this ordinance to become available."></property>
<property num="0x6b23d809" type="Uint32" name="Ordinance Availability: ID Population" desc="The minimum ID population for this ordinance to become available."></property>
<property num="0x6b23d80a" type="Uint32" name="Ordinance Availability: IM Population" desc="The minimum IM population for this ordinance to become available."></property>
<property num="0x6b23d80b" type="Uint32" name="Ordinance Availability: IHT Population" desc="The minimum IHT population for this ordinance to become available."></property>
<property num="0x6b23d820" type="Uint32" name="Ordinance Availability: Fire Station Count" desc="The minimum number of fire stations for this ordinance to become available."></property>
<property num="0x6b23d821" type="Uint32" name="Ordinance Availability: Hospital Count" desc="The minimum number of hospital buildings for this ordinance to become available."></property>
<property num="0x6b23d822" type="Uint32" name="Ordinance Availability: Jail Count" desc="The minimum number of jails for this ordinance to become available."></property>
<property num="0x6b23d823" type="Uint32" name="Ordinance Availability: Police Station Count" desc="The minimum number of police stations for this ordinance to become available."></property>
<property num="0x6b23d824" type="Uint32" name="Ordinance Availability: School Count" desc="The minimum number of school buildings for this ordinance to become available."></property>
<property num="0x6b23d830" type="String" name="Ordinance Availability: Lua Function" desc="The name of a Lua function that checks the conditions for this ordinance to become available. Must have a unique name, take no parameters, and return a Boolean."></property>
<property num="0x6b23d900" type="Float32" name="Ordinance Monthly Income: R$ Population Factor" desc="Factor applied to the ordinance cost based on the R$ population."></property>
<property num="0x6b23d901" type="Float32" name="Ordinance Monthly Income: R$$ Population Factor" desc="Factor applied to the ordinance cost based on the R$$ population."></property>
<property num="0x6b23d902" type="Float32" name="Ordinance Monthly Income: R$$$ Population Factor" desc="Factor applied to the ordinance cost based on the R$$$ population."></property>
<property num="0x6b23d903" type="Float32" name="Ordinance Monthly Income: Cs$ Population Factor" desc="Factor applied to the ordinance cost based on the Cs$ population."></property>
<property num="0x6b23d904" type="Float32" name="Ordinance Monthly Income: Cs$$ Population Factor" desc="Factor applied to the ordinance cost based on the Cs$$ population."></property>
<property num="0x6b23d905" type="Float32" name="Ordinance Monthly Income: Cs$$$ Population Factor" desc="Factor applied to the ordinance cost based on the Cs$$$ population."></property>
<property num="0x6b23d906" type="Float32" name="Ordinance Monthly Income: Co$$ Population Factor" desc="Factor applied to the ordinance cost based on the Co$$ population."></property>
<property num="0x6b23d907" type="Float32" name="Ordinance Monthly Income: Co$$$ Population Factor" desc="Factor applied to the ordinance cost based on the Co$$$ population."></property>
<property num="0x6b23d908" type="Float32" name="Ordinance Monthly Income: IR Population Factor" desc="Factor applied to the ordinance cost based on the IR population."></property>
<property num="0x6b23d909" type="Float32" name="Ordinance Monthly Income: ID Population Factor" desc="Factor applied to the ordinance cost based on the ID population."></property>
<property num="0x6b23d90a" type="Float32" name="Ordinance Monthly Income: IM Population Factor" desc="Factor applied to the ordinance cost based on the IM population."></property>
<property num="0x6b23d90b" type="Float32" name="Ordinance Monthly Income: IHT Population Factor" desc="Factor applied to the ordinance cost based on the IHT population."></property>
<property num="0x6b23d920" type="Float32" name="Ordinance Monthly Income: Fire Station Factor" desc="Factor applied to the ordinance cost based on the number of fire stations."></property>
<property num="0x6b23d921" type="Float32" name="Ordinance Monthly Income: Hospital Factor" desc="Factor applied to the ordinance cost based on the number of hospital buildings."></property>
<property num="0x6b23d922" type="Float32" name="Ordinance Monthly Income: Jail Factor" desc="Factor applied to the ordinance cost based on the number of jails."></property>
<property num="0x6b23d923" type="Float32" name="Ordinance Monthly Income: Police Station Factor" desc="Factor applied to the ordinance cost based on the number of police stations."></property>
<property num="0x6b23d924" type="Float32" name="Ordinance Monthly Income: School Factor" desc="Factor applied to the ordinance cost based on the number of school buildings."></property>
<property num="0x6b23d930" type="String" name="Ordinance Monthly Income: Lua Function" desc="The name of a Lua function that that calculates the monthly income. Must have a unique name, take the monthly constant income as a parameter, and return the calculated monthly expense/income for the ordinance."></property>
<property num="0x6b42922c" type="Float32" name="Simulation Speed multiplier" desc="Is just a visual representation. Multiplier for Automata speed when simulator is in: Turtle: Rhino: Cheetah: UDI mode. First 3 only apply when "Variable Speed Automata" is on."></property>
<property num="0x6b588fad" type="Float32" name="SuspensionPeriod" desc="Defaulted deals get suspended for this number of days."></property>
<property num="0x6b733233" type="Uint32" name="MiniMap: Water ramp" desc="Colour progression to use for water."></property>
<property num="0x6b7c5cdd" type="Uint32" name="DataView: Travel Types" desc="List of travel types"></property>
<property num="0x6bac0b3e" type="Uint8" name="Path Lookahead Tiles" desc="How many tiles traffic automations should look ahead when determining paths"></property>
<property num="0x6c044bb5" type="Uint32" name="SFX:ActiveSound" desc="GUID array of sounds to play (per zoom) when occupant is 'active'"></property>
<property num="0x6C1832D1" type="Uint8" name="UDIProp:MarinaBoat8" desc="Property is a key that controls what particular kind of Prop should appear. Some UDIProp Keys are tied in directly with UDI missions"></property>
<property num="0x6C183FFB" type="Uint8" name="UDIProp:MarinaBoat3" desc="Property is a key that controls what particular kind of Prop should appear. Some UDIProp Keys are tied in directly with UDI missions"></property>
<property num="0x6c200139" type="Uint32" name="Playerdrive Vehicle Max Count" desc="Desired maximum # of vehicles in the world during player-drive"></property>
<property num="0x6c36283c" type="Uint8" name="UDIProp:CruiseShip" desc="Property is a key that controls what particular kind of Prop should appear. Some UDIProp Keys are tied in directly with UDI missions"></property>
<property num="0x8761abd0" type="Uint32" name="MonthsBetweenCellCoverage" desc="MonthsBetweenCellCoverage"></property>
<property num="0x879d12e7" type="Float32" name="MaxSlopeAlongNetwork" desc="Range: [0.0 - 90.0]"></property>
<property num="0x87cd6300" type="Uint8" name="Target Zone" desc="The type of zone that is developed"></property>
<property num="0x87cd6301" type="Uint32" name="Demand Source Index" desc="Demand comes from this index OR source zone"></property>
<property num="0x87cd6310" type="Uint8" name="Tract Size" desc="Power of 2; determines the size of the demand grid"></property>
<property num="0x87cd6330" type="Uint8" name="Wealth Type" desc="Specifies (source and target) wealth type"></property>
<property num="0x87CD6331" type="Uint8" name="Obsolete (Density Type)" desc="Specifies density"></property>
<property num="0x87cd6332" type="Uint8" name="Purpose Type" desc="Specifies type of building created by this developer. 0x01=R, 0x02=CS, 0x03=CO, 0x05=IAG, 0x06=ID,0x07=IM,0x08=IHT"></property>
<property num="0x87cd6333" type="Uint8" name="Land Value Range" desc="Specifies acceptable land values (0, 0 disables)"></property>
<property num="0x87cd633f" type="Bool" name="Land Value Use Intrinsic" desc="True means use total land value"></property>
<property num="0x87cd6340" type="Float32" name="Land Value Effect" desc="How much land value is a factor in desirability"></property>
<property num="0x87cd6341" type="Float32" name="Park Effect" desc="How much park proximity affects desirability"></property>
<property num="0x87cd6343" type="Float32" name="Proximity Effect:R$" desc="How much proximity to R$ is a factor in desirability"></property>
<property num="0x87cd6344" type="Float32" name="Proximity Effect:R$$" desc="How much proximity to R$$ is a factor in desirability"></property>
<property num="0x87cd6345" type="Float32" name="Proximity Effect:R$$$" desc="How much proximity to R$$$ is a factor in desirability"></property>
<property num="0x87cd6346" type="Float32" name="Traffic Effect" desc="How much traffic volume is a factor in desirability"></property>
<property num="0x87cd6347" type="Float32" name="Trip Length Effect" desc="How much travel time is a factor in desirability"></property>
<property num="0x87cd6348" type="Float32" name="School Effect" desc="How much school grade is a factor in desirability"></property>
<property num="0x87cd6349" type="Float32" name="Hospital Effect" desc="How much hospital grade is a factor in desirability"></property>
<property num="0x87cd634a" type="Float32" name="Crime Effect" desc="How much crime is a factor in desirability"></property>
<property num="0x87cd634b" type="Float32" name="Pollution Effect:Air" desc="How much air pollution proximity affects desirability"></property>
<property num="0x87cd634c" type="Float32" name="Pollution Effect:Water" desc="How much water pollution proximity affects desirability"></property>
<property num="0x87cd634d" type="Float32" name="Pollution Effect:Garbage" desc="How much garbage pollution proximity affects desirability"></property>
<property num="0x87cd634e" type="Float32" name="Pollution Effect:Radiation" desc="How much radiation pollution proximity affects desirability"></property>
<property num="0x87cd6354" type="Sint32" name="Desirability Threshold Decline" desc="Tracts with desirability greater than this value never abandon."></property>
<property num="0x87cd6355" type="Sint32" name="Desirability Threshold Growth" desc="Tracts with desirability less than this value never level. Tested before pruning."></property>
<property num="0x87cd6356" type="Bool" name="Phantom Demand" desc="If true, unhappy Sims will create a demand for new growth, which results in migration"></property>
<property num="0x87cd6357" type="Sint32" name="Baseline Desirability" desc="Value for desirability, if no other effects are applicable"></property>
<property num="0x87cd6360" type="Uint8" name="Stage Count" desc="Number of growth stages"></property>
<property num="0x87cd6361" type="Float32" name="Stage 1 vs. Size" desc="Percentage of growth which should be of type 1, as a function of the population of the city"></property>
<property num="0x87cd6362" type="Float32" name="Stage 2 vs. Size" desc="Percentage of growth which should be of type 2, as a function of the population of the city"></property>
<property num="0x87cd6363" type="Float32" name="Stage 3 vs. Size" desc="Percentage of growth which should be of type 3, as a function of the population of the city"></property>
<property num="0x87cd6364" type="Float32" name="Stage 4 vs. Size" desc="Percentage of growth which should be of type 4, as a function of the population of the city"></property>
<property num="0x87cd6365" type="Float32" name="Stage 5 vs. Size" desc="Percentage of growth which should be of type 5, as a function of the population of the city"></property>
<property num="0x87cd6366" type="Float32" name="Stage 6 vs. Size" desc="Percentage of growth which should be of type 6, as a function of the population of the city"></property>
<property num="0x87cd6367" type="Float32" name="Stage 7 vs. Size" desc="Percentage of growth which should be of type 7, as a function of the population of the city"></property>
<property num="0x87cd6368" type="Float32" name="Stage 8 vs. Size" desc="Percentage of growth which should be of type 8, as a function of the population of the city"></property>
<property num="0x87cd6370" type="Uint8" name="Water Supply Cap" desc="Maximum density allowed without water service"></property>
<property num="0x87cd6371" type="Uint8" name="Fire Coverage Cap" desc="Maximum density allowed without fire protection"></property>
<property num="0x87cd6372" type="Uint8" name="Park Cap" desc="Maximum density allowed without a nearby park"></property>
<property num="0x87cd6373" type="Uint8" name="Power Supply Cap" desc="Maximum density allowed without power service"></property>
<property num="0x87cd6381" type="Uint8" name="Use Monopoly Pieces" desc="Specifies building selection mode"></property>
<property num="0x87cd6391" type="Float32" name="Proximity Effect:Co$$" desc="How much proximity to Co$$ is a factor in desirability"></property>
<property num="0x87cd6392" type="Float32" name="Proximity Effect:Co$$$" desc="How much proximity to Co$$$ is a factor in desirability"></property>
<property num="0x87cd6397" type="Float32" name="Transient Aura Effect" desc="How much transient aura effects (-128, 127) affect desirability"></property>
<property num="0x87cd6398" type="Float32" name="Slope Effect" desc="How much slope is a factor in desirability"></property>
<property num="0x87cd6399" type="Float32" name="Landmark Effect" desc="How much landmark proximity affects desirability. NIMBY/YIMBY: negative numbers in the first value denotes NIMBY, positive denotes YIMBY"></property>
<property num="0x87cd63a0" type="Uint32" name="Style Percentages" desc="Pairs of occupant group IDs and percentages showing how often they should be used"></property>
<property num="0x88ed1059" type="Uint32" name="Recycling centre percent reduction" desc="Percentage by which recycling centre reduces trash"></property>
<property num="0x88ed3303" type="Uint32" name="Water Produced" desc="Amount of water produced"></property>
<property num="0x88edc789" type="Uint8" name="LotConfigPropertyVersion" desc="Lot Config Property Version"></property>
<property num="0x88edc790" type="Uint8" name="LotConfigPropertySize" desc="LotConfigPropertySize"></property>
<property num="0x88edc791" type="Uint32" name="LotConfigPropertyFamily" desc="LotConfigPropertyFamily"></property>
<property num="0x88edc792" type="Float32" name="LotConfigPropertyMaxSlopeBeforeLotFoundation" desc="The slope at which it switches to using a Lot foundation"></property>
<property num="0x88edc793" type="Uint8" name="LotConfigPropertyZoneTypes" desc="0x00=Unzoned.0x01=LDR.0x02=MDR.0x03=HDR.0x04=LDC.0x05=MDC.0x06=HDC.0x07=IndustrialResource.0x08=LightIndustrail.0x09=HeavyIndustrail.0x0A=Military.0x0B=Airport.0x0C=Seaport.0x0D=Spaceport.0x0E=Landfill.0x0F=Plopped building"></property>
<property num="0x88edc795" type="Uint8" name="LotConfigPropertyWealthTypes" desc="0x00=No Wealth.0x01=Low.0x02=Medium.0x03=High"></property>
<property num="0x88edc796" type="Uint8" name="LotConfigPropertyPurposeTypes" desc="LotConfigPropertyPurposeTypes"></property>
<property num="0x88edc797" type="Uint32" name="LotConfigPropertyFenceDefinition" desc="LotConfigPropertyFenceDefinition"></property>
<property num="0x88edc798" type="Uint32" name="LotConfigPropertyRetainingWallTypes" desc="LotConfigPropertyRetainingWallTypes"></property>
<property num="0x88edc900" type="Uint32" name="LotConfigPropertyLotObject" desc="LotConfigPropertyLotObject"></property>
<property num1="0x88EDC901" num2="0x88EDCDFF" type="UInt32" name="LotConfigPropertyLotObjectData" desc="Contains settings for a single config type for a single tile in a lot config property object."></property>
<property num="0x88fcc3e3" type="Float32" name="FoundationMaxHeight" desc="The height a foundation can lift an occupant (usually a building or lot)."></property>
<property num="0x88fcd877" type="Uint32" name="Building foundation" desc="Foundation type ID for this building or lot. Absent for none."></property>
<property num="0x890e0a99" type="Float32" name="Budget: MaxTaxRate" desc="Maximum Tax Rate. Value is hard-coded."></property>
<property num="0x890e0ab4" type="Sint64" name="Budget: Loan: UpperLimit" desc="The maximum amount of outstanding loan debt that is allowed"></property>
<property num="0x89135044" type="Uint32" name="Max radiation pollution value for UI" desc="Maximum radiation pollution value reported to the UI, must be less than 32767"></property>
<property num="0x89136440" type="Uint8" name="LotConfigPropertyWaterCompatibility" desc="LotConfigPropertyWaterCompatibility"></property>
<property num="0x89189482" type="Float32" name="Health Strike Efficiency" desc="Efficiency of Health buildings will drop to this % during a strike"></property>
<property num="0x8918948b" type="Uint32" name="Health Strike Duration" desc="Maximum duration of a Health strike, in months"></property>
<property num="0x89189495" type="Float32" name="Health Min Grade to End Strike" desc="Minimum grade that all health buildings must have to end a Health strike"></property>
<property num="0x891894ad" type="Float32" name="School Init/Max Allowed Funding" desc="Initial and Maximum allowed funding percentage for schools"></property>
<property num="0x8918c937" type="Float32" name="Budget: Tax Multiplier_Co$$" desc="Multiplier to tweak the relative weighting of the CO$$ occupant type's taxes"></property>
<property num="0x8918c93e" type="Float32" name="Budget: Tax Multiplier_IM" desc="Multiplier to tweak the relative weighting of the Industrial Manufacturing occupant type's taxes"></property>
<property num="0x891b3ae6" type="Float32" name="Health Effectiveness vs. Distance Effect" desc="Maps % of coverage distance from a hospital to HQ boost %"></property>
<property num="0x8922041b" type="Uint32" name="School Student Capacity" desc="Maximum number of students served by this school"></property>
<property num="0x892d9d02" type="Float32" name="School Capacity Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the capacity of schools"></property>
<property num="0x89590e6d" type="Uint32" name="Simulator Speeds" desc="Milliseconds per day for Turtle, Rhino, Cheetah"></property>
<property num="0x89590e6e" type="Float32" name="AnimationTimeDilation" desc="Time dilation factor to apply to animations based on simulator speed (Pause, Turtle, Rhino, Cheetah,emergency/drive)"></property>
<property num="0x897e709f" type="Float32" name="24 Hour Clock speed (time magnification)" desc="Specifies a multiplier from real time to the 24 hour clock's time."></property>
<property num="0x89861864" type="Uint32" name="VolcanicAshLifeTime" desc="How long (microsecs) is the volcanic ash visible on screen"></property>
<property num="0x8989ec22" type="Float32" name="Segment Height" desc="Height of one growth level for scaffolding construction"></property>
<property num="0x8989ec23" type="Float32" name="Post Width" desc="Width of corner posts"></property>
<property num="0x8989ec24" type="Float32" name="Scaffold Gap" desc="Gap between scaffold and building"></property>
<property num="0x8989ec25" type="Float32" name="Plank Width" desc="Width of the planks that run around the top of the scaffold. This is just the part of the outer rim of the scaffolding ceiling, not the actual trestles/supports/etc"></property>
<property num="0x8989ec26" type="Float32" name="Plank Texture Scale" desc="How large the plank texture is, in meters"></property>
<property num="0x8989ec27" type="Float32" name="Scaffold Texture Scale" desc="How large the scaffold texture is, in meters"></property>
<property num="0x8989ec28" type="Float32" name="Girders Texture Scale" desc="How large the top girders texture is, in meters"></property>
<property num="0x8989ec29" type="Float32" name="Scaffold Growth Rate" desc="How fast scaffolding goes up in meters per day"></property>
<property num="0x8989ec2a" type="Float32" name="Scaffold Removal Rate" desc="How fast scaffolding is removed in meters per day"></property>
<property num="0x8989ec2b" type="Float32" name="Crane Post Width" desc="Width of the post that holds up the crane model"></property>
<property num="0x8989ec2c" type="Float32" name="Crane Post Gap" desc="Size of gap between the crane post and the scaffold"></property>
<property num="0x8989ec2d" type="Float32" name="Crane Height Above Scaffold" desc="How far above the scaffold to place the bottom of the crane"></property>
<property num="0x8989ec2e" type="Float32" name="Crane Rotation Time" desc="Milliseconds to complete one full rotation"></property>
<property num="0x899afbad" type="String" name="Item Name" desc="The item name that will be visible to the player"></property>
<property num="0x89a18fc4" type="Float32" name="Power line vertical distance" desc="Controls Max vertical distance from the centre of the line at which the control points are placed"></property>
<property num="0x89a1e8fb" type="Uint32" name="Minimum number of curve points" desc="Minimum number of points to generate on power line Bezier curve"></property>
<property num="0x89a312c0" type="Float32" name="TerrainTexTilingFactor" desc="100 meters of terrain corresponds to this fraction of texture in farthest zoom"></property>
<property num="0x89a312c2" type="Uint32" name="TextureRandomizationGridSize" desc="Width of the coarse grid (in terrain cells) where we assign the same texture family member"></property>
<property num="0x89aec88b" type="Float32" name="EmergencyVehicle:Idle Time" desc="How long in seconds an emergency vehicle will remain idle when repathing or handling event"></property>
<property num="0x89aec88c" type="Uint8" name="EmergencyVehicle:Max Cell Distance" desc="Max distance in cells an emergency vehicle can stop from its dispatch destination"></property>
<property num="0x89aec88d" type="Uint8" name="EmergencyVehicle:Repath Attempts" desc="How many times an emergency vehicle will try to repath to its destination"></property>
<property num="0x89aec88e" type="Uint32" name="EmergencyVehicle:KPH" desc="Default speed for emergency vehicles, in kilometres per hour"></property>
<property num="0x8a020101" type="Float32" name="BrushCost" desc="Cost/application at the different zoom levels"></property>
<property num="0x8a020102" type="Float32" name="BrushWiggleAmount" desc="Cost/application at the different zoom levels"></property>
<property num="0x8a020103" type="Uint32" name="BrushActiveSound" desc="The Sound heard when using the tool. Value references a Sound based file"></property>
<property num="0x8a020104" type="Uint32" name="BrushReleaseOneShot" desc="The Sound heard when using the tool. Value references a Sound based file"></property>
<property num="0x8a020200" type="Uint32" name="TextureID1" desc="Component1: Texture ID used for the tool. ID references a Greyscale image to form part of the Terraforming that the Tool does"></property>
<property num="0x8a020201" type="Bool" name="AlignWithMouseMoveDirection1" desc="TextureID1: should be aligned with the mouse movement direction"></property>
<property num="0x8a020202" type="Float32" name="DefaultRadius1" desc="Component1: DefaultRadius of Tool at each of the different zoom levels"></property>
<property num="0x8a020203" type="Float32" name="DefaultStrenght1" desc="Component1: DefaultStrenght of tool at each of the different zoom levels"></property>
<property num="0x8a020204" type="Uint8" name="TextureDirection1" desc="Component1: Base texture value. Raise/lower if value is more/less than this. Influences the Direction of Terraforming for the Tool"></property>
<property num="0x8a020205" type="Uint32" name="OperationID1" desc="Component1: Operation ID of tool"></property>
<property num="0x8a020206" type="Uint32" name="DecalTextureID1" desc="Component1: Decal texture ID for paint brush"></property>
<property num="0x8a020207" type="Float32" name="MaxDecalRotation1" desc="Component1: Max rotation of decal texture (degrees)"></property>
<property num="0x8a020208" type="Uint32" name="MaxPlacementsPerCell1" desc="Component1: Max # of effects/decals placed in a cell during a scrubbing session"></property>
<property num="0x8a020209" type="Uint32" name="EffectToPlace1" desc="Component1: Controls the Type of Effect that is placed when using the tool. (Group ID, Instance ID)."></property>
<property num="0x8a020300" type="Uint32" name="TextureID2" desc="Component2: Texture ID used for the tool. ID references a Greyscale image to form part of the Terraforming that the Tool does"></property>
<property num="0x8a020301" type="Bool" name="AlignWithMouseMoveDirection2" desc="TextureID2: should be aligned with the mouse movement direction"></property>
<property num="0x8a020302" type="Float32" name="DefaultRadius2" desc="Component2: DefaultRadius of Tool at each of the different zoom levels"></property>
<property num="0x8a020303" type="Float32" name="DefaultStrenght2" desc="Component2: DefaultStrenght of tool at each of the different zoom levels"></property>
<property num="0x8a020304" type="Uint8" name="TextureDirection2" desc="Component2: Base texture value. Raise/lower if value is more/less than this. Influences the Direction of Terraforming for the Tool"></property>
<property num="0x8a020305" type="Uint32" name="OperationID2" desc="Component2: Operation ID of tool"></property>
<property num="0x8a020306" type="Uint32" name="DecalTextureID2" desc="Component2: Decal texture ID for paint brush"></property>
<property num="0x8a020307" type="Float32" name="MaxDecalRotation2" desc="Component2: Max rotation of decal texture (degrees)"></property>
<property num="0x8a020308" type="Uint32" name="MaxPlacementsPerCell2" desc="Component2: Max # of effects/decals placed in a cell during a scrubbing session"></property>
<property num="0x8a020309" type="Uint32" name="EffectToPlace2" desc="Component2: Controls the Type of Effect that is placed when using the tool. (Group ID, Instance ID)."></property>
<property num="0x8a020400" type="Uint32" name="TextureID3" desc="Component3: Texture ID used for the tool. ID references a Greyscale image to form part of the Terraforming that the Tool does"></property>
<property num="0x8a020401" type="Bool" name="AlignWithMouseMoveDirection3" desc="TextureID3: should be aligned with the mouse movement direction"></property>
<property num="0x8a020402" type="Float32" name="DefaultRadius3" desc="Component3: DefaultRadius of Tool at each of the different zoom levels"></property>
<property num="0x8a020403" type="Float32" name="DefaultStrenght3" desc="Component3: DefaultStrenght of tool at each of the different zoom levels"></property>
<property num="0x8a020404" type="Uint8" name="TextureDirection3" desc="Component3: Base texture value. Raise/lower if value is more/less than this. Influences the Direction of Terraforming for the Tool"></property>
<property num="0x8a020405" type="Uint32" name="OperationID3" desc="Component3: Operation ID"></property>
<property num="0x8a020406" type="Uint32" name="DecalTextureID3" desc="Component3: Decal texture ID for paint brush"></property>
<property num="0x8a020407" type="Float32" name="MaxDecalRotation3" desc="Component3: Max rotation of decal texture (degrees)"></property>
<property num="0x8a020408" type="Uint32" name="MaxPlacementsPerCell3" desc="Component3: Max # of effects/decals placed in a cell during a scrubbing session"></property>
<property num="0x8a020409" type="Uint32" name="EffectToPlace3" desc="Component3: Controls the Type of Effect that is placed when using the tool. (Group ID, Instance ID)."></property>
<property num="0x8a020500" type="Uint32" name="TextureID4" desc="Component4: Texture ID used for the tool. ID references a Greyscale image to form part of the Terraforming that the Tool does"></property>
<property num="0x8a020501" type="Bool" name="AlignWithMouseMoveDirection4" desc="TextureID4: should be aligned with the mouse movement direction"></property>
<property num="0x8a020502" type="Float32" name="DefaultRadius4" desc="Component4: DefaultRadius of Tool at each of the different zoom levels"></property>
<property num="0x8a020503" type="Float32" name="DefaultStrenght4" desc="Component4: DefaultStrenght of tool at each of the different zoom levels"></property>
<property num="0x8a020504" type="Uint8" name="TextureDirection4" desc="Component4: Base texture value. Raise/lower if value is more/less than this. Influences the Direction of Terraforming for the Tool"></property>
<property num="0x8a020505" type="Uint32" name="OperationID4" desc="Component4: Operation ID"></property>
<property num="0x8a020506" type="Uint32" name="DecalTextureID4" desc="Component4: Decal texture ID for paint brush"></property>
<property num="0x8a020507" type="Float32" name="MaxDecalRotation4" desc="Component4: Max rotation of decal texture (degrees)"></property>
<property num="0x8a020508" type="Uint32" name="MaxPlacementsPerCell4" desc="Component4: Max # of effects/decals placed in a cell during a scrubbing session"></property>
<property num="0x8a020509" type="Uint32" name="EffectToPlace4" desc="Component4: Controls the Type of Effect that is placed when using the tool. (Group ID, Instance ID)"></property>
<property num="0x8a0b4103" type="Uint32" name="Freight Receiving Capacity" desc="Freight traffic that can arrive at this building"></property>
<property num="0x8a0cbaa3" type="Float32" name="Crime, Jobless Indicator Smoothing factor" desc=""></property>
<property num="0x8a0cbaa4" type="Float32" name="Crime, R$: EQ -> Base Criminality Curve" desc=""></property>
<property num="0x8a0cbaa5" type="Float32" name="Crime, R$$: EQ -> Base Criminality Curve" desc=""></property>
<property num="0x8a0cbaa6" type="Float32" name="Crime, R$$$: EQ -> Base Criminality Curve" desc=""></property>
<property num="0x8a0cbaa7" type="Float32" name="Crime, R$: Jobless ratio -> Criminality Curve" desc=""></property>
<property num="0x8a0cbaa8" type="Float32" name="Crime, R$$: Jobless ratio -> Criminality Curve" desc=""></property>
<property num="0x8a0cbaa9" type="Float32" name="Crime, R$$$: Jobless ratio -> Criminality Curve" desc=""></property>
<property num="0x8a0cbaaa" type="Float32" name="Crime, Criminality -> Crimes Curve" desc=""></property>
<property num="0x8a0cbaab" type="Float32" name="Crime, Police Protection -> Crime Attenuation" desc=""></property>
<property num="0x8a0cbaac" type="Float32" name="Crime, Crime Grid Decay Factor" desc="Example: 0.5 means values get halved every month"></property>
<property num="0x8a0cbaad" type="Float32" name="Crime, Criminal Grid Decay Factor" desc="Fraction (0 to 1.0) of unjailed criminals that will commit crimes next month"></property>
<property num="0x8a1c3e72" type="Sint64" name="Worth" desc="If e.g., the occupant gets destroyed by a disaster, this is the reported damage amount"></property>
<property num="0x8a1e07ee" type="Float32" name="Age to output level response curve" desc="Converts the current age degradation of the plant to a multiplier for production level"></property>
<property num="0x8a235c56" type="Float32" name="Pipe burst probability" desc="Likelihood per month that a distressed pipe will burst"></property>
<property num="0x8a2602a9" type="String" name="Item Description" desc="Human-readable description of this item"></property>
<property num="0x8a2602b8" type="Uint32" name="Item Icon" desc="Resource instance ID of Menu Icon for this item"></property>
<property num="0x8a2602b9" type="Uint32" name="Item Order" desc="Controls position in menu"></property>
<property num="0x8a2602ba" type="Uint32" name="Item Submenu" desc="If needed: which sub menu this item belongs to"></property>
<property num="0x8a2602bb" type="Uint32" name="Item Button ID" desc="If needed: the button id this item corresponds to"></property>
<property num="0x8a270fc3" type="Uint32" name="Port Type Exemplar IDs" desc="List of instance IDs for exemplars containing the properties for each distinct airport/seaport type"></property>
<property num="0x8a2d49ea" type="Uint32" name="Simoleon Cost Per Bridge Tile" desc="Cost to create a bridge tile of network using this tool"></property>
<property num="0x8a2d49f0" type="Uint32" name="Simoleon Cost Per Tunnel Tile" desc="Cost to create a tunnel tile of network using this tool"></property>
<property num="0x8A3143B7" type="UInt32" name="SubmenuKey: Terraform: LevelTerrain Menu" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they're in. This Brush belongs to God mode, LevelTerrain Menu."></property>
<property num="0x8A3F131B" type="UInt32" name="SubmenuKey: Terraform: CreateFauna Menu" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x8A3F14DC" type="UInt32" name="SubmenuKey: Zoning: Commercial Menu" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x8A3F1502" type="UInt32" name="SubmenuKey: Zoning: Industrial Menu" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x8A3F1505" type="UInt32" name="SubmenuKey: Zoning: Residential Menu" desc="Controls which menu the tool belongs in. Some tools are attached to the menu that they're in"></property>
<property num="0x8a3fb98d" type="Float32" name="Budget: LoanInterestRate" desc="Interest applied to principal once and added to total"></property>
<property num="0x8a3fc5dd" type="Float32" name="Audio:LayerWeight" desc="Priority scalar"></property>
<property num="0x8a40620b" type="Uint32" name="Water Pollution Delta" desc="Maximum amount of water pollution that can be added to/subtracted from each cell per month."></property>
<property num="0x8a416a99" type="Uint32" name="User Visible Name Key" desc="Resource key of the name of what this exemplar represents"></property>
<property num="0x8a416b2e" type="Uint32" name="Label [Crime]" desc=""></property>
<property num="0x8a441c9c" type="Uint8" name="Commute Train Length" desc="Min/max length in cars, including engine, of commuter trains"></property>
<property num="0x8a46933d" type="Float32" name="MinDealAmountGarbage" desc="Min deal amount for garbage deal"></property>
<property num="0x8a480df7" type="Float32" name="Budget: Waning Wealth Tax Multiplier" desc="Multiplier applied to a building tax value for each level of difference in wealth level"></property>
<property num="0x8a4efa75" type="Float32" name="Vehicle Skid" desc="Percentage (0.0 - 1.0) of skid that will be applied to vehicle turns. 0 = clamp to paths"></property>
<property num="0x8a511dd1" type="Float32" name="Max Buses Per Second" desc="Max number of buses to cross a tile per second"></property>