FullList

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This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/FullList
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<exemplars>
	<properties>
		<group name="Common">
			<property num="0x00000010" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Type" desc="Used by property editors to group exemplars and filter properties"></property>
			<property num="0x00000011" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Interface ID" desc="A GZGUID that identifies a class interface"></property>
			<property num="0x00000012" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Class ID" desc="A GZCLSID that identifies a class implementation"></property>
			<property num="0x00000020" type="String" lengthtype="fixed" length="1" value="" name="Exemplar Name" desc="Identifies this exemplar in property editors"></property>
			<property num="0x00000021" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar ID" desc="Identifies this exemplar so that C++ code and other exemplars can refer to it"></property>
			<property num="0x6a871b82" type="Uint32" lengthtype="fixed" length="1" value="1" name="PluginPackID" desc="ID of the plugin pack to which the data belongs"></property>
			<property num="0x8a416a99" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="User Visible Name Key" desc="Resource key of the name of what this exemplar represents"></property>
			<property num="0xcaa9ab92" type="Bool" lengthtype="fixed" length="1" value="true" name="Hover Query Only" desc="If present, the occupant will respond to hover queries but not to click-queries"></property>
			<property num="0x2c8f8746" type="Uint32" lengthtype="fixed" length="1" value="0x00000000" name="Exemplar Category" desc="Categorizes this exemplar; for debug and exemplar editors use only"></property>
		</group>
		<group name="Resource Keys">
			<property num="0x27812820" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 0" desc="Specifies 1 model key for all Z/R"></property>
			<property num="0x27812821" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 1" desc="Specifies 1 model key for each Z/R"></property>
			<property num="0x27812822" type="Uint32" lengthtype="fixed" length="20" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" name="Resource Key Type 2" desc="A unique instance ID for each zoom and rotation."></property>
			<property num="0x27812823" type="Uint32" lengthtype="fixed" length="7" value="0,0,0,0,0,0,0" name="Resource Key Type 3" desc="A unique instance ID for each zoom"></property>
			<property num="0x27812824" type="Uint32" lengthtype="variable" length="8" value="0,0,0,0,0,0,0,0" name="Resource Key Type 4" desc="Multi-model, multi state (see tuning docs)"></property>
			<property num="0x27812825" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 5" desc="Specifies 1 model key for each Z/R/state"></property>
			<property num="0x27812921" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 1xm" desc="Specifies 1 model key for each Z/R"></property>
			<property num="0x27812922" type="Uint32" lengthtype="fixed" length="20" value="0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0" name="Resource Key Type 2xm" desc="A unique instance ID for each zoom and rotation."></property>
			<property num="0x27812923" type="Uint32" lengthtype="fixed" length="7" value="0,0,0,0,0,0,0" name="Resource Key Type 3xm" desc="A unique instance ID for each zoom"></property>
			<property num="0x27812924" type="Uint32" lengthtype="variable" length="8" value="0,0,0,0,0,0,0,0" name="Resource Key Type 4xm" desc="Multi-model, multi state (see tuning docs)"></property>
			<property num="0x27812925" type="Uint32" lengthtype="fixed" length="3" value="0,0,0" name="Resource Key Type 5xm" desc="Specifies 1 model key for each Z/R/state"></property>
		</group>
		<group name="Weather Tuning">
			<property num="0xa7607d70" type="Sint32" lengthtype="fixed" length="1" value="1" name="mnWeeksForCompleteTemperatureSimulation" desc="mnWeeksForCompleteTemperatureSimulation"></property>
			<property num="0xa7607d71" type="Sint32" lengthtype="fixed" length="1" value="1" name="mnWeeksForCompleteMoistureSimulation" desc="mnWeeksForCompleteMoistureSimulation"></property>
			<property num="0xa7607d72" type="Sint32" lengthtype="fixed" length="1" value="1" name="mnSimulationSpreadWritingRadius" desc="mnSimulationSpreadWritingRadius"></property>
			<property num="0xa7607d73" type="Float32" lengthtype="fixed" length="1" value="65" name="mfYearlyAmbientTemperature" desc="mfYearlyAmbientTemperature"></property>
			<property num="0xa7607d74" type="Float32" lengthtype="fixed" length="1" value="0.5" name="mfYearlyAmbientTemperatureVariation" desc="mfYearlyAmbientTemperatureVariation"></property>
			<property num="0xa7607d75" type="Float32" lengthtype="fixed" length="1" value="0.5" name="mfYearlyAmbientTemperatureVariationFactor" desc="mfYearlyAmbientTemperatureVariationFactor"></property>
			<property num="0xa7607d76" type="Sint32" lengthtype="fixed" length="1" value="10" name="mnSeaModerationRadius" desc="mnSeaModerationRadius"></property>
			<property num="0xa7607d77" type="Float32" lengthtype="fixed" length="1" value="0.9" name="mfSeaModerationFactor" desc="mfSeaModerationFactor"></property>
			<property num="0xa7607d78" type="Float32" lengthtype="fixed" length="1" value="0.082" name="mfAltitudeTemperatureFactor" desc="mfAltitudeTemperatureFactor"></property>
			<property num="0xa7607d79" type="Float32" lengthtype="fixed" length="1" value="0.25" name="mfWindChillTemperatureFactor" desc="mfWindChillTemperatureFactor"></property>
			<property num="0xa7607d86" type="Float32" lengthtype="fixed" length="1" value="3" name="mfYearlyAmbientWindSpeed" desc="mfYearlyAmbientWindSpeed"></property>
			<property num="0xa7607d87" type="Float32" lengthtype="fixed" length="1" value="1" name="mfYearlyAmbientWindDirection[0]" desc="mfYearlyAmbientWindDirection[0]"></property>
			<property num="0xa7607d88" type="Float32" lengthtype="fixed" length="1" value="0" name="mfYearlyAmbientWindDirection[1]" desc="mfYearlyAmbientWindDirection[1]"></property>
			<property num="0xa7607d89" type="Float32" lengthtype="fixed" length="1" value="60" name="mfWindPerturbationRange" desc="Angular window for periodic variation of ambient wind direction (0-90 degrees)"></property>
			<property num="0xa7607d7a" type="Float32" lengthtype="fixed" length="1" value="0.5" name="mfYearlyAmbientMoisture" desc="mfYearlyAmbientMoisture"></property>
			<property num="0xa7607d7b" type="Float32" lengthtype="fixed" length="1" value="0.2" name="mfYearlyAmbientMoistureVariation" desc="mfYearlyAmbientMoistureVariation"></property>
			<property num="0xa7607d7c" type="Float32" lengthtype="fixed" length="1" value="0.2" name="mfYearlyAmbientMoistureVariationFactor" desc="mfYearlyAmbientMoistureVariationFactor"></property>
			<property num="0xa7607d7d" type="Float32" lengthtype="fixed" length="1" value="0.50" name="mfMoistureHillFactor" desc="Wind effect on hill moisture (H20 fractional units per m/s of perpendicular wind penetration)"></property>
			<property num="0xa7607d7e" type="Float32" lengthtype="fixed" length="1" value="0.12" name="mfValleyMoistureBoost" desc="Moisture boost for areas detected as valleys (0-1)"></property>
			<property num="0xa7607d7f" type="Float32" lengthtype="fixed" length="1" value="4.0" name="mfMoistureValleySlopeThreshold" desc="Minimum concavity required to detect area as valley (linear height deviation in meters)"></property>
			<property num="0xa7607d80" type="Uint32" lengthtype="fixed" length="1" value="64" name="mMoistureVariationScale" desc="Amplitude of plasma-based noise in moisture map (map creation only)"></property>
			<property num="0xa7607d81" type="Uint32" lengthtype="fixed" length="1" value="15" name="mMoistureDitherScale" desc="Amplitude of high-freq. dithering noise in moisture map (map creation only)"></property>
		</group>
		<group name="Fog Effects Tuning">
			<property num="0x09b00b2b" type="Float32" lengthtype="fixed" length="1" value="30000.0" name="Particle Life" desc="Total lifetime of fog particle (ms)"></property>
			<property num="0x09b00b2c" type="Float32" lengthtype="fixed" length="1" value="0.12" name="Wind Factor" desc="Wind power coefficient (v = wind * c)"></property>
			<property num="0x09b00b2d" type="Float32" lengthtype="fixed" length="1" value="0.30" name="Terrain Factor" desc="Terrain gradient coefficient (effect of hills)"></property>
			<property num="0x09b00b2e" type="Float32" lengthtype="fixed" length="1" value="13.3" name="Max Particle Rate" desc="Max fog creation rate (particles/sec)"></property>
			<property num="0x09b00b2f" type="Float32" lengthtype="fixed" length="1" value="57.0" name="Particle FOV" desc="Angular window centered around anti-wind direction in which fog appears (degrees)"></property>
			<property num="0x09b00b30" type="Float32" lengthtype="fixed" length="1" value="50.0" name="Float Altitude" desc="Floating distance of fog above terrain"></property>
			<property num="0x09b00b31" type="Float32" lengthtype="fixed" length="1" value="128.0" name="Max Opacity" desc="Maximum alpha value for particles (0-255)"></property>
			<property num="0x09b00b32" type="Float32" lengthtype="fixed" length="1" value="5000.0" name="Fade-in Time" desc="Initial portion of particle life for fade-in (ms)"></property>
			<property num="0x09b00b33" type="Float32" lengthtype="fixed" length="1" value="5000.0" name="Fade-out Time" desc="Terminal portion of particle life for fade-out (ms)"></property>
			<property num="0x09b00b34" type="Uint32" lengthtype="fixed" length="1" value="200" name="Particle Count" desc="Maximum number of fog particles"></property>
			<property num="0x09b00b35" type="Float32" lengthtype="variable" length="2" value="0.0,1.0" name="Fog Rate by Hour" desc="Fraction (0-1) of maximum particle rate by hour of the clock"></property>
		</group>
		<group name="Cloud Effects Tuning">
			<property num="0x66fbf7a9" type="Float32" lengthtype="fixed" length="1" value="500.0" name="MtnCloudsHeight" desc="Height that clouds float at"></property>
			<property num="0x66fbf7aa" type="Float32" lengthtype="fixed" length="1" value="200.0" name="MtnCloudsFormHeight" desc="Lowest terrain height that clouds form over"></property>
			<property num="0x66fbf7ab" type="Float32" lengthtype="fixed" length="1" value="250.0" name="MtnCloudsFadeInHeight" desc="Lowest terrain height that clouds have max opacity"></property>
			<property num="0x66fbf7ac" type="Float32" lengthtype="fixed" length="1" value="425.0" name="MtnCloudsFadeOutHeight" desc="Terrain height above which clouds begin to fade"></property>
			<property num="0x66fbf7ad" type="Float32" lengthtype="fixed" length="1" value="450.0" name="MtnCloudsDisperseHeight" desc="Terrain height above which clouds fade completely"></property>
			<property num="0x66fbf7ae" type="Float32" lengthtype="fixed" length="1" value="425.0" name="MtnCloudsSlowDownHeight" desc="Terrain height above which clouds begin to slow"></property>
			<property num="0x66fbf7af" type="Float32" lengthtype="fixed" length="1" value="445.0" name="MtnCloudsStopHeight" desc="Terrain height above which clouds stop completely"></property>
			<property num="0x66fbf7b0" type="Float32" lengthtype="fixed" length="2" value="80.0,200.0" name="MtnCloudsSizeRange" desc="Min and Max of cloud size variation (meters)"></property>
			<property num="0x66fbf7b1" type="Float32" lengthtype="fixed" length="2" value="0.8,1.0" name="MtnCloudsAspectRange" desc="Min and Max of cloud aspect ratio variation (0-1)"></property>
			<property num="0x66fbf7b2" type="Float32" lengthtype="fixed" length="2" value="0.7,0.9" name="MtnCloudsOpacityRange" desc="Min and Max of cloud opacity variation (0-1)"></property>
			<property num="0x66fbf7b3" type="Float32" lengthtype="fixed" length="2" value="0.9,1.0" name="MtnCloudsIntensityRange" desc="Min and Max of cloud intensity variation (0-1)"></property>
			<property num="0x66fbf7b4" type="Float32" lengthtype="fixed" length="2" value="0.015,0.025" name="MtnCloudsSpeedRange" desc="Min and Max of cloud speed variation (meters/msec)"></property>
			<property num="0x66fbf7b5" type="Float32" lengthtype="fixed" length="2" value="0.8,1.2" name="MtnCloudsShadeOffsetRange" desc="Min and Max scale factors for ShadeOffsetDir"></property>
			<property num="0x66fbf7b6" type="Float32" lengthtype="fixed" length="2" value="300.0,650.0" name="MtnCloudsCursorHideRange" desc="Min and Max radii in world units where clouds are hidden by cursor."></property>
			<property num="0x66fbf7b8" type="Float32" lengthtype="fixed" length="1" value="0.35" name="MtnCloudsShadeIntensity" desc="brightness of shadow quad as % of highlight (0-1)"></property>
			<property num="0x66fbf7ba" type="Float32" lengthtype="fixed" length="4" value="1,1,1,1" name="MtnCloudsSimSpeedFactor" desc="Multiplier for cloud speed based on sim speed. Slow Med Fast Paused"></property>
			<property num="0x66fbf7bb" type="Float32" lengthtype="fixed" length="2" value="0.25,-0.125" name="MtnCloudsShadeOffsetDir" desc="X and Y(Z) offset of shade quad as a ratio of particle size (0-1)"></property>
			<property num="0x66fbf7bc" type="Uint32" lengthtype="fixed" length="1" value="1" name="MtnCloudsMaxParticles" desc="Max # of cloud particles that can exist at once"></property>
			<property num="0x66fbf7bd" type="Float32" lengthtype="fixed" length="1" value="1500.0" name="MtnCloudsMinFadeInTime" 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" lengthtype="fixed" length="1" value="45000.0" name="MtnCloudsParticleMaxAge" desc="Max particle lifetime (Milliseconds)"></property>
			<property num="0x66fbf7bf" type="Float32" lengthtype="fixed" length="1" value="45000.0" name="MtnCloudsParticleGenRate" desc="Particle spawning rate (Particles per second)"></property>
			<property num="0x66fbf7c0" type="Bool" lengthtype="fixed" length="1" value="true" name="MtnCloudsAllowHiddenParticles" desc="if true, particles are still simulated outside of regions where clouds are visible"></property>
			<property num="0x66fbf7c1" type="Float32" lengthtype="fixed" length="5" value="1,1,1,1,1" name="MtnCloudsZoomFade" 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>
		</group>
		<group name="Neighbor Deal Tuning">
			<property num="0xca46931f" type="Float32" name="NDa_MinTermToSustainSellDealCost (months)" desc="Min term required for the neighbor to be able to sustain sell deal cost"></property>
			<property num="0xea46932c" type="Float32" name="NDb_MinDealAmountPower" desc="Min deal amount for power deal"></property>
			<property num="0xea46934f" type="Float32" name="NDd_MaxDealTerm (years)" desc="Max term a deal can be had before renewal."></property>
			<property num="0x6a469337" type="Float32" name="NDb_MinDealAmountWater" desc="Min deal amount for water deal"></property>
			<property num="0x6a469342" type="Float32" name="NDc_MinDealProfitFactor" desc="Min deal profit factor (1 + NDc_MinDealProfitFactor)"></property>
			<property num="0x8a46933d" type="Float32" name="NDb_MinDealAmountGarbage" desc="Min deal amount for garbage deal"></property>
			<property num="0xca469346" type="Float32" name="NDc_MaxDealProfitFactor" desc="Max deal profit factor (1 + NDc_MinDealProfitFactor)"></property>
			<property num="0xaa46934b" type="Float32" name="NDd_MinDealTerm (years)" desc="Min term a deal can be had before renewal."></property>
			<property num="0x0a469353" type="Float32" name="NDe_ProfitResponseCurve" desc="Maps supply-over-demand to profit factor"></property>
			<property num="0xea4ad2ff" type="Float32" name="NDa_MaxOverDemandFactorForBuyer" desc="buyer_demand * NDa_MaxOverDemandFactorForBuyer is the maximum amount the buyer can buy."></property>
			<property num="0xea4ae9ef" type="Float32" name="NDa_MinBudgetForBuyDeals" desc="Budget level below which new buy deals become prohibited."></property>
			<property num="0x6b588fad" type="Float32" name="NDd_SuspensionPeriod" desc="Defaulted deals get suspended for this number of days."></property>
			<property num="0x8b58c59e" type="Float32" name="NDd_UnsuspensionPeriod" desc="If after suspension period the deal's at default during this number of days it will get killed without being re-suspended."></property>
			<property num="0x4b61ffc9" type="Float32" name="NDe_MaxUnitCostForGarbageDealsRCurve" desc="Maps true simulation cost to synthetic cost value used by garbage deals."></property>
		</group>
		<group name="Background Loader Tuning">
			<property num="0x0b579c21" type="Uint32" name="MicroSecsPerTimeSlice" desc="uSecs of active time for background thread"></property>
			<property num="0x0b579c22" type="Uint32" name="SleepMicroSecsAfterTimeSlice" desc="uSecs of sleep time for background thread"></property>
			<property num="0x0b579c23" type="Uint32" name="ProcessCellsMaxTimeSliceMicroSecs" desc="uSec budget for processing cells in main thread"></property>
			<property num="0x0b579c24" type="Float32" name="mOperationQuantaForOccupiedCell" desc=""></property>
			<property num="0x0b579c25" type="Float32" name="mOperationQuantaForEmptyCell" desc=""></property>
			<property num="0x0b579c26" type="Float32" name="mOperationQuantaBeforeTimerCall" 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>
		</group>
		<group name="Lot Configuration">
			<property num="0x4a4a88f0" type="UInt8" name="LotConfigPropertyRoadRequirement" desc="The road corner requirements of the lot. Values: 0C = right corner, 09 = left corner, 08 = normal"/>
			<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="LotConfigPropertyZoneTypes"></property>
			<property num="0x88edc794" type="Uint8" name="LotConfigPropertyZoneDensityTypes" desc="LotConfigPropertyZoneDensityTypes" />
			<property num="0x88edc795" type="Uint8" name="LotConfigPropertyWealthTypes" desc="LotConfigPropertyWealthTypes"></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 num1="0x88edc900" num2="0x88EDCDFF" type="Uint32" name="LotConfigPropertyLotObject" desc="LotConfigPropertyLotObject"></property>
			<property num="0x89136440" type="Uint8" name="LotConfigPropertyWaterCompatibility" desc="LotConfigPropertyWaterCompatibility"></property>
			<property num="0xe99b068c" type="Float32" name="LotConfigPropertyMaxSlopeAllowed" desc="The Max slope this lot will develop on"></property>
			<property num="0xe99b068d" type="Uint8" name="LotConfigPropertyDoConstruction" desc="If non-zero, buildings on the lot will construct, otherwise they will be fully constructed when plopped"></property>
			<property num="0x699b08a4" type="Float32" name="LotConfigPropertyMinSlopeAllowed" desc="The Min slope this lot will develop on"></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>
		</group>
		<group name="Advice Properties">
			<property num="0xc918a80e" type="String" name="Advice Title Text" desc="An advice title text" />
			<property num="0x8918aa96" type="String" name="Advice Body Text" desc="An advice body text" />
			<property num="0xe918aba5" type="String" name="Advice Ticker Text" desc="An advice ticker text" />
			<property num="0xa918ac75" type="Bool" name="Is ticker clickable?" desc="Is the ticker line a hyper-link" />
		</group>
		<group name="Flora Tuning">
			<group name="Flora Occupant">
				<property num="0x083dc35b" type="Float32" name="kSC4FloraParametersProperty" desc="kSC4FloraParametersProperty"></property>
				<property num="0x083dc487" type="Float32" name="kSC4FloraPreferencesProperty" desc="kSC4FloraPreferencesProperty"></property>
				<property num="0x083de16f" type="Uint32" name="kSC4FloraCursorProperty" desc="kSC4FloraCursorProperty"></property>
				<property num="0xa8f149c5" type="Uint32" name="kSC4FloraFamilyProperty" desc="kSC4FloraFamilyProperty"></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="0xea346888" type="Bool" name="kPropertyID_WaterFlora" desc="If this property is present, then the given flora is a water flora and its elevation preference table entries are interpreted as depth below sea level instead of altitude above sea level"></property>
				<property num="0x6a37ebb6" type="Bool" name="Flora: Wild" desc="Controls whether the flora appears in landscape mode (wild) or mayor mode (domestic)."></property>
			</group>
			<property num="0x8761abd0" type="Uint32" name="mnMonthsBetweenCellCoverage" desc="mnMonthsBetweenCellCoverage"></property>
			<property num="0x085489c7" type="Uint32" name="mnRandomSeedingCellsPerMonth" desc="mnRandomSeedingCellsPerMonth"></property>
			<property num="0xc9dbdd00" type="Float32" name="Flora: burnt sweep interval" desc="Days between sweeps for burnt stumps (may be fractional)"></property>
			<property num="0xc9dbdd01" type="Float32" name="Flora: burnt sweep size" desc="Maximum number of burnt stumps removed per sweep (may be fractional)"></property>
			<property num="0xc9dbdd02" type="Float32" name="Flora: elevation scale range" desc="Meters from sea level over which to distribute the 16 elevation rows"></property>
		</group>
		<group name="Prop">
			<property num="0xe82b68eb" type="Uint32" name="PropType" desc="If assigned to an occupant, this property denotes it as a prop. Must use a valid prop ID as a property value. See SC4PropOccupant.h"></property>
			<property num="0x49a1e05a" type="Uint32" name="Requester Satisfaction" desc="What prop requester this prop satisfies."></property>
			<property num="0xe9a316eb" type="Uint8" name="Prop Wealth" desc="What wealth level this prop will appear at"></property>
			<property num="0x49c9c93c" type="Uint8" name="Nighttime State Change" desc="How this prop reacts to night"></property>
			<property num="0xc98204b8" type="String" name="Visual effect name" desc="If present, indicates an effect by string name. If not present, then 'kExemplarPropertyID_ExemplarName' is used."></property>
			<property num="0xa977a86b" type="Uint32" name="Prop occupant class ID" desc="Uint32: The class ID of the prop occupant to create. If not present, then 'kGZCLSID_cSC4PropOccupant' is used."></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="0xe9f0fa86" type="Bool" name="Self-illuminated" desc="If set to true, specifies that the prop should be treated as self-lit"></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="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="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="0x8a5e5db8" type="Bool" name="Is Ground Model" desc="Present if this prop is a ground-based model suitable for demolish fx, shadows, and collision avoidance"></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="0xca7515cc" type="Uint8" name="Simulator Date Start" desc="Simulator MONTH (1-12) and DAY (1-31) to start this prop's date interval"></property>
			<property num="0x0a751675" type="Uint32" name="Simulator Date Interval" desc="How often this prop becomes active, in days."></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="Simulator Date Duration" desc="How long in simulator days the prop will stay active once triggered"></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="0x4a89fcf3" type="Bool" name="Previewable" desc="If set to true, the prop will appear in the building plop preview"></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="0x6a959e71" type="Bool" name="Requires Power to Appear" desc="Prop only appears if lot is powered"></property>
			<property num="0x69f14d33" type="Bool" name="Orient To Slope" desc="Prop rotates x/z to match slope"></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="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="0x8aa864d5" type="Uint32" name="Crime Incident ID" desc="Which crime simulator incident this prop represents, or 0 if it's a generic crime prop."></property>
			<property num="0xabb90e58" type="Uint8" name="Helipad Type" desc="Indicate what kind of helicopter should appear on this helipad"></property>
			<property num="0x0bfa15a5" type="Uint8" name="Airplane Hanger Type" desc="Indicate what kind of airplane should appear at this point"></property>
			<property num="0x8bfb1072" type="Uint8" name="Runway End Number" desc="Indicate the location of the end of a runway. Must come in pairs."></property>
			<group name="OBSOLETE">
				<property num="0x699b327e" type="Float32" name="GarbageFilterResponse" desc="(Deprecated) Response for GarbageFilter" />
				<property num="0xe999cc32" type="Float32" name="WealthFilterResponse" desc="(Deprecated) Response for WealthFilter" />
				<property num="0xe99af514" type="Float32" name="CrimeFilterResponse" desc="(Deprecated) Response for CrimeFilter" />
				<property num="0xc82b6cb7" type="Float32" name="PropPlacement" desc="Intended to control Z/R-dependent prop placement. Not implemented yet." />
				<property num="0x6a91b499" type="Bool" name="Removable Stoplight Prop" desc="This is an intersection stoplight prop that can be removed by the engine if necessary." />
			</group>
		</group>
		<group name="Occupant">
			<property num="0x29244db5" type="Uint8" name="Flammability" desc="Flammability rating of this occupant"></property>
			<property num="0x49beda31" type="Uint8" name="MaxFireStage" desc="(0-5) highest fire stage this occupant can reach"></property>
			<property num="0xe9d117c3" type="Bool" name="Special case only" desc="If set, occupant is never chosen based on user action or normal simulation."></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="0xea5393ed" type="Bool" name="Requires power to animate" desc="Set this to true if the occupant requires power to animate"></property>
			<property num="0x8a5f88e3" type="Uint32" name="MinForPurposeFundingPercentageToAnimate" desc="(PurposeId, funding)The occupant needs to be funded by at least this much for the specified purpose, for it to animate"></property>
		</group>
		<group name="Catalog View">
			<property num="0x899afbad" type="String" name="Item Name" desc="The item name that will be visible to the player"></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="0x6ad54804" type="Sint32" name="Catalog Monthly Cost" desc="Value for displaying monthly cost in the catalog - not simulated"></property>
			<property num="0x8a94eee0" type="Float32" name="Catalog Monthly Cost (float)" desc="Float value for displaying monthly cost in the catalog - not simulated"></property>
			<property num="0x4aa60ebc" type="Uint32" name="Catalog Capacity" desc="Value for displaying capacity in the catalog - not simulated"></property>
			<property num="0xca416ab5" type="Uint32" name="Item Description Key" desc="Resource key of the string resource of the description"></property>
		</group>
		<group name="Building">
			<property num="0xaa230baf" type="Uint8" name="Industrial Building Type" desc="Which type of Industrial (Anchor/Out/Mech)"></property>
			<property num="0x499afa38" type="Uint8" name="Construction Time" desc="Construction time in Sim-days"></property>
			<property num="0x099afacd" type="Sint64" name="Bulldoze Cost" desc="Bulldoze cost to delete the building, in Simoleans(tm)"></property>
			<property num="0x49cac341" type="Sint64" name="Plop Cost" desc="Cost to plop this building, in Simoleans(tm)"></property>
			<property num="0x27812810" type="Float32" name="Occupant Size" desc="In meters: Width Height Depth"></property>
			<property num="0x27812832" type="Uint8" name="Wealth" desc="Wealth represented by the building"></property>
			<property num="0x27812833" type="Uint8" name="Purpose" desc="Function of building"></property>
			<property num="0x27812834" type="Uint32" name="Capacity Satisfied" desc="paired values-developer ID, and how much capacity this building offers to that developer"></property>
			<property num="0x27812836" type="Bool" name="Allow Joint Occupancy" desc="if true, different types can occupy the building simultaneously"></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-demand ID, and how much plopping this building supplies the resource"></property>
			<property num="0x27812841" type="Uint32" name="Demand Created" desc="paired values-demand ID, and 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 center" desc="Pollution generated: air, water, garbage, radiation (at center of the area of effect)"></property>
			<property num="0x0abfc024" type="Uint32" name="AppearanceZoomsFlag" desc="Flag specifying the zooms in which the model should appear"></property>
			<property num="0xca5b9305" type="Sint32" name="Mayor Rating Effect" desc="Mayor rating effect: magnitude, radius"></property>
			<property num="0xca5b9306" type="Uint8" name="Crime Effect" desc="Crime effect: magnitude, radius. Doesn't increase overall crime, but can negate effects of police stations"></property>
			<property num="0xaa5832f3" type="Sint32" name="Pollution at outer edge of circle" desc="Pollution generated: air, water, garbage, radiation (at outer radius of area of effect)"></property>
			<property num="0x68ee9764" type="Float32" name="Pollution radii" desc="Radii for pollution generated: air, water, garbage, radiation"></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="0x6a43150f" type="Uint32" name="Hard Failure Type" desc="Explosion type at end of life"></property>
			<property num="0x09132de8" type="Sint64" name="Power pole monthly upkeep" desc="Cost of maintaining this power pole"></property>
			<property num="0xa9132ef9" type="Float32" name="Power line monthly upkeep" desc="Cost of maintaining each cell of wire connected to this power pole"></property>
			<property num="0xc8ebd131" type="Uint32" name="Water Treatment monthly capacity" desc="Amount of water treated per month"></property>
			<property num="0xa8ebcf0c" type="Uint32" name="Incinerator monthly capacity" desc="Amount of trash burned per month"></property>
			<property num="0x48ebd0b1" type="Uint32" name="Waste to energy monthly Capacity" desc="Amount of trash converted to energy per month"></property>
			<property num="0x88ed1059" type="Uint32" name="Recycling center percent reduction" desc="Percentage by which recycling center reduces trash"></property>
			<property num="0x68ed1736" type="Uint32" name="Recycling center population served" desc="Number of people that can be served by this recycling center"></property>
			<property num="0xc8ed2d84" type="Uint32" name="Water Consumed" desc="Amount of water consumed"></property>
			<property num="0x88ed3303" type="Uint32" name="Water Produced" desc="Amount of water produced"></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="0x27812870" type="Uint32" name="Building/prop Family" desc="The family that this building or prop is a member of"></property>
			<property num="0xe90e25a1" type="Uint8" name="Transit Switch Point" desc="Paired entries indicating this building allows a travelling Sim to switch between transit types"></property>
			<property num="0xe90e25a2" type="Float32" name="Transit Switch Entry Cost" desc="Step cost to enter this transit switch"></property>
			<property num="0xe90e25a3" type="Float32" name="Transit Switch Traffic Capacity" desc="Amount of traffic the switch can handle without increasing travel time"></property>
			<property num="0x0bfc0a4c" type="Float32" name="Transit Switch Fare" desc="Simoleon charge per traveller to enter the switch"></property>
			<property num="0x4bfc47b0" type="Bool" name="Transit Switch Capacity Effect" desc="If true, this building radiates capacity reduction like intersections"></property>
			<property num="0xe91a0b5f" type="Sint64" name="Building value" desc="Base value in simoleons of this building"></property>
			<property num="0xc910b4ce" type="Float32" name="Power plant energy conversion cost" desc="Cost to produce one unit of electricity, not including infrastructure maintenance"></property>
			<property num="0xea1cf220" type="Float32" name="Age degradation rate" desc="How fast this plant degrades over time"></property>
			<property num="0xea1cf221" type="Float32" name="Soft failure threshold" desc="Threshold at which soft failure occurs"></property>
			<property num="0xea1cf222" type="Float32" name="Hard failure threshold" desc="Threshold at which hard failure occurs"></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="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="0xea1e3c53" type="Float32" name="Water building pumping cost" desc="Cost to produce one unit of water, not including infrastructure maintenance"></property>
			<property num="0xea260589" type="Uint32" name="Lot Resource Key" desc="For ploppable buildings: Resource instance ID of lot exemplar for this building"></property>
			<property num="0x6a19f6b5" type="Float32" name="Health effect radius" desc="Radius of generic health effect of this building"></property>
			<property num="0xaa19f6ea" type="Float32" name="Health effect strength" desc="Strength of generic health effect of this building (positive or negative)"></property>
			<property num="0xea2e078b" type="Uint32" name="City Exclusion Group" desc="For ploppable buildings: No more than one building within the specified group can be built in a single city."></property>
			<property num="0xea2e078c" type="Uint32" name="Regional Exclusion Group" desc="For ploppable buildings: No more than one building within the specified group can be built in a single region." />
			<property num="0xea3209f8" type="Bool" name="Conditional Building" desc="If true, building will appear ghosted in the menu until triggered by a script condition"></property>
			<property num="0xaa5c04c5" type="Float32" name="Radiation Spew Intensity" desc="Intensity of radiation spew when power plant blows up"></property>
			<property num="0xaa5c04c8" type="Float32" name="Radiation Spew Radius" desc="Radius of radiation spew when power plant blows up"></property>
			<property num="0x091b42a2" type="Float32" name="Hospital Coverage Radius" desc="Radius of this hospital'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="0x2921a9cc" type="Float32" name="Hospital Population vs. Distance" desc="Maps distance from hospital to a % of population covered"></property>
			<property num="0xc9299659" type="Float32" name="Hospital HQ boost" desc="Inherent HQ boost of this hospital"></property>
			<property num="0xa92ae3bd" type="Float32" name="Hospital Effectiveness vs. Average Age" desc="Maps Average age of a tract to the % HQ boost the hospital gives the tract"></property>
			<property num="0xa92d9fcd" type="Float32" name="Hosptial Effectiveness vs. Wealth" desc="Maps wealth level to HQ boost %"></property>
			<property num="0x292d8f9b" type="Uint32" name="Hospital Type ID List" desc="Variable length list of type IDs for this hospital"></property>
			<property num="0x691b42b3" type="Float32" name="School Coverage Radius" desc="Radius of a school's coverage, in meters"></property>
			<property num="0x8922041b" type="Uint32" name="School Student Capacity" desc="Maximum number of students served by this school"></property>
			<property num="0xe921a936" type="Float32" name="School Population vs. Distance" desc="Maps distance from school to a % of population covered"></property>
			<property num="0xa92ae446" type="Float32" name="School EQ boost" desc="The EQ boost the school gives at it's origin"></property>
			<property num="0xc9299662" type="Float32" name="School Effectiveness vs. Average Age" desc="Maps Average age of a tract to the % EQ boost the school gives the tract"></property>
			<property num="0xc92d7ec0" type="Float32" name="School Effectiveness vs. Wealth" desc="Maps wealth level to EQ boost %"></property>
			<property num="0xa92d8e40" type="Uint32" name="School Type ID List" desc="Variable length list of type IDs for this school"></property>
			<property num="0x0bd86fd3" type="Uint8" name="Ferry Terminal Type" desc="Type of ferry terminal"></property>
			<property num="0x88fcd877" type="Uint32" name="Building foundation" desc="Foundation type ID for this building or lot. Absent for none."></property>
			<property num="0xe83a081d" type="Bool" name="kSC4BuildingModelRotationProperty" desc="If property is present (regardless of value), then the model can be rotated and contains 'full geometry'."></property>
			<property num="0xe9822d62" type="Bool" name="kSC4BuildingNoModelProperty" desc="If present, then there are no building-style models for this building and if there are any, they should be ignored."></property>
			<property num="0xea123cef" type="Uint32" name="kSC4BuildingModelClassProperty" desc="If present, specifies a GZCLSID (class id) for the model class to use. Otherwise, just use the default kGZCLSID_cS3DModelInstance."></property>
			<property num="0xea3209f9" type="Bool" name="No Shadows" desc="If true, building will not draw shadows"></property>
			<property num="0xe9aee3da" type="Uint32" name="Response vehicle type" desc="Group(s) of vehicle automata that will be created when this building is constructed or plopped."></property>
			<property num="0xe9aee3db" type="Uint8" name="Response vehicle count" desc="How many of each type (in Response Vehicle Type property) will be created when building is constructed or plopped."></property>
			<property num="0xe9aee3dc" type="Uint32" name="Response pedestrian type" desc="Group(s) of pedestrian automata that will be created when this building is constructed or plopped."></property>
			<property num="0xe9aee3dd" type="Uint8" name="Response pedestrian count" desc="How many of each type (in Response Pedestrian Type property) will be created when building is constructed or plopped."></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="0x8a0b4103" type="Uint32" name="Freight Receiving Capacity" desc="Freight traffic that can arrive at this building"></property>
			<property num="0xc9b93a56" type="Uint32" name="SFX:Default Plop Sound" desc="GUID of sound played when building is plopped"></property>
			<property num="0xca19d7ca" type="Uint32" name="SFX:Ambience Good Sound" desc="GUID of sound played when building is around and in good working order"></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="0x4a4c132e" type="Uint32" name="SFX:Activate Sound" desc="GUID of sound played when building goes online"></property>
			<property num="0x0a36afa2" type="Uint32" name="SFX:AlarmSoundId" desc="GUID of sound played when alarm goes off"></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="0x2a53be13" type="Uint32" name="SFX:Alarm Ambience Sound" desc="GUID of sound. Plays between alarm times."></property>
			<property num="0xaa1dd397" type="Uint32" name="SFX:Query Sound" desc="GUID of the sound to play when the occupant is clicked on with query tool"></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="0xaa905ab9" type="Uint32" name="SFX:Query Sound decayed" desc="GUID of the sound to play when the occupant is clicked on with query tool and is decayed."></property>
			<property num="0xaa87817a" type="Uint32" name="SFX:Intersection Sound" desc="GUID of the sound to play when the occupant approaches an intersection"></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="0x6c044bb5" type="Uint32" name="SFX:ActiveSound" desc="GUID array of sounds to play (per zoom) when occupant is 'active'"></property>
			<property num="0xea54d283" type="Uint32" name="Budget Item: Department" desc="GUID(s) of department ID for this budget item"></property>
			<property num="0xea54d284" type="Uint32" name="Budget Item: Line" desc="GUID(s) of line item ID for this budget item"></property>
			<property num="0xea54d285" type="Uint32" name="Budget Item: Purpose" desc="GUID(s) of purpose ID for this budget item"></property>
			<property num="0xea54d286" type="Sint64" name="Budget Item: Cost" desc="Cost(s) in Simoleans for this budget item"></property>
			<property num="0x2a499f85" type="Uint32" name="Query exemplar GUID" desc="GUID for this building's Query exemplar"></property>
			<property num="0xaa5c23fa" type="Uint32" name="Landmark Homage Key" desc="Resource key of string to be displayed in the landmark's query dialog"></property>
			<property num="0x4a5f7c4b" type="Uint32" name="Desirability Effect IDs" desc="Growth Developer IDs to go with next property"></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="0xaa60e745" type="Float32" name="Goofy Stat Response Curve" desc="Response curve for the Goofy Stat field in query dialogs"></property>
			<property num="0xaa83558f" type="Uint8" name="Crane Hints" desc="What kind of crane to use"></property>
			<group name="OBSOLETE">
				<property num="0x68e94a50" type="Sint32" name="(Obs) kSC4BuildingPropertyCrimeEffectCenterStrength" desc="Strength of the crime in the area near the building. This number is in some imaginary units." />
				<property num="0x68e94a51" type="Sint32" name="(Obs) kSC4BuildingPropertyCrimeEffectExteriorStrength" desc="Strength of the police in the area at the radius of effect. This number is in some imaginary units." />
				<property num="0x68e94a52" type="Float32" name="(Obs) kSC4BuildingPropertyCrimeEffectRadius" desc="A measurement of the radius, in meters, of the effect of this building." />
				<property num="0x68e94a53" type="Float32" name="(Obs) kSC4BuildingPropertyCrimeEffectFactor" desc="A dynamic property which is normally 1.0, but can be roughly -2.0 to +2.0." />
				<property num="0x2921e147" type="Sint64" name="(Obs)Mass Transit monthly upkeep" desc="Cost of maintaining this building to mass transit budget" />
				<property num="0x27812830" type="Uint8" name="Obsolete! (Supported Zones)" desc="Specifies zones compatible with building" />
				<property num="0x27812831" type="Uint8" name="Obsolete! (Density)" desc="Density of population represented by the building" />
				<property num="0x27812835" type="Uint32" name="Capacity (secondary)" desc="paired values-developer ID, and how much capacity this building offers to that developer" />
				<property num="0xc910b4cd" type="Sint64" name="(Obs)Utility building monthly upkeep" desc="Cost of maintaining this utility building" />
				<property num="0x2a4174aa" type="Sint64" name="(Obs)Landmark Monthly Maintenance" desc="Cost of maintaining this to the landmark budget" />
				<property num="0x499afb52" type="String" name="Style" desc="Building Art Style (Chi,Dal,NYC,etc...)" />
				<property num="0xe918a73f" type="Sint64" name="(Obs)Hospital Staff Budget" desc="Cost of paying the staff for this hospital" />
				<property num="0x2921f718" type="Sint64" name="(Obs)Hospital Ambulance Budget" desc="Cost of operating ambulances for this hospital" />
				<property num="0xc921c9c7" type="Sint64" name="(Obs)School Staff Budget" desc="Cost of paying the staff for this school" />
				<property num="0xa921c9d3" type="Sint64" name="(Obs)School Bus Budget" desc="Cost of operating buses for this hospital" />
				<property num="0xc7e16a90" type="Bool" name="kSC4BuildingFoundationDisabledProperty" desc="If property is present (regardless of value), then no foundation is ever made for the building." />
				<property num="0xc7e16a91" type="Bool" name="kSC4BuildingBuiltInFoundationProperty" desc="If property is present (regardless of value), then the building has a built-in foundation. If so, then the kSC4BuildingBaseAltitudeProperty should usually (always?) be present." />
				<property num="0xc7e16a92" type="Float32" name="kSC4BuildingBaseAltitudeProperty" desc="If present, then the building's coordinate origin is above the base by this many units and you'll need to calculate bounding boxes a little differently. Usually found with kSC4BuildingBuiltInFoundationProperty." />
				<property num="0x891b42ab" type="Float32" name="Hospital Effectiveness vs. Distance" desc="Maps % of coverage distance from a hospital to HQ boost %" />
				<property num="0x491b42af" type="Float32" name="Hospital Population vs. Average Age" desc="Maps average age to a % of population covered" />
				<property num="0x491b42b9" type="Float32" name="School Effectiveness vs. Distance" desc="Maps % of coverage distance from a school to EQ boost %" />
				<property num="0xe91b42bd" type="Float32" name="School Population vs. Average Age" desc="Maps average age to a % of population covered" />
				<property num="0x883a0724" type="Bool" name="kSC4BuildingNoOrientationProperty" desc="If property is present (regardless of value), then the building cannot be oriented (e.g. to face a road)." />
			</group>
		</group>
		<group name="Foundation">
			<property num="0x68fcff37" type="Uint32" name="kSC4FoundationPropertySideTextures" desc="Texture IDs for each zoom level. Mutally exclusive with building model properties."></property>
			<property num="0x68fcff38" type="Uint32" name="kSC4FoundationPropertyTopTextures" desc="Texture IDs for each zoom level. Mutally exclusive with building model properties."></property>
			<property num="0xc911eda0" type="Float32" name="kSC4FoundationPropertySideTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property>
			<property num="0xc911eda1" type="Float32" name="kSC4FoundationPropertyTopTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property>
			<property num="0x88fcc3e3" type="Float32" name="kSC4FoundationPropertyMaxHeight" desc="The height a foundation can lift an occupant (usually a building or lot)."></property>
		</group>
		<group name="Lot Retaining Wall">
			<property num="0x295961f2" type="Uint32" name="kSC4RetainingWallPropertyWallTextures" desc="Texture IDs for each zoom level."></property>
			<property num="0x295961f3" type="Float32" name="kSC4RetainingWallPropertyWallTextureSize" desc="Size of a texture in meters. Defaults to standard city cell size."></property>
		</group>
		<group name="RCI">
			<property num="0x47bb3f10" type="Sint32" name="Minimum Value" desc="Minimum active demand, use 0x80000000 for none"></property>
			<property num="0x47bb3f11" type="Sint32" name="Maximum 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>
			<group name="OBSOLETE">
				<property num="0x47bb3f40" type="Uint32" name="Limits growth" desc="Supply limited by this resource (demandID, percentage)" />
			</group>
		</group>
		<group name="Growth Developer">
			<group name="Landfill Developer">
				<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="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 budghet cost property)"></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>
			</group>
			<group name="Port Developer">
				<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="0xca271780" type="Uint32" name="Num Growth Stages" desc="Number of growth stages (i.e. number of lots) for this particular airport type"></property>
				<property num="0xca271781" type="Uint32" name="Lot stage template IDs" desc="List of template IDs for each growth stage"></property>
				<property num="0xca271782" type="Float32" name="Obsolete! (Demand Thresholds List)" desc="List of demand thresholds for each growth stage. What this value refers to is zone type specific."></property>
				<property num="0xca271783" type="Sint64" name="Budget Requirements List" desc="List of budget requirements for each growth stage - in Simoleans (tm)"></property>
				<property num="0xca271784" type="Uint32" name="Trip Capacity List" desc="List of trip capacities for each growth stage for airport or seaport"></property>
				<property num="0xca271785" type="Float32" name="Efficiency Distress Threshold" desc="Efficiency percentage under which the port lot distresses"></property>
				<property num="0xca271786" type="Sint64" name="Stage Upgrade Cost" desc="List of costs in Simoleans (tm) associated with each growth stage"></property>
				<property num="0xca271787" type="Uint8" name="Port Size" desc="Port Size identifier. 1=small, 2=medium, 3=large"></property>
				<property num="0xca271788" type="Uint8" name="Port Width" desc="Width of the port lot (in North rotation)"></property>
				<property num="0xca271789" type="Uint8" name="Port Height" desc="Height of the port lot (in North rotation)"></property>
				<property num="0xca271800" type="Float32" name="Height Map" desc="Optional list of vertex altitude values corresponding to each cell in the lot for airport or seaport"></property>
			</group>
			<group name="Park Manager">
				<property num="0xca480830" type="Float32" name="Efficiency Distress Threshold" desc="Efficiency value under which the lot begins to distress"></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>
			</group>
			<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="0x87cd6332" type="Uint8" name="Purpose Type" desc="Specifies type of building created by this developer"></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="R$ Proximity Effect" desc="How much proximity to R$ is a factor in desirability"></property>
			<property num="0x87cd6344" type="Float32" name="R$$ Proximity Effect" desc="How much proximity to R$$ is a factor in desirability"></property>
			<property num="0x87cd6345" type="Float32" name="R$$$ Proximity Effect" desc="How much proximity to R$$$ 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 develop. 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="Co$$ Proximity Effect" desc="How much proximity to Co$$ is a factor in desirability"></property>
			<property num="0x87cd6392" type="Float32" name="Co$$$ Proximity Effect" desc="How much proximity to Co$$$ 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"></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>
			<group name="OBSOLETE">
				<property num="0x87cd6331" type="Uint8" name="Obsolete! (Density Type)" desc="Specifies density" />
				<property num="0x87cd6342" type="Float32" name="Obsolete! (Pollution Effect)" desc="How much (air, water, garbage, radiation) pollution proximity affects desirability" />
				<property num="0x87cd6380" type="Float32" name="Obsolete! (Abandonment Thresholds)" desc="Min occupancy rate [0,1]: low, medium, high density" />
			</group>
		</group>
		<group name="Simulator">
			<group name="Main Simulator">
				<property num="0x89590e6d" type="Uint32" name="Simulator Speeds" desc="Milliseconds per day for slow, medium, fast"></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="0x09b73421" type="Uint32" name="k24HourClockNightBeginProperty" desc="Specifies the time (0-23) that night time graphically begins."></property>
				<property num="0x09b73422" type="Uint32" name="k24HourClockNightEndProperty" desc="Specifies the time (0-23) that night time graphically ends."></property>
				<property num="0x89590e6e" type="Float32" name="kAnimationTimeDilationProperty" desc="Time dilation factor to apply to animations based on sim speed (paused,slow,med,fast,emergency/drive)"></property>
			</group>
			<group name="Land Value Simulator">
				<property num="0x47e2c300" type="Uint8" name="Land Value Intrinsic Min/Max" desc="Minimum > 0, Maximum"></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>
			</group>
			<group name="Building Development Simulator">
				<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 Popluation 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="0xe900ea24" type="Float32" name="kMaxCellAltitudeDeltaForFlatnessProperty" desc="kMaxCellAltitudeDeltaForFlatnessProperty"></property>
				<property num="0xe900ea25" type="Float32" name="kMaxSlopeForFlatnessProperty" desc="kMaxSlopeForFlatnessProperty"></property>
				<property num="0xe900ea26" type="Uint32" name="kDefaultLotFoundationTypeProperty" desc="kDefaultLotFoundationTypeProperty"></property>
				<property num="0xe900ea27" type="Uint32" name="kShouldAttemptLotLevellingProperty" desc="kShouldAttemptLotLevellingProperty"></property>
				<property num="0xe900ea28" type="Uint32" name="kShouldAttemptInternalLotLevellingProperty" desc="kShouldAttemptInternalLotLevellingProperty"></property>
				<property num="0xe900ea29" type="Float32" name="kLotAutoLevelInternalAltitudeDeltaProperty" desc="kLotAutoLevelInternalAltitudeDeltaProperty"></property>
				<property num="0xe900ea2a" type="Float32" name="MaxAreaSlopeAllowedForLevellingProperty" desc="MaxAreaSlopeAllowedForLevellingProperty"></property>
				<property num="0xe900ea2b" type="Uint32" name="Lot Developer: Night Update Interval" desc="Update interval in milliseconds for toggling building lights."></property>
				<property num="0xe900ea2c" type="Uint32" name="Lot Developer: Night Update Count" desc="Number of buildings to toggle lights on per update interval (integer)."></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="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>
			</group>
			<group name="Demand Simulator">
				<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: Commercical Cap Relief for Connections" desc="Relief for first connection (more have diminishing returns)"></property>
				<property num="0x4a1f38c6" type="Float32" name="Demand: Commercical Cap Relief for Airports" desc="Relief per connected Co population"></property>
				<property num="0x4a1f38c7" type="Float32" name="Demand: Commercical Cap Relief for Seaports" desc="Relief per industrial trip"></property>
				<property num="0x4a1f38c8" type="Float32" name="Demand: Industrial Cap Relief for Trips" desc="Relief per neighbor trip"></property>
				<property num="0x4a1f38c9" type="Float32" name="Demand: Industrial Cap Relief for Airports" desc="Relief per connected Co population"></property>
				<property num="0x4a1f38ca" type="Float32" name="Demand: Industrial Cap Relief for Seaports" desc="Relief per industrial trip"></property>
				<property num="0x8a63f2a1" type="Uint32" name="Average Salary for Demographic" desc="The average salary for each of the three wealth levels and four education levels (12 total)"></property>
			</group>
			<group name="National Economy Simulator">
				<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"></property>
			</group>
			<group name="Utility Simulator">
				<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="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="0x29121e8b" type="Float32" name="Power Min Acceptable Funding %" desc="Minimum acceptable percentage for Utility department funding"></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="0x2912202e" type="Uint32" name="Utility Strike Duration" desc="Maximum duration of a Utility strike, in months"></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="0xe911e2d1" type="Float32" name="Power max allowed funding" desc="Maximum allowed funding percentage for utilities"></property>
				<property num="0xa911e2f1" type="Uint32" name="Power radiation radius" desc="Number of cells surrounding buildings and zones that will also be powered"></property>
				<property num="0xe911e2fc" type="Float32" name="Power plant max production ratio" desc="Maximum allowed percentage for power plant production"></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="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="0x89135044" type="Uint32" name="Max radiation pollution value for UI" desc="Maximum radiaiton 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="0xa91351a6" type="Uint32" name="Air Pollution Threshold" desc="When a cell has this much air pollution, 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="0x291351b5" type="Uint32" name="Radiation Pollution Threshold" desc="When a cell has this much radiation, it's considered polluted"></property>
				<property num="0x09135479" type="Uint32" name="Garbage decompostion 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="0x68f5436a" type="Uint32" name="Water pipe effect radius" desc="Number of cells surrounding water pipes that will also be watered"></property>
				<property num="0xaa161f81" type="Uint32" name="Max acceptable pumped water pollution level" desc="Water pumps will not function if water pollution higher than this level"></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="Percentace by which water production is reduced when not within range of fresh water source"></property>
				<property num="0x69501944" type="Float32" name="Traffic air pollution factor" desc="Affects how traffic density equates to air pollution"></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="0xe9a18d3f" type="Float32" name="Power line control max horiz. distance" desc="Max horizontal distance from the center of the line at which the control points are placed"></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="0x89a18fc4" type="Float32" name="Power line control max vertical distance" desc="Max vertical distance from the center of the line at which the control points are placed"></property>
				<property num="0xe9a1e8d4" type="Float32" name="Power line control vertical %" desc="Percent of line length at which to place control points, vertically"></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="0x4a5f5953" type="Uint32" name="Power pole placement cost" desc="Cost to place a power pole using the power line tool"></property>
				<property num="0x0a5f596b" type="Float32" name="Power line placement cost" desc="Cost of placing each cell of wire"></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="0x69a437f6" type="Float32" name="Garbage Prop Request Curve" desc="Shares of garbage props requested vs. garbage percentage of max"></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="0xe9ac43e7" type="Float32" name="Power line scaling factor" desc="Array of scaling factors for the width of the power lines, one per zoom level."></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="0xaa1f8ab7" type="Float32" name="Garbage service cost per unit of garbage" desc="Cost per unit of garbage sent to landfill, incinerator or w2e"></property>
				<property num="0x8a235c56" type="Float32" name="Pipe burst probability" desc="Likelihood per month that a distressed pipe will burst"></property>
				<property num="0x0a2eced8" type="Float32" name="Power Pole Demolition Cost" desc="Cost to demolish a power pole. Lines are ignored"></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="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="0xea4025a9" type="Float32" name="Water Department Max Funding" desc="Max funding percentage for the water department"></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="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="0x8c19c3e9" type="Float32" name="Garbage Transport Versus Landfill Tiles" desc="How much garbage can be delivered to the landfill each month"></property>
				<property num="0xaa713782" type="Float32" name="Funding percentage to power pole decay/repair" desc="Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)"></property>
				<property num="0xca7138c4" type="Float32" name="Funding percentage to pipe decay/repair" desc="Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)"></property>
				<property num="0x8a84778f" type="Float32" name="Monthly Cost Per Pipe" desc="Maintenance cost for each pipe occupant"></property>
			</group>
			<group name="Traffic Simulator">
				<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="Max speed by Network for walking" desc="Speed to walk through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property>
				<property num="0x491332e8" type="Float32" name="Max speed by Network for driving" desc="Speed to drive through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property>
				<property num="0x491332e9" type="Float32" name="Max speed by Network for a bus" desc="Speed to bus travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property>
				<property num="0x491332ea" type="Float32" name="Max speed by Network for a train" desc="Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property>
				<property num="0x491332eb" type="Float32" name="Max speed by Network for a truck" desc="Speed to truck travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property>
				<property num="0x491332ec" type="Float32" name="Max speed by Network for a frt train" desc="Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh"></property>
				<property num="0x491332ed" type="Float32" name="Max speed by Network for subways" desc="Speed to subway travel. Set the eighth value."></property>
				<property num="0x491332ee" type="Float32" name="Max speed by Network for el train" desc="Speed to ride el train.  Set the eighth value."></property>
				<property num="0x491332ef" type="Float32" name="Max speed by Network for monorail" desc="Speed to ride monorail.  Set the ninth value."></property>
				<property num="0x29136788" type="Float32" name="Monthly Traffic Density Reduction" desc="Traffic density multiplied by this each month"></property>
				<property num="0x6a84493e" type="Float32" name="Monthly cost for network tile" desc="Upkeep cost per tile of each network type (rd, rl, hwy, st, x, x, ave, sub, lr)"></property>
				<property num="0xa92356ae" type="Float32" name="Max roads funding percent" desc="Maximum allowed funding percentage for roads"></property>
				<property num="0xa92356af" type="Float32" name="Max mass transit funding percent" desc="Maximum allowed funding percentage for mass transit"></property>
				<property num="0xa92356b0" type="Float32" name="Damaged road extra step cost" desc="Additional cost to travel on a damaged road tile"></property>
				<property num="0xa92356b1" type="Float32" name="Income per tile by travel type" desc="Income gained for each tile: walk, car, bus, rail, freight truck, freight train, subway, lt rl"></property>
				<property num="0xa92356b2" type="Uint8" name="Mass Transit Usage Chance" desc="Percent chance an RCI trip will allow use of mass transit"></property>
				<property num="0xa92356b3" type="Float32" name="Network Traffic Capacity" desc="Level at which traffic volume becomes uncomfortable to sims (rd, rl, hwy, st, x, x, ave, sub, lr)"></property>
				<property num="0xa92356b4" type="Bool" name="Travel type generates traffic" desc="Order: walk, car, bus, train, subway, lt rl"></property>
				<property num="0xa92356b5" type="Bool" name="Travel type can reach destination" desc="Order: walk, car, bus, train, subway, lt rl"></property>
				<property num="0xa92356b8" type="Uint32" name="Maximum distance from origin to network" desc="How far a trip can jump from its starting zone to a road/rail/etc"></property>
				<property num="0xa92356b9" type="Float32" name="Congestion vs Speed" desc="Maps speed multiplier as a function of congestion"></property>
				<property num="0xa92356ba" type="Float32" name="Commute trip max time" desc="Maximum time for a commute trip in minutes"></property>
				<property num="0xa92356bb" type="Float32" name="Intersection and Turn Capacity Effect" desc="Diminishing effect of an intersection or turn on capacity"></property>
				<property num="0xa92356bc" type="Float32" name="Trip Starting Cost by travel type" desc="Starting overhead cost in time for each travel type"></property>
				<property num="0xa92356bd" type="Float32" name="Job Scaling Constant" desc="Multiplies building capacity to determine number of jobs there"></property>
				<property num="0xa92356be" type="Float32" name="Population Background Traffic" desc="Amount of background (non-trip) traffic volume generated per population point for R, C, and I zones"></property>
				<property num="0xa92356bf" type="Bool" name="Travel type affected by traffic" desc="Order: walk, car, bus, train, freight truck, freight train, subway, lt rl"></property>
				<property num="0xea8c3cdb" type="Float32" name="Trip Starting Cost by travel type for Mass Transit" desc="Starting overhead cost in time for each travel type for mass transit preferred trips"></property>
				<property num="0xcad64136" type="Float32" name="Trip Starting Cost by travel type for Car Pref" desc="Starting overhead cost in time for each travel type for car preferred trips"></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="0x49a2e8be" type="Float32" name="Freight traffic scaling factor" desc="Percentage of industrial bldg. population that will generate freight trips"></property>
				<property num="0xca5f7821" type="Float32" name="Transit Switch Entry Cost vs. Budget" desc="Maps the budget percent (0-100) to a multiplier on the time cost of using a transit switch"></property>
				<property num="0x4a678060" type="Float32" name="Nearest Destination Attractiveness" desc="Lower scores means more side explorations but also more CPU time (Pathfinding Heuristic)"></property>
				<property num="0xca76013b" type="Float32" name="Trip Length to Minutes Display Multiplier" desc="Multiply the trip length map values (0-255, 255 = Max Commute Time) by this value to get a time in minutes for display purposes"></property>
				<property num="0xea7b5f06" type="Float32" name="Max Mass Transit Strategy Trip Length" desc="Max time in raw trip length that the mass transit preferred strategy will go using mass transit"></property>
				<property num="0x8c3caef5" type="Float32" name="Ferry Fare" desc="Income per traveller from a ferry trip"></property>
				<property num="0x4be09ec9" type="Float32" name="Congestion to Accident Probability" desc="Maps congestion to accident probablity"></property>
				<property num="0x4be09eca" type="Float32" name="Capacity to Accident Probability" desc="Maps capacity to accident probablity"></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="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>
			</group>
			<group name="Residential Simulator">
				<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="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="0x0a53b2f9" type="Float32" name="Health Funding to Coverage Curve" desc="Maps difference between actual % funding and % ideal funding to % coverage"></property>
				<property num="0xe918946f" type="Float32" name="(OBS) Health Min Acceptable Funding %" desc="Minimum acceptable percentage for Health department funding"></property>
				<property num="0xa9189479" type="Float32" name="Health Init/Max Allowed Funding" desc="Initial and Maximum allowed funding percentage for health department"></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="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="0xc91894cb" type="Float32" name="School Strike Response Curve" desc="Maps difference between actual % funding and % ideal funding to % chance of a School strike"></property>
				<property num="0xea53b30f" type="Float32" name="School Funding to Coverage Curve" desc="Maps difference between actual % funding and % ideal funding to % coverage"></property>
				<property num="0xc91894a8" type="Float32" name="(OBS) School Min Acceptable Funding %" desc="Minimum acceptable percentage for School department funding"></property>
				<property num="0x891894ad" type="Float32" name="School Init/Max Allowed Funding" desc="Initial and Maximum allowed funding percentage for schools"></property>
				<property num="0xa91894bc" type="Uint32" name="School Strike Duration" desc="Maximum duration of a School strike, in months"></property>
				<property num="0xe91894b3" type="Float32" name="School Strike Efficiency %" desc="Efficiency of School buildings will drop to this % during a 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="0xc929c433" type="Float32" name="EQ Decay" desc="Amount by which EQ decays each month"></property>
				<property num="0x0929c439" type="Float32" name="HQ Decay" desc="Amount by which HQ decays each month"></property>
				<property num="0xc929c652" type="Uint8" name="Low Wealth Average Age" desc="Average age assigned to new Low Wealth residents"></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="0xc929cc58" type="Uint8" name="Low Wealth EQ" desc="EQ assigned to new Low Wealth residents"></property>
				<property num="0x0929cc65" type="Uint8" name="Medium Wealth EQ" desc="EQ assigned to new Medium Wealth residents"></property>
				<property num="0x2929cc6b" type="Uint8" name="High Wealth EQ" desc="EQ assigned to new High Wealth residents"></property>
				<property num="0xc929cc8d" type="Uint8" name="Low Wealth HQ" desc="HQ assigned to new Low Wealth residents"></property>
				<property num="0x6929cc92" type="Uint8" name="Medium Wealth HQ" desc="HQ assigned to new Medium Wealth residents"></property>
				<property num="0x4929cc97" type="Uint8" name="High Wealth HQ" desc="HQ assigned to new High Wealth residents"></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="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="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="0xa941b028" type="Float32" name="Water Pollution to HQ Decay Curve" desc="Maps amount of water pollution in a tract to the rate at which the HQ in that tract decays"></property>
				<property num="0xc941b02e" type="Float32" name="Garbage Pollution to HQ Decay Curve" desc="Maps amount of garbage pollution in a tract to the rate at which the HQ in that tract decays"></property>
				<property num="0xca027307" type="Uint8" name="Average Age reset value" desc="When average age reaches life expectancy in a tract, the tract's average age is set to this value"></property>
				<property num="0xca027325" type="Float32" name="EQ reset percent" desc="When average age reaches life expectancy in a tract, the tract's EQ is multiplied by this value"></property>
				<property num="0xca027328" type="Float32" name="HQ reset percent" desc="When average age reaches life expectancy in a tract, the tract's HQ is multiplied by this value"></property>
				<property num="0xea540621" type="Float32" name="Avg. Age to 1-10 Age Group" desc="How average age translates to the distribution of population into the 1-10 age group"></property>
				<property num="0xea540622" type="Float32" name="Avg. Age to 11-20 Age Group" desc="How average age translates to the distribution of population into the 11-20 age group"></property>
				<property num="0xea540623" type="Float32" name="Avg. Age to 21-30 Age Group" desc="How average age translates to the distribution of population into the 21-30 age group"></property>
				<property num="0xea540624" type="Float32" name="Avg. Age to 31-40 Age Group" desc="How average age translates to the distribution of population into the 31-40 age group"></property>
				<property num="0xea540625" type="Float32" name="Avg. Age to 41-50 Age Group" desc="How average age translates to the distribution of population into the 41-50 age group"></property>
				<property num="0xea540626" type="Float32" name="Avg. Age to 51-60 Age Group" desc="How average age translates to the distribution of population into the 51-60 age group"></property>
				<property num="0xea540627" type="Float32" name="Avg. Age to 61-70 Age Group" desc="How average age translates to the distribution of population into the 61-70 age group"></property>
				<property num="0xea540628" type="Float32" name="Avg. Age to 71-80 Age Group" desc="How average age translates to the distribution of population into the 71-80 age group"></property>
				<property num="0xea540629" type="Float32" name="Avg. Age to 81-90 Age Group" desc="How average age translates to the distribution of population into the 81-90 age group"></property>
				<property num="0x8a891421" type="Uint32" name="School Capacity To Staff Divisor" desc="The school's capacity is divided by this number to determine the number of teachers on staff"></property>
				<property num="0x8a89142a" type="Uint32" name="Hospital Capacity To Staff Divisor" desc="The hospital's capacity is divided by this number to determine the number of doctors on staff"></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="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="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="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="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="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="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="0xec43826b" type="Uint32" name="School Capacity Chunk Size" desc="How many people are represented by one unit in the coverage map"></property>
				<property num="0xac43826d" type="Uint32" name="Hospital Capacity Chunk Size" desc="How many people are represented by one unit in the coverage map"></property>
			</group>
			<group name="Police/Jail Simulator">
				<group name="Police Station Building">
					<property num="0x48d71ed0" type="Sint32" name="Police Station, Center 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 Center 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="0xcc0b0705" type="Sint32" name="Police Station, Total Copter Dispatches" desc="(number of police helicopters this station can send)"></property>
				</group>
				<group name="Jail Building">
					<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>
				</group>
				<property num="0x68ddae92" type="Float32" name="Police, Max Jail Overcrowding Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae93" type="Float32" name="Police, Funding To Efficiency Response Curve" desc="See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae95" type="Float32" name="Police, Max Allowed Funding Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae97" type="Float32" name="Police, Monthly Criminal Rehabilitation Percent" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae9a" type="Float32" name="Police, Strike Efficiency" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae9b" type="Uint32" name="Police, Max Strike Duration" desc="In days. See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae9c" type="Float32" name="Police, Min Funding To End Strikes" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
				<property num="0x68ddae9e" type="Float32" name="Police, Strike Response Curve" desc="See ISC4PoliceSimulator.h"></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="0xea614f63" type="Float32" name="Jail, Jailbreak Response Curve" desc="Maps REAL jail capacity to jailbreak chance"></property>
				<property num="0xea614f64" type="Float32" name="Jail, Jailbreak Escapee Percentage" desc="Min/max percentage (0.0-100.0) of jail capacity that will escape during jailbreaks"></property>
				<property num="0xea614f65" type="Float32" name="Jail, End Jailbreak Capacity" desc="Stop any jailbreak in progress when REAL jail capacity percentage goes below this value"></property>
				<property num="0x68ddaea0" type="Float32" name="Jail, Funding To Efficiency Response Curve" desc="See ISC4PoliceSimulator.h"></property>
				<group name="OBSOLETE">
					<property num="0x68ddae91" type="Uint32" name="Police, Update Period" desc="In days. See ISC4PoliceSimulator.h"></property>
					<property num="0x68ddae94" type="Float32" name="Police, Min Acceptable Funding Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
					<property num="0x68ddae96" type="Uint32" name="Police, Max Acceptable Crime Level" desc="See ISC4PoliceSimulator.h"></property>
					<property num="0x68ddae98" type="Float32" name="Police, Conviction Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
					<property num="0x68ddae99" type="Float32" name="Police, Unfailed Criminal Efficiency Percentage" desc="0.0-100.0, See ISC4PoliceSimulator.h"></property>
					<property num="0x68ddae9d" type="Float32" name="Police, Property Crimes Value Ratio" desc="See ISC4PoliceSimulator.h"></property>
					<property num="0x48d71ed3" type="Sint32" name="(Obs)Police Station, Monthly Upkeep Cost" desc="(in Simoleons)"></property>
					<property num="0x48d71ee2" type="Sint32" name="(Obs)Jail, Monthly Upkeep Cost" desc="Jail Monthly Upkeep Cost" />
				</group>
			</group>
			<group name="Crime Simulator">
				<group name="Crime Types">
					<property num="0xaa12fcb0" type="String" name="Crime Name" desc=""></property>
					<property num="0xaa12fcb1" type="Uint32" name="Icon Resource Key" desc="type, group, and instance ID"></property>
					<property num="0xaa12fcb2" type="Uint8" name="Zone Filter" desc="Zone types compatible with crime (none == can appear in any zone)"></property>
					<property num="0xaa12fcb3" type="Uint8" name="Wealth Filter" desc="Zone wealth values compatible with crime (none == can appear around any wealth)"></property>
					<property num="0xaa12fcb4" type="Uint8" name="Zone Purpose Filter" desc="Zone purpose types compatible with crime (none == can appear around any purpose)"></property>
					<property num="0xaa12fcb5" type="Uint8" name="Crime Grid Value" desc="The crime grid tract value will be increased by this amount"></property>
					<property num="0xaa12fcb6" type="Uint8" name="Trigger Fire" desc="If set to non-zero value, this will trigger a fire"></property>
					<property num="0xaa12fcb7" type="Uint8" name="Lot Condition Filter" desc="Lot conditions compatible with crime"></property>
					<property num="0xaa12fcb8" type="Float32" name="Relative Occurrance" desc="Relative occurance weight of this crime, only has meaning relative to values for other crimes."></property>
				</group>
				<property num="0xe8ec2720" type="Uint32" name="Crime Update Period" desc="How often the Crime simulator updates, in days"></property>
				<property num="0xe8ec2721" type="Float32" name="Crime Police Factor" desc="Crime Police Factor"></property>
				<property num="0x49a34301" type="Float32" name="Crime Prop Request Curve" desc="Crime level (0-1) vs. Prop Share"></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>
			</group>
			<group name="Fire Protection Simulator">
				<group name="Fire Station Props">
					<property num="0x08f55dc0" type="Sint32" name="Fire Station, Center 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="0x29233e9a" type="Sint32" name="Fire Station, Dispatch Center 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="0x0c0afdd7" type="Sint32" name="Fire Station, Total Plane Dispatches" desc="(number of planes this station can send)"></property>
				</group>
				<property num="0x29233e8d" type="Float32" name="FireProtectionSim, Funding Efficiency Curve" desc="See ISC4FireProtectionSimulator.h"></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 ISC4FireProtectionSimulator.h"></property>
				<property num="0x29233e98" type="Float32" name="FireProtectionSim, Strike Response Curve" desc="See ISC4FireProtectionSimulator.h""></property>
				<property num="0x69b425db" type="Float32" name="FireProtectionSim, StationNoRoad Multiplier" desc="(0.0 - 1.0)"></property>
				<group name="OBSOLETE">
					<property num="0x08f55dc3" type="Sint64" name="(Obs)Fire Station, Monthly Upkeep Cost" desc="(in Simoleans)"></property>
					<property num="0x08f55dc4" type="Float32" name="Fire Station, Funding Percentage" desc="(percentage of funding)"></property>
				</group>
			</group>
			<group name="Flamability Simulator">
				<property num="0xc9b40128" type="Float32" name="Flammability multiplier, summer" desc="flammability multiplier during summer"></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>
			</group>
			<group name="Aura Simulator">
				<property num="0xea023270" type="Float32" name="Aura, Park Effect" desc="Maps grid data to aura effect"></property>
				<property num="0xea023271" type="Float32" name="Aura, Pollution Effect, Air" desc="Maps grid data to aura effect"></property>
				<property num="0xea023272" type="Float32" name="Aura, Pollution Effect, Water" desc="Maps grid data to aura effect"></property>
				<property num="0xea023273" type="Float32" name="Aura, Pollution Effect, Garbage" desc="Maps grid data to aura effect"></property>
				<property num="0xea023274" type="Float32" name="Aura, Pollution Effect, Radiation" desc="Maps grid data to aura effect"></property>
				<property num="0xea023275" type="Float32" name="Aura, School Effect" desc="Maps grid data to aura effect"></property>
				<property num="0xea023276" type="Float32" name="Aura, Hospital Effect" desc="Maps grid data to aura effect"></property>
				<property num="0xea023277" type="Float32" name="Aura, Crime Effect" desc="Maps grid data to aura effect"></property>
				<property num="0xea023278" type="Float32" name="Aura, Trip Length" desc="Maps grid data to aura effect"></property>
				<property num="0xea023279" type="Float32" name="Aura, Traffic" desc="Maps grid data to aura effect"></property>
				<property num="0xea02327a" type="Float32" name="Aura, Long Term Decay Factor" desc="(1.0 means no decay, 0.0 means full decay (no smoothing)"></property>
				<property num="0xea02327b" type="Float32" name="Aura, Short Term Decay Factor" desc="(1.0 means no decay, 0.0 means full decay (no smoothing)"></property>
				<property num="0xea02327c" type="Sint32" name="Aura, Base Aura (Low)" desc="Base aura for R$,Cs$,Id occupancy"></property>
				<property num="0xea02327d" type="Sint32" name="Aura, Base Aura (Med)" desc="Base aura for R$$,Cs$$,Co$$,Ir,Im occupancy"></property>
				<property num="0xea02327e" type="Sint32" name="Aura, Base Aura (High)" desc="Base aura for R$$$,Cs$$$,Co$$$ occupancy"></property>
				<property num="0xea02327f" type="Float32" name="Aura, Tax Rate Change Effect" desc="Maps tax rate change (in percent) to aura effect"></property>
				<property num="0xea023280" type="Float32" name="Aura, Value/Wealth Effect" desc="Maps (value_type-wealth_type) to aura effect"></property>
				<property num="0xea023290" type="Float32" name="Aura, Transient Effect, Fire" desc="magnitude and radius in meters of transient aura effect"></property>
				<property num="0xea023291" type="Float32" name="Aura, Transient Effect, Flora" desc="magnitude and radius in meters of transient aura effect"></property>
				<property num="0xea023292" type="Float32" name="Aura, Transient Effect, Civic Plop" desc="magnitude and radius in meters of transient aura effect"></property>
				<property num="0xea023293" type="Float32" name="Aura, Transient Effect, Network Plop" desc="magnitude and radius in meters of transient aura effect"></property>
				<property num="0xea0232a0" type="Sint32" name="Aura, Hotspot Settings" desc="hotspot settings: threshold value (0-255), radius (in tracts), minimum weight"></property>
				<property num="0xea0232a1" type="Float32" name="Aura, Hotspot Riot Probability" desc="maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)"></property>
			</group>
			<property num="0x47e2c200" type="Uint8" name="Tract Size" desc="Power of 2; determines the size of the sim grid"></property>
			<property num="0x68f26014" type="Uint32" name="Map View Unsigned Colors" desc="RGBA color of 3D overlay of 2-color map view"></property>
			<property num="0x68f26015" type="Uint32" name="Map View Signed Colors" desc="RGBA color of 3D overlay of 3-color map view"></property>
		</group>
		<group name="Zone Manager">
			<property num="0xe94825b2" type="Sint32" name="kZM_mZoneMinCellSize" desc="kZM_mZoneMinCellSize"></property>
			<property num="0xe94825b3" type="Sint32" name="kZM_mZoneMaxCellSize" desc="kZM_mZoneMaxCellSize"></property>
			<property num="0xe94825b4" type="Sint64" name="kZM_mZoneCreationCostArray" desc="kZM_mZoneCreationCostArray"></property>
			<property num="0xe94825b5" type="Sint64" name="kZM_mZoneDestructionCostArray" desc="kZM_mZoneDestructionCostArray"></property>
			<property num="0xe94825b6" type="Uint32" name="kZM_mZoneTextureResourceInstanceArray" desc="kZM_mZoneTextureResourceInstanceArray"></property>
			<property num="0xe94825b7" type="Uint8" name="Zone Display Alpha" desc="Replaces drag color alpha after zone placement"></property>
			<property num="0xe94825b8" type="Uint32" name="Zone Drag Color" desc="RGBA color to blend with black and white texture NRRRCCCIIIMASSLP"></property>
			<property num="0xe94825b9" type="Float32" name="Zone Max Slope" desc="Meters per cell must be less than this value NRRRCCCIIIMASSLP"></property>
		</group>
		<group name="Ordinance">
			<property num="0x28ebbc30" type="Uint32" name="Ordinance ID" desc="ID of this ordinance"></property>
			<property num="0x6a416b21" type="Uint32" name="Name Key" desc="Resource key of ordinance name resource"></property>
			<property num="0x28ebbc32" type="String" name="Name String (non-localizable)" desc="Ordinance name"></property>
			<property num="0xca416b2a" type="Uint32" name="Description Key" desc="Resource key of ordinance description"></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 bemoming 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="0xaa5b8407" type="Sint32" name="Mayor Rating" desc="This value get added globally to mayor rating"></property>
			<property num="0x08f79b8e" type="Float32" name="Air Effect" desc="Effect (multiplier) this ordinance has on air pollution"></property>
			<property num="0x28f42aa0" type="Float32" name="Flammability Effect" desc="Effect (multiplier) this ordinance has on flammability"></property>
			<property num="0xe8f79c8b" type="Float32" name="Water Effect" desc="Effect (multiplier) this ordinance has on water pollution"></property>
			<property num="0xe8f79c90" type="Float32" name="Garbage Effect" desc="Effect (multiplier) this ordinance has on garbage"></property>
			<property num="0xa8f4eb0c" type="Float32" name="Water Use Reduction" desc="Effect (multiplier) this ordinace has on water use"></property>
			<property num="0x0911e117" type="Float32" name="Power Reduction Effect" desc="Factor by which this ordinance reduces power consumption"></property>
			<property num="0x2a631000" type="Float32" name="Residential Demand Effect" desc="Factor applied to residential demand" />
			<property num="0x2a633000" type="Float32" name="Commercial Demand Effect" desc="Factor applied to commercial demand"></property>
			<property num="0x2a634000" type="Float32" name="Industrial Demand Effect" desc="Factor applied to industrial demand"></property>
			<property num="0x491b3ad5" type="Float32" name="Health Coverage Radius % Effect" desc="Percentage (from 0 to 200) by which this ordinance affects coverage radius of health buildings"></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="0xe91b3aee" type="Float32" name="Health Quotient Boost Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects all HQ values"></property>
			<property num="0xc92d9c7a" type="Float32" name="Health Quotient Decay Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects the rate at which HQ decays"></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="0xe92d9db4" type="Float32" name="Health Effectiveness vs. Average Age Effect" desc="Maps average age of a tract to addional HQ boost %"></property>
			<property num="0xa91b3af4" type="Float32" name="School Coverage Radius % Effect" desc="Percentage (from 0 to 200) by which this ordinance affects coverage radius of schools"></property>
			<property num="0xa91b3afa" type="Float32" name="School Effectiveness vs. Distance Effect" desc="Maps % of coverage distance from a school to EQ boost %"></property>
			<property num="0xa92d9d7a" type="Float32" name="School EQ Boost Effect" desc="Percentage (from 0 to 200%) by which this ordinance affects all EQ values"></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="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="0xc91b3b02" type="Float32" name="School Effectiveness vs. Average Age Effect" desc="Maps average age to EQ boost %"></property>
			<property num="0x8a612fee" type="Sint32" name="Travel Strategy Modifier" desc="For each wealth type ($-$$$), modifies percentage of travelers using each of the three travel strategies"></property>
			<property num="0x8a67e373" type="Float32" name="Air Effect by zone type" desc="Effect (multiplier) this ordinance has on air pollution for each zone type"></property>
			<property num="0x8a67e374" type="Float32" name="Water Effect by zone type" desc="Effect (multiplier) this ordinance has on water pollution for each zone type"></property>
			<property num="0x8a67e376" type="Float32" name="Garbage Effect by zone type" desc="Effect (multiplier) this ordinance has on garbage for each zone type"></property>
			<property num="0x8a67e378" type="Float32" name="Traffic Air Pollution Effect" desc="Effect (multiplier) this ordinance has on air pollution generated by traffic"></property>
			<property num="0x2a654100" type="Float32" name="IR Demand Effect" desc="The effect of this ordinance on Industrial Resource demand, in percent (0.0-100.0)" />
			<property num="0x2a654200" type="Float32" name="ID Demand Effect" desc="The effect of this ordinance on Industrial Dirty demand, in percent (0.0-100.0)" />
			<property num="0x2a654300" type="Float32" name="IM Demand Effect" desc="The effect of this ordinance on Industrial Manufacturing demand, in percent (0.0-100.0)" />
			<property num="0x2a654400" type="Float32" name="IHT Demand Effect" desc="The effect of this ordinance on Industrial High-Tech demand, in percent (0.0-100.0)" />
			<property num="0x2a653320" type="Float32" name="CO$$ Demand Effect" desc="The effect of this ordinance on Commercial Office $$ demand, in percent (0.0-100.0)" />
			<property num="0x2a653330" type="Float32" name="CO$$$ Demand Effect" desc="The effect of this ordinance on Commercial Office $$$ demand, in percent (0.0-100.0)" />
			<property num="0x2a653110" type="Float32" name="CS$ Demand Effect" desc="The effect of this ordinance on Commercial Service $ demand, in percent (0.0-100.0)" />
			<property num="0x2a653120" type="Float32" name="CS$$ Demand Effect" desc="The effect of this ordinance on Comercial Service $$ demand, in percent (0.0-100.0)" />
			<property num="0x2a653130" type="Float32" name="CS$$$ Demand Effect" desc="The effect of this ordinance on Commercial Service $$$ demand, in percent (0.0-100.0)" />
			<group name="OBSOLETE">
				<property num="0x092d91a3" type="Uint32" name="Health Building types affected" desc="Variable length list of building types affected by this ordinance" />
				<property num="0x292d91aa" type="Uint32" name="School Building types affected" desc="Variable length list of building types affected by this ordinance" />
				<property num="0x28ebbc31" type="Uint32" name="Old Name Key (obsolete)" desc="DO NOT USE" />
				<property num="0x28ebbc33" type="Uint32" name="Old Description Key (obsolete)" desc="DO NOT USE" />
			</group>
		</group>
		<group name="Network">
			<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="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="0xabe1b5a3" type="Bool" name="BridgeObstruction" desc="This property prevents water automata from crossing under the bridge tile."></property>
		</group>
		<group name="Bridge">
			<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 center"></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 center"></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>
		</group>
		<group name="Miscellanious">
			<property num="0x879d12e7" type="Float32" name="MaxSlopeAlongNetwork" desc="Range: [0.0 - 90.0]"></property>
			<property num="0x279d1707" type="Float32" name="MaxSlopeOnNetworkSide" desc="Range: [0.0 - 90.0]"></property>
			<property num="0x07b36c71" type="Float32" name="MaxNetworkSlopeChange" desc="Range: [0.0 - 90.0]"></property>
			<property num="0xc7b36ca4" type="Float32" name="MaxTerrainHtIncrease" desc="How much can terrain be raised during network placement [0.0 - 100000.0]"></property>
			<property num="0xc7b36ca5" type="Float32" name="MaxTerrainHtDecrease" desc="How much can terrain be lowered during network placement [0.0 - 100000.0]"></property>
			<property num="0xc804dd86" type="Float32" name="MaxNetworkHtAdjustment" desc="Range: [0.0 - 100000.0]"></property>
			<property num="0xc804dd87" type="Float32" name="MinTerrainSlopeForTunnelStart" desc="Min terrain slope to trigger tunnel placement"></property>
			<property num="0xc804dd88" type="Float32" name="MaxTunnelSlope" desc="Maximum slope of tunnel (in degrees)"></property>
			<property num="0xc804dd89" type="Float32" name="MaxDisplacementBeyondRefPlane" desc="Maximum amount (in meters) by which a network vertex is allowed to move beyond reference plane"></property>
			<property num="0xc804dd90" type="Bool" name="UseFreehandMode" desc="Use freehand mode of placement (i.e., anchor points freeze)"></property>
			<property num="0xc804dd91" type="Uint32" name="NumFramesBetweenAnchorPtFreeze" desc="[deprecated] Number of frame updates between the freezing of successive anchor points"></property>
			<property num="0xc804dd92" type="Uint32" name="NumCellsBetweenAnchorPtFreeze" desc="Min number of cells between successive anchor points in different zooms"></property>
			<property num="0xc804dd93" type="Float32" name="MaxDistFromTerrain" desc="How far away from the terrain is the network allowed to be [0.0 - 100000.0]"></property>
			<property num="0xc804dd94" type="Float32" name="MaxRetainingWallHt" desc="Max height of the retaining walls [0.0 - 100000.0]"></property>
			<property num="0xc804dd95" type="Float32" name="MaxPylonHt" desc="Max height of the supporting pylons [Reating wall ht - 100000.0]"></property>
			<property num="0xc804dd96" type="Float32" name="MaxHtDiffBetweenLandBridgeEnds" desc="Max allowed terrain height diff between the two ends of land bridges"></property>
			<property num="0xc804dd97" type="Bool" name="SmoothenOnlyConnectedTiles" desc="Smoothen only those tiles that are connected to the segment being placed"></property>
			<property num="0xc804dd98" type="Uint32" name="numSmoothingProgressionSteps" desc="Number of times we attempt expanding the smoothing region before giving up"></property>
			<property num="0xc804dd99" type="Uint32" name="distAddedPerSmoothingProgressionStep" desc="How much (in cells) does the smoothing region expand in each smoothing progression step"></property>
			<property num="0xc804dd9a" type="Float32" name="networkHtChangeThatRequiresFixing" desc="If an existing network moves by less than this, we do not attempt to fix it (for efficiency)"></property>
			<property num="0xc804dd9b" type="Uint32" name="TimeBetweenAnchorPtFreeze" desc="Time in milliseconds between the freezing of successive anchor points"></property>
			<property num="0xa96e5641" type="Float32" name="Underground Trench Floor Depth" desc="Default depth of underground network trench floor below terrain"></property>
			<property num="0x496e564c" type="Float32" name="Underground Piece Depth" desc="Default depth of underground network piece below terrain"></property>
			<property num="0x096e5653" type="Float32" name="Underground Intersection Height" desc="Default height above trench floor to place intersectons"></property>
			<property num="0x496e5a36" type="Bool" name="Use Pipe Depth" desc="If false, normal pipe pieces are placed as per intersections"></property>
			<property num="0xe974eaa1" type="Uint32" name="NetworkTextureId" desc="Id of the network texture for which it is OK to have pylon/retaining wall"></property>
			<property num="0xe974eaa2" type="Uint32" name="ConnectedVerts" desc="Pairs of cell vertices connected by retaining walls / side flaps"></property>
			<property num="0xe974eaa3" type="Float32" name="PylonCornerXZs" desc="(x,z) corresponding to the 4 corners of the pylon w.r.t cell center"></property>
			<property num="0xe974eaa4" type="Uint32" name="TunnelResourceIds" desc="Model resource id(s) for tunnel piece(s)"></property>
			<property num="0xe974eaa5" type="Uint32" name="TunnelModelRotations" desc="Tunnel model rotations"></property>
			<property num="0xe974eaa6" type="Float32" name="TunnelModelHeights" desc="Tunnel piece model heights"></property>
			<property num="0xe974eaa7" type="Uint32" name="Special Pylon Model Id" desc="Pylon model exemplar instance used by some networks (can be single instance or one per zoom)"></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"></property>
			<property num="0x4a27124f" type="Uint32" name="Construction Crew Follow Vehicle Instance" desc="Instance ID of construction crew follow vehicle"></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="0x4a2d49b9" type="Uint32" name="Simolean Cost Per Tile" desc="Cost to create a tile of network using this tool"></property>
			<property num="0x8a2d49ea" type="Uint32" name="Simolean Cost Per Bridge Tile" desc="Cost to create a bridge tile of network using this tool"></property>
			<property num="0x8a2d49f0" type="Uint32" name="Simolean Cost Per Tunnel Tile" desc="Cost to create a tunnel tile of network using this tool"></property>
			<property num="0x6a2d49f4" type="Float32" name="Simolean Cost Per Meter Displaced" desc="Cost to raise/lower one vertex one meter when using this tool"></property>
			<property num="0xea86e3b5" type="Uint32" name="Simolean Cost Per Tile to Demolish" desc="Cost to demolish a tile of network using this tool"></property>
		</group>
		<group name="Hidden">
			<property num="0x489b6974" type="Uint32" name="Test res key table" desc="Test for Resource key table editor"></property>
			<property num="0x07af514b" type="Uint32" name="ResMan Registered Groups" desc="Specifies a group id registered with the resource manager"></property>
		</group>
		<group name="Terrain">
			<property num="0x48cd7b20" type="Float32" name="MaxNormalTerrainHeight" 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 proxmity 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 upto 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="0xa9c283d0" type="Uint8" name="MaxBeachWidth" desc="How far from water (in cells) does the beach extend"></property>
			<property num="0xa9c283d1" type="Float32" name="MaxBeachAltitude" desc="How high above the sea level(meters), does the beach extend"></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="Specifiess the smoothing radius as a function of height adjustment needed"></property>
			<property num="0x48cd7c01" type="Uint32" name="EdgeReconcilliationSmoothingIterations" desc="Smoothing iterations for edge reconcilliation"></property>
			<property num="0x48cd7c02" type="Float32" name="EdgeReconcilliationHtDifferenceThreshold" desc="If the height difference is less than this, don't reconcile"></property>
			<property num="0x497f42a4" type="Uint8" name="Unwatered Building Color" desc="RGBA color for unwatered buildings in pipe view"></property>
			<property num="0xe97f42b0" type="Uint8" name="Watered Building Color" desc="RGBA color for watered buildings in pipe view"></property>
			<property num="0xa97f42ce" type="Uint8" name="Watered Terrain Color" desc="RGBA color for watered terrain cells in pipe view"></property>
			<property num="0x097f4c4e" type="Uint8" name="Unwatered Terrain Color" desc="RGBA color for unwatered terrain cells in pipe view"></property>
			<property num="0x297f42b7" type="Bool" name="Draw Unwatered Terrain Cell Color" desc="Determines whether unwatered terrain cells are colored in pipe view"></property>
			<property num="0x89861864" type="Uint32" name="VolcanicAshLifeTime" desc="How long (microsecs) is the volcanic ash visible on screen"></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="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="Upto this water depth we use deep seabed texture for terrain (No texturing beyond that depth)"></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 r,g,b 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="0x69db8d00" type="Uint32" name="TextureUpdateIntervalForTerrainBrushes" desc="Controls how often terrain texture updates happen while applying terrain brushes"></property>
			<property num="0x69db8d01" type="Float32" name="ModKey1StrengthMultiplier" desc="Controls how the brush strength is modified by the control key"></property>
			<property num="0x69db8d02" type="Float32" name="ModKey1WidthMultiplier" desc="Controls how the brush strength is modified by the control key"></property>
			<property num="0x69db8d03" type="Float32" name="ModKey2StrengthMultiplier" desc="Controls how the brush strength is modified by the shift key"></property>
			<property num="0x69db8d04" type="Float32" name="ModKey2WidthMultiplier" 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>
		</group>
		<group name="Lava">
			<property num="0x69987e60" type="Float32" name="LavaColorGradientMapFactor" desc="Number of pixels in color 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>
		</group>
		<group name="Water">
			<group name="Water Riples">
				<property num="0x491c9c00" type="Bool" name="RipplesEnabled" desc="Enable/disable ripples"></property>
				<property num="0x491c9c01" type="Uint32" name="RippleMinShoreSizeForPlacement" desc="Place ripples only if the shore is these 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 keptabove 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 center to the quad edge on water side"></property>
				<property num="0x491c9c06" type="Float32" name="RippleLandSideRibbonWidth" desc="Dist (meters) from ribbon center 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 reevaluated"></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>
			</group>
			<group name="Water Waves">
				<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>
			</group>
			<group name="Water Shimmer">
				<property num="0xa91cbe00" type="Float32" name="ShimmerMinQuadWidth" desc="Min quad widths (meters) in different zooms"></property>
				<property num="0xa91cbe01" type="Float32" name="ShimmerMaxQuadWidth" desc="Max quad widths (meters) in different zooms"></property>
				<property num="0xa91cbe02" type="Uint32" name="ShimmerQuadDensity" desc="Number of shimmer quads to have if all of a 256x256 happenned to be water"></property>
			</group>
		</group>
		<group name="Terrain Textures">
			<property num="0x09c2aef0" type="Float32" name="TextureBlendStrength" desc="Higher this value, the more weightage this texture gets while blending with others"></property>
			<property num="0x09c2aef3" type="Float32" name="Z0_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property>
			<property num="0x09c2aef4" type="Float32" name="Z1_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property>
			<property num="0x09c2aef5" type="Float32" name="Z2_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property>
			<property num="0x09c2aef6" type="Float32" name="Z3_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property>
			<property num="0x09c2aef7" type="Float32" name="Z4_TextureSpreadCurve" desc="Specifiess how does the texture strength fall off with distance"></property>
		</group>
		<group name="Brushes">
			<group name="Brush Categories">
				<property num="0x8a3143b7" type="Uint32" name="CategoryGodMisc" desc="Brush belongs to god mode, miscellaneous category"></property>
				<property num="0x2a3143d7" type="Uint32" name="CategoryMayorMisc" desc="Brush belongs to mayor mode, miscellaneous category"></property>
				<property num="0x6a33d682" type="Uint32" name="CategoryGodMountain" desc="Brush belongs to god mode, mountain category"></property>
				<property num="0xea33d694" type="Uint32" name="CategoryGodValley" desc="Brush belongs to god mode, valley category"></property>
			</group>
			<group name="Brush UI Elements">
				<property num="0xaa2ed800" type="Uint32" name="UIActiveEffectID" desc="UI effect in active state"></property>
				<property num="0xaa2ed801" type="Uint32" name="UIIdleEffectID" desc="UI effect in idle state"></property>
				<property num="0xaa2ed802" type="Uint32" name="UIActiveIconID" desc="Icon effect in active state"></property>
				<property num="0xaa2ed803" type="Uint32" name="UIIdleIconID" desc="Icon effect in idle state"></property>
				<property num="0xaa2ed804" type="Uint32" name="UIActiveCursorId" desc="Hardware cursor ID for active state"></property>
				<property num="0xaa2ed805" type="Uint32" name="UIIdleCursorId" desc="Hardware cursor ID for idle state"></property>
			</group>
			<group name="Plugin Brushes"></group>
			<group name="Brush Components">
				<property num="0x8a020200" type="Uint32" name="Comp1TextureId" desc="Component1: Texture id"></property>
				<property num="0x8a020201" type="Bool" name="Comp1AlignedWithMouseMoveDirection" desc="Component1: should be aligned with the mouse movement direction"></property>
				<property num="0x8a020202" type="Float32" name="Comp1Width" desc="Component1: zoom specific widths"></property>
				<property num="0x8a020203" type="Float32" name="Comp1Strength" desc="Component1: zoom specific brush strengths"></property>
				<property num="0x8a020204" type="Uint8" name="Comp1BaseTextureVal" desc="Component1: Base texture value (Raise/lower if value is more/less than this)"></property>
				<property num="0x8a020205" type="Uint32" name="Comp1OperationId" desc="Component1: Operation id"></property>
				<property num="0x8a020206" type="Uint32" name="Comp1DecalTextureId" desc="Component1: Decal texture id for paint brush"></property>
				<property num="0x8a020207" type="Float32" name="Comp1MaxDecalRotation" desc="Component1: Max rotation of decal texture (degrees)"></property>
				<property num="0x8a020208" type="Uint32" name="Comp1MaxPlacementsPerCell" desc="Component1: Max # of effects/decals placed in a cell during a scrubbing session"></property>
				<property num="0x8a020209" type="Uint32" name="Comp1IDOfEffectToPlace" desc="Component1: (group id, instance id) of the effect to place"></property>
				<property num="0x8a020300" type="Uint32" name="Comp2TextureId" desc="Component2: Texture id"></property>
				<property num="0x8a020301" type="Bool" name="Comp2AlignedWithMouseMoveDirection" desc="Component2: should be aligned with the mouse movement direction"></property>
				<property num="0x8a020302" type="Float32" name="Comp2Width" desc="Component2: zoom specific widths"></property>
				<property num="0x8a020303" type="Float32" name="Comp2Strength" desc="Component2: zoom specific brush strengths"></property>
				<property num="0x8a020304" type="Uint8" name="Comp2BaseTextureVal" desc="Component2: Base texture value (Raise/lower if value is more/less than this)"></property>
				<property num="0x8a020305" type="Uint32" name="Comp2OperationId" desc="Component2: Operation id"></property>
				<property num="0x8a020306" type="Uint32" name="Comp2DecalTextureId" desc="Component2: Decal texture id for paint brush"></property>
				<property num="0x8a020307" type="Float32" name="Comp2MaxDecalRotation" desc="Component2: Max rotation of decal texture (degrees)"></property>
				<property num="0x8a020308" type="Uint32" name="Comp2MaxPlacementsPerCell" desc="Component2: Max # of effects/decals placed in a cell during a scrubbing session"></property>
				<property num="0x8a020309" type="Uint32" name="Comp2IDOfEffectToPlace" desc="Component2: (group id, instance id) of the effect to place"></property>
				<property num="0x8a020400" type="Uint32" name="Comp3TextureId" desc="Component3: Texture id"></property>
				<property num="0x8a020401" type="Bool" name="Comp3AlignedWithMouseMoveDirection" desc="Component3: should be aligned with the mouse movement direction"></property>
				<property num="0x8a020402" type="Float32" name="Comp3Width" desc="Component3: zoom specific widths"></property>
				<property num="0x8a020403" type="Float32" name="Comp3Strength" desc="Component3: zoom specific brush strengths"></property>
				<property num="0x8a020404" type="Uint8" name="Comp3BaseTextureVal" desc="Component3: Base texture value (Raise/lower if value is more/less than this)"></property>
				<property num="0x8a020405" type="Uint32" name="Comp3OperationId" desc="Component3: Operation id"></property>
				<property num="0x8a020406" type="Uint32" name="Comp3DecalTextureId" desc="Component3: Decal texture id for paint brush"></property>
				<property num="0x8a020407" type="Float32" name="Comp3MaxDecalRotation" desc="Component3: Max rotation of decal texture (degrees)"></property>
				<property num="0x8a020408" type="Uint32" name="Comp3MaxPlacementsPerCell" desc="Component3: Max # of effects/decals placed in a cell during a scrubbing session"></property>
				<property num="0x8a020409" type="Uint32" name="Comp3IDOfEffectToPlace" desc="Component3: (group id, instance id) of the effect to place"></property>
				<property num="0x8a020500" type="Uint32" name="Comp4TextureId" desc="Component4: Texture id"></property>
				<property num="0x8a020501" type="Bool" name="Comp4AlignedWithMouseMoveDirection" desc="Component4: should be aligned with the mouse movement direction"></property>
				<property num="0x8a020502" type="Float32" name="Comp4Width" desc="Component4: zoom specific widths"></property>
				<property num="0x8a020503" type="Float32" name="Comp4Strength" desc="Component4: zoom specific brush strengths"></property>
				<property num="0x8a020504" type="Uint8" name="Comp4BaseTextureVal" desc="Component4: Base texture value (Raise/lower if value is more/less than this)"></property>
				<property num="0x8a020505" type="Uint32" name="Comp4OperationId" desc="Component4: Operation id"></property>
				<property num="0x8a020506" type="Uint32" name="Comp4DecalTextureId" desc="Component4: Decal texture id for paint brush"></property>
				<property num="0x8a020507" type="Float32" name="Comp4MaxDecalRotation" desc="Component4: Max rotation of decal texture (degrees)"></property>
				<property num="0x8a020508" type="Uint32" name="Comp4MaxPlacementsPerCell" desc="Component4: Max # of effects/decals placed in a cell during a scrubbing session"></property>
				<property num="0x8a020509" type="Uint32" name="Comp4IDOfEffectToPlace" desc="Component4: (group id, instance id) of the effect to place"></property>
			</group>
			<property num="0x8a020101" type="Float32" name="BrushCost" desc="Cost/application at different zoom levels"></property>
			<property num="0x8a020102" type="Float32" name="BrushWiggleAmount" desc="Cost/application at different zoom levels"></property>
			<property num="0x8a020103" type="Uint32" name="BrushActiveSound" desc="Sound Id"></property>
			<property num="0x8a020104" type="Uint32" name="BrushReleaseOneShot" desc="Sound Id"></property>
			<group name="OBSOLETE">
				<property num="0x48cd7bb2" type="Float32" name="MountainBaseBrushHtFactor" desc="Factor determining the extent of height modification by mountain base brush" />
				<property num="0x48cd7bb3" type="Float32" name="MountainRidgeBrushHtFactor" desc="Factor determining the extent of height modification by mountain ridge brush" />
				<property num="0x89861863" type="Float32" name="VolcanoBrushAngleIncrement" desc="Angle (in degrees) by which volcano brush rotates between successive applications" />
			</group>
		</group>
		<group name="Lighting">
			<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 color" desc="Global lighting value for day time -- everything gets multiplied by this."></property>
			<property num="0x09b6d6ae" type="Float32" name="Nighttime global color" desc="Global lighting value for night 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="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 center"></property>
			<property num="0x085489ca" type="Float32" name="Shadow size" desc="Size of shadow"></property>
			<property num="0x085489cb" type="Float32" name="Shadow color" desc="Color 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>
		</group>
		<group name="Budget Tuning">
			<property num="0x6a9c7718" type="Sint64" name="Budget: Initial Funds" desc="Starting funds for a new city, by difficult level"></property>
			<property num="0x890e0a99" type="Float32" name="Budget: MaxTaxRate" desc="Maximum Tax Rate - something like maybe 25%"></property>
			<property num="0x090e0a9f" type="Sint64" name="Budget: MinAllowableFunds" desc="The minimum before you are bankrupt. Usually something like -100,000"></property>
			<property num="0x490e0aa6" type="Sint64" name="Budget: BondIncrement" desc="Bonds are issued in values that are of this increment"></property>
			<property num="0x090e0aac" type="Uint8" name="Budget: MaxBonds" desc="The maximum number of outstanding bonds that is allowed"></property>
			<property num="0x890e0ab4" type="Sint64" name="Budget: MaxBondAmount" desc="The maximum amount of outstanding bond debt that is allowed"></property>
			<property num="0x8a3fb98d" type="Float32" name="Budget: BondInterestRate" desc="Interest applied to principal once and added to total"></property>
			<property num="0x0a3fb9a8" type="Uint32" name="Budget: BondPaybackMonths" desc="Number of months to payback a bond"></property>
			<property num="0xa9188ef5" type="Float32" name="Budget: TaxRateOccWeight_R$" desc="Multiplier to tweak the relative weighting of the R$ occupant type's taxes"></property>
			<property num="0xe918c920" type="Float32" name="Budget: TaxRateOccWeight_R$$" desc="Multiplier to tweak the relative weighting of the R$$ occupant type's taxes"></property>
			<property num="0x4918c925" type="Float32" name="Budget: TaxRateOccWeight_R$$$" desc="Multiplier to tweak the relative weighting of the R$$$ occupant type's taxes"></property>
			<property num="0xa918c929" type="Float32" name="Budget: TaxRateOccWeight_Cs$" desc="Multiplier to tweak the relative weighting of the CS$ occupant type's taxes"></property>
			<property num="0x4918c92c" type="Float32" name="Budget: TaxRateOccWeight_Cs$$" desc="Multiplier to tweak the relative weighting of the CS$$ occupant type's taxes"></property>
			<property num="0x4918c930" type="Float32" name="Budget: TaxRateOccWeight_Cs$$$" desc="Multiplier to tweak the relative weighting of the CS$$$ occupant type's taxes"></property>
			<property num="0x8918c937" type="Float32" name="Budget: TaxRateOccWeight_Co$$" desc="Multiplier to tweak the relative weighting of the CO$$ occupant type's taxes"></property>
			<property num="0x4918c93a" type="Float32" name="Budget: TaxRateOccWeight_Co$$$" desc="Multiplier to tweak the relative weighting of the CO$$$ occupant type's taxes"></property>
			<property num="0x69a36e40" type="Float32" name="Budget: TaxRateOccWeight_IResource" desc="Multiplier to tweak the relative weighting of the IResource occupant type's taxes"></property>
			<property num="0xa918c942" type="Float32" name="Budget: TaxRateOccWeight_IDirty" desc="Multiplier to tweak the relative weighting of the IDirty occupant type's taxes"></property>
			<property num="0x8918c93e" type="Float32" name="Budget: TaxRateOccWeight_IManufacturing" desc="Multiplier to tweak the relative weighting of the IManufacturing occupant type's taxes"></property>
			<property num="0xa9a36e47" type="Float32" name="Budget: TaxRateOccWeight_IHighTech" desc="Multiplier to tweak the relative weighting of the IHighTech occupant type's taxes"></property>
			<property num="0x8a480df7" type="Float32" name="Budget: Waning Wealth Property Tax Multiplier" desc="Multiplier applied to a building tax value for each level of difference in wealth level"></property>
			<property num="0x4ac519b8" type="Float32" name="Budget: Land Value to Simoleans" desc="For each taxable square of the given land value, the number of Simoleans produced"></property>
			<property num="0xebff69e7" type="Float32" name="Budget: Difficulty Tax Multiplier" desc="Multiplier for tax revenue by difficulty type"></property>
			<property num="0x0c032488" type="Float32" name="Budget: Initial Tax Rate" desc="Starting tax rate for all developer types, indexed by difficulty type"></property>
		</group>
		<group name="UI Tuning">
			<property num="0xe90f5de4" type="Uint32" name="IntelliScrollInnerRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins."></property>
			<property num="0xa90f5dec" type="Uint32" name="IntelliScrollOuterRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out."></property>
			<property num="0x4975dd20" type="Float32" name="ScrollingDeceleration" desc="Amount to decelerate scrolling speed per GZPaint 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 GZPaint tick.  False if that amount should be the absolute amount to decrement the speed per tick."></property>
			<property num="0x49e5522f" type="Float32" name="AutoScrollSpeed" desc="Speed of scrolling when cursor hits screen edge."></property>
			<property num="0xa9e581fb" type="Float32" name="KeyboardScrollSpeed" desc="Speed of scrolling when arrow key is held down."></property>
		</group>
		<group name="Region UI Tuning">
			<property num="0xca383ca2" type="Float32" name="ScrollingDeceleration" desc="Percent amount to decelerate scrolling speed per GZPaint tick."></property>
			<property num="0xca383ca3" type="Uint32" name="IntelliScrollOuterRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out."></property>
			<property num="0xca383ca4" type="Uint32" name="IntelliScrollInnerRadiusPixels" desc="When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins."></property>
			<property num="0xca383ca5" type="Uint32" name="HullHorizontal" desc="Horizontal scroll hull edge in pixels."></property>
			<property num="0xca383ca6" type="Uint32" name="HullVertical" desc="Vertical scroll hull edge in pixels."></property>
			<property num="0xca383ca7" type="Float32" name="ScrollGradient" desc="# of pixels per speed increase (higher is slower)."></property>
			<property num="0xca383ca8" type="Uint32" name="WaterErosionIterations" desc="Auto gen region: water erosion steps."></property>
			<property num="0xca383ca9" type="Uint32" name="FlowStepsForWaterErosion" desc="Auto gen region: water erosion flow steps."></property>
			<property num="0xca383caa" type="Uint32" name="SmoothingStepsForWindErosion" desc="Auto gen region: wind erosion steps."></property>
			<property num="0xca383cab" type="Uint32" name="RegionUI: Grid color" desc="Color of regional grid, in 0xRRGGBB form."></property>
			<property num="0xca383cac" type="Uint32" name="RegionUI: Highlight" desc="Color of regional highlight, in 0xRRGGBB form."></property>
			<property num="0xca383cad" type="Uint8" name="RegionUI: Plains map level" desc="Height map fill value for new cities in plains regions (0-255)."></property>
			<property num="0xca383cae" type="Uint8" name="RegionUI: Water map level" desc="Height map fill value for new cities in water regions (0-255)."></property>
			<property num="0xca383cb1" type="Uint8" name="RegionUI: Cloud opacity range" desc="Range of opacity values for clouds (min,max; 0-255)."></property>
		</group>
		<group name="City Obliteration Tuning">
			<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 ciry"></property>
		</group>
		<group name="Automata Tuning">
			<property num="0x696e88db" type="Uint8" name="Zone Filter" desc="Zone types compatible with automaton (none == can appear in any zone)"></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="0x496e88f1" type="Uint8" name="Zone Purpose Filter" desc="Zone purpose types compatible with automaton (none == can appear around any purpose)"></property>
			<property num="0xc973c9aa" type="Uint8" name="Layer Filter" desc="Which automata layers this model can appear in"></property>
			<property num="0x09c80416" type="Uint32" name="Model Resource Key" desc="Model type, group, and instance ID"></property>
			<property num="0x09c80417" type="Uint32" name="Auxiliary Model 1 Key (headlights)" desc="Type/Group/Instance ID for headlight/taillight model"></property>
			<property num="0xc9e69af6" type="Uint32" name="Auxiliary Model 2 Key" desc="Type/Group/Instance for additional model (e.g. flashing lights on emerg. vehicles)"></property>
			<property num="0xec214180" type="Uint32" name="Auxiliary Model 3 Key" desc="Type/Group/Instance for additional model"></property>
			<property num="0xcc21420d" type="Uint32" name="Auto-load Auxiliary Models" desc="Index (1,2,3,etc.) of auxiliary model to load automatically on Init"></property>
			<property num="0xaa5a9633" type="Bool" name="Ignore Lighting" desc="Automaton should not be lit by the lighting manager"></property>
			<property num="0x2a62d9f3" type="Uint32" name="Crime Type" desc="Crime sims only - which crime type this model represents"></property>
			<property num="0xea958845" type="Uint8" name="Anim Loop Count Range" desc="For static (one-shot) sims: How many times automaton will loop through its animation before fading out"></property>
			<property num="0x4b733e12" type="String" name="Automaton Display Name" desc="Player-visible name of this automaton during query"></property>
			<property num="0xcbbba52f" type="Uint32" name="Sound Bank ID" desc="Refers to an .abk file with player-drive sounds"></property>
			<property num="0x8bbd735e" type="Bool" name="Conditional Automaton" desc="If true, automaton will be ghosted in the earned vehicle catalog view until an advisor condition is satisfied"></property>
			<property num="0xebfc5e26" type="Uint32" name="My Sim Wealth Level" desc="0 = $, 1 = $$, 2 = $$$"></property>
			<property num="0xebfc5e5e" type="Uint32" name="My Sim Icon Image" desc="Resource ID of the icon to be used in the choose vehicle dialog"></property>
			<property num="0xebfc5fba" type="Sint32" name="My Sim Sort Order" desc="Relative sort ordering in the catalog"></property>
			<property num="0x2c0c922e" type="Uint32" name="MySim Walk Gender" desc="Male=0, Female=1, used by MySim ped chooser"></property>
			<property num="0xec15654a" type="Float32" name="Mayor Limo Money Properties" desc="Cost per second, desirability radius meters, desirability magnitude"></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="0xac2bc81c" type="Uint32" name="Shadow Model Key" desc="Model type, group, and instance for shadow model"></property>
		</group>
		<group name="Construction Tuning Exemplar">
			<property num="0x8989ec22" type="Float32" name="Segment Height" desc="Height of one growth level"></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"></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>
		</group>
		<group name="Automata Tuning Exemplar">
			<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="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="0x4a511873" type="Float32" name="Bus Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for bus density"></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="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="0xca51189a" type="Float32" name="Freight Truck Density Curve" desc="Maps city population to a multiplier (0.0-1.0) for freight truck density"></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="0x4998c903" type="Float32" name="Max Peds Per Second" desc="Max number of peds to cross a tile per second"></property>
			<property num="0x8a511dd1" type="Float32" name="Max Buses Per Second" desc="Max number of buses to cross a tile per second"></property>
			<property num="0xea511de0" type="Float32" name="Max Freight Trains Per Second" desc="Max number of freight trains to cross a tile per second"></property>
			<property num="0xca511de6" type="Float32" name="Max Commute Trains Per Second" desc="Max number of commute trains to cross a tile per second"></property>
			<property num="0xca511df2" type="Float32" name="Max Freight Trucks Per Second" desc="Max number of freight trucks 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 kilometers per hour"></property>
			<property num="0x4998c904" type="Uint32" name="Max Peds" desc="Maximum number of pedestrianss at one time"></property>
			<property num="0x4998c905" type="Uint32" name="Ped Min/Max KPH" desc="Minimum and maximum DEFAULT speed for pedestrians, in kilometers per hour"></property>
			<property num="0x4998c908" type="Uint32" name="Max Aircraft" desc="Maximum number of aircraft at one time"></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="0x4998c89d" type="Uint8" name="Active Travel Types" desc="Which travel types are currently visible and simulated by the automata system"></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="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="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="0x89aec88b" type="Float32" name="Emergency Vehicle 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="Emergency Vehicle Max Cell Distance" desc="Max distance in cells an emergency vehicle can stop from its dispatch destination"></property>
			<property num="0x89aec88d" type="Uint8" name="Emergency Vehicle Repath Attempts" desc="How many times an emergency vehicle will try to repath to its destination"></property>
			<property num="0x89aec88e" type="Uint32" name="Emergency Vehicle KPH" desc="Default speed for emergency vehicles, in kilometers per hour"></property>
			<property num="0xa9af1e54" type="Uint8" name="Occupant Trip Zone Filter" desc="Which zone types will generate occupant trips"></property>
			<property num="0xa9af1e55" type="Uint8" name="Occupant Trip Purpose Filter" desc="Which zone purpose types will generate occupant trips"></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="0xc9c18eae" type="Float32" name="Moving Van Frequency" desc="How often (0.0-1.0) a moving van will be created in response to a new residence"></property>
			<property num="0xa9d6cc17" type="Float32" name="Fire Crew Offsets" desc="Offsets (in meters) of fire team from center of engine and director from front of engine"></property>
			<property num="0xa9d6cc18" type="Float32" name="Fire Crew Competence Pct" desc="Min Percentage (0.0-1.0) of fire team efficiency that will give the super, normal, and incompetent animations"></property>
			<property num="0xc9da95d4" type="Float32" name="Attraction Threshold" desc="Magnitude of a repulsor or attractor at which peds will break their paths to get away from or closer to it"></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="0xc9ee640a" type="Float32" name="Grade max angle" desc="Maximum angle (in degrees) of network grade that will change the speed of a vehicle"></property>
			<property num="0xc9ee640b" type="Float32" name="Grade speed multiplier" desc="Percentage that will be added to/subtracted from a vehicle's speed when driving up/down a grade at max angle"></property>
			<property num="0xc9ee640c" type="Float32" name="Fire Crew Max Stream Dist" desc="Max distance between fire and crew for the crew to aim its water stream at it"></property>
			<property num="0xc9ee640d" type="Uint8" name="Emergency Vehicle Clear Radius" desc="Number of tiles around emergency vehicles on which traffic will be removed"></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 anim 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 generated (0.0 - 1.0)"></property>
			<property num="0xea441c97" type="Uint8" name="Freight Train Length" desc="Min/max length in cars, including engine, of freight trains"></property>
			<property num="0x8a441c9c" type="Uint8" name="Commute Train Length" desc="Min/max length in cars, including engine, of commuter trains"></property>
			<property num="0x6a440d40" type="Uint32" name="Train Min/Max KPH" desc="Min/max speed of trains in kilometers per hour"></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="0x2a511cbc" type="Float32" name="Curve speed multiplier" desc="Multiplied by a vehicle's default speed when it goes around a curve"></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="0xca5545ea" type="Uint32" name="Vehicle Blur Speed KPH" desc="Speed in KPH at which vehicles will draw motion blur effect."></property>
			<property num="0x6b42922c" type="Float32" name="Simulation Speed multiplier" desc="Multiplier for automata speed when sim is in slow, medium, fast, and player-drive mode.  1.0 = default speed"></property>
			<property num="0x4bae8fe0" type="Float32" name="Speed Multiplier by Network" desc="Multiply by default speed on road, rail, highway, street, pipe, powerline, avenue, subway, light 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="0xebfb4a0a" type="Uint8" name="Max CSIs" desc="Maximum number of city-situation-indicators that will be visible"></property>
			<property num="0xcc101142" type="Float32" name="Playerdrive Vehicles Per Second" desc="Desired # of vehicles per second that will be generated on roads during player-drive"></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="0x8c3e8185" type="Uint32" name="Travellers per bus" desc="How many travellers it takes to yield a bus automata"></property>
			<property num="0xcba5895b" type="Float32" name="Spawn/Recall for Streets" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property>
			<property num="0xcba5895c" type="Float32" name="Spawn/Recall for Roads" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property>
			<property num="0xcba5895d" type="Float32" name="Spawn/Recall for Avenues" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property>
			<property num="0xcba5895e" type="Float32" name="Spawn/Recall for Highway" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property>
			<property num="0xcba5895f" type="Float32" name="Spawn/Recall for Rail" desc="a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired."></property>
			<property num="0xcba58a5b" type="Float32" name="Congestion to CPS for Streets" desc="Response curve of congestion vs. expected automata per second on a tile"></property>
			<property num="0xcba58a5c" type="Float32" name="Congestion to CPS for Roads" desc="Response curve of congestion vs. expected automata per second on a tile"></property>
			<property num="0xcba58a5d" type="Float32" name="Congestion to CPS for Avenues" desc="Response curve of congestion vs. expected automata per second on a tile"></property>
			<property num="0xcba58a5e" type="Float32" name="Congestion to CPS for Highway" desc="Response curve of congestion vs. expected automata per second on a tile"></property>
			<property num="0xcba58a5f" type="Float32" name="Congestion to CPS for Rail" desc="Response curve of congestion vs. expected automata per second on a tile"></property>
		</group>
		<group name="Disaster">
			<group name="Earthquake">
				<property num="0x4a08c500" type="Float32" name="QuakeBrushStrengthAtEpicenterVsQuakeIntensity" desc="Brush strength multiplier at epicenter vs. quake intensity"></property>
				<property num="0x4a08c501" type="Float32" name="QuakeBrushWidthAtEpicenterVsQuakeIntensity" desc="Brush width multiplier at epicenter vs. quake intensity"></property>
				<property num="0x4a08c502" type="Float32" name="QuakeBrushStrengthVsDistance" desc="Variation of brush strength with distance from epicenter"></property>
				<property num="0x4a08c503" type="Float32" name="QuakeBrushWidthVsDistance" desc="Variation of brush width with distance from epicenter"></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 repulsors"></property>
			</group>
			<group name="Volcano">
				<property num="0xea4bc6e4" type="Float32" name="VolcanoLavaCurveProductionRate" desc="Production Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])"></property>
				<property num="0x4a4bc714" type="Float32" name="VolcanoLavaCurveSolidifcationRate" desc="Solidification Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])"></property>
				<property num="0xaa4bc72a" type="Float32" name="VolcanoLavaScaleIntensityOfProduction" desc="Multiplying Factor to the Response curve so response curve shape preserves"></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="0x6a4bc8ed" type="Bool" name="VolcanoLavaShouldLavaFlow" desc="To Allow the flow of lava flow"></property>
			</group>
			<group name="Pipe-Burst">
				<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>
			</group>
			<group name="Riot">
				<property num="0xea400620" type="Uint32" name="Riot, NumStages" desc="Total number of stages"></property>
				<property num="0xea400621" type="Uint32" name="Riot, SecondsBetweenStages" desc="Number of seconds per stage"></property>
				<property num="0xea400622" type="Uint32" name="Riot, Controller2Stage" desc="Stage at which second controller gets added"></property>
				<property num="0xea400623" type="Uint32" name="Riot, SpawnArray" desc="Array of number of new leaders to spawn at each stage"></property>
				<property num="0xea400624" type="Float32" name="Riot, Protection-vs-Suppression" desc="Maps Police Protection value (0-255) to Riot Suppression( 0=none, 1=riot progression halted, 2+=riot regresses"></property>
				<property num="0xcadb6b3e" type="Uint32" name="Riot, MaxInstances" desc="Maximum number of simultaneous riot instances"></property>
				<property num="0x2adb6b6d" type="Uint32" name="Riot, MaxLeaders" desc="Maximum number of riot leaders created per instance"></property>
			</group>
			<group name="Disaster Creation Parameters">
				<property num="0x4a08c700" type="String" name="Effect Name" desc="Specifies base name of disaster effect"></property>
				<property num="0x4a08c701" type="Uint32" name="Manager 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="0xca821b8c" type="Uint8" name="Go To Zoom Level" desc="Specifies the camera zoom level to use on disaster go to"></property>
			</group>
			<property num="0xa9b6ecd3" type="Uint32" name="Stage Time" desc="Ticks to next fire stage by stage"></property>
			<property num="0xa9b6ecd4" type="Uint32" name="Spread Time" desc="Ticks between spread attempts per stage"></property>
			<property num="0xa9b6ecd5" type="Uint32" name="Spread Radius" desc="In meters beyond occupant/lot boundaries"></property>
			<property num="0xa9b6ecd6" type="Float32" name="Wind Scalar" desc="Wind effect on spread direction is directly scaled by this"></property>
			<property num="0xa9b6ecd7" type="Float32" name="Fires / Area (Top)" desc="Number of top fires per unit area"></property>
			<property num="0xa9b6ecd8" type="Float32" name="Fires / Area (Side)" desc="Number of side fires per unit area"></property>
			<property num="0xa9b6ecd9" type="Float32" name="Extinguish Rate vs. Protection" desc="The rate at which a fire declines as a function of protection"></property>
			<property num="0xa9b6ecda" type="Float32" name="Percent FireStart vs. Flammability" desc="Maps Flammability(0-255) to percent chance(0-100) of fire starting when ignited"></property>
		</group>
		<group name="Miscellanious Occupant">
			<property num="0xaa1dd396" type="Uint32" name="OccupantGroups" desc="List of groups this occupant belongs to."></property>
		</group>
		<group name="Network Lot">
			<property num="0xaa120972" type="Float32" name="NetworkLotConfigPropertyMaxSlopeAllowed" desc="The Max slope this lot will develop on"></property>
			<property num="0xaa120973" type="Float32" name="NetworkLotConfigPropertyMinSlopeAllowed" desc="The Min slope this lot will develop on"></property>
			<property num="0xc9a5a1be" type="Uint32" name="kPropertyID_LotConfigNetworkTileId" desc="kPropertyID_LotConfigNetworkTileId"></property>
			<property num="0x49d55951" type="Uint8" name="kPropertyID_NetworkPlacementPattern" desc="kPropertyID_NetworkPlacementPattern"></property>
			<property num="0xec3bd470" type="Uint8" name="kPropertyID_RotationsAllowed" desc="kPropertyID_RotationsAllowed"></property>
			<property num="0xcc3e4755" type="Uint8" name="kPropertyID_FlipsAllowed" desc="kPropertyID_FlipsAllowed"></property>
		</group>
		<group name="Data View">
			<property num="0x4a0b47e0" type="Uint32" name="DataView: Type filter" desc="Occupant types to include or exclude (0=unused)."></property>
			<property num="0x4a0b47e1" type="Bool" name="DataView: Invert filter" desc="If true, the occupant filter is exclusive rather than inclusive."></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="Specifies a surface or underground view to use."></property>
			<property num="0x4a0b47e4" type="Uint32" name="DataView: Color ramp" desc="Color 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="Selects building types for coverage rings and highlights."></property>
			<property num="0x4a0b47ea" type="String" name="DataView: Coverage effect" desc="Specifies visual effect for coverage rings."></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 color" desc="Enables coverage circles for current highlight type with given color (0xRRGGBB, HTML-style)."></property>
			<property num="0x4a0b47ef" type="Uint32" name="DataView: Highlight color" desc="Shows highlighted buildings on 2D map with given color (0xAARRGGBB)."></property>
			<property num="0x4a0b47f0" type="Bool" name="DataView: Force zones" desc="If true, developed lots will show up as plain zone coloring."></property>
			<property num="0x4a0b47f1" type="Uint8" name="DataView: Network vislevel" desc="Sets which networks are visible."></property>
			<property num="0x4a0b47f2" type="Uint32" name="DataView: Legends Color" desc="Set Color for legend on Data view"></property>
			<property num="0x4a0b47f3" type="Uint32" name="DataView: Legends GUIDS" desc="GUID for ledgend Text GroupID, GUID"></property>
			<property num="0x4a0b47f4" type="Uint32" name="DataView: Legends Header" desc="Selects building types for coverage rings and highlights."></property>
			<property num="0x4a0b47f5" type="Bool" name="DataView: Show zone map" desc="Displays zone coloring in the 2D map."></property>
			<property num="0x6b7c5cdd" type="Uint32" name="DataView: Travel Types" desc="List of travel types"></property>
		</group>
		<group name="Regional Transport Map">
			<property num="0xab9ec143" type="Uint32" name="DV/RegionalTransport: Color table" desc="Color table for regional transport map: street, rail, road, 1way road, avenue, monorail, elrail, highway, elhighway, airport, seaport, park, rail station, default zone."></property>
		</group>
		<group name="MiniMap">
			<property num="0xea3573af" type="Uint32" name="MiniMap: Terrain ramp" desc="Color progression to use for terrain."></property>
			<property num="0x6b733233" type="Uint32" name="MiniMap: Water ramp" desc="Color progression to use for water."></property>
		</group>
		<group name="Model Highlight">
			<property num="0xea639fb1" type="Float32" name="No highlight" desc="-"></property>
			<property num="0xea639fb2" type="Float32" name="General OK" desc="-"></property>
			<property num="0xea639fb3" type="Float32" name="General Not OK" desc="-"></property>
			<property num="0xea639fb4" type="Float32" name="Create OK" desc="-"></property>
			<property num="0xea639fb5" type="Float32" name="Create Not OK" desc="-"></property>
			<property num="0xea639fb6" type="Float32" name="Destroy OK" desc="-"></property>
			<property num="0xea639fb7" type="Float32" name="Destroy Not OK" desc="-"></property>
			<property num="0xea639fb8" type="Float32" name="Query OK" desc="-"></property>
			<property num="0xea639fb9" type="Float32" name="Query Not OK" desc="-"></property>
		</group>
		<group name="Graphs">
			<property num="0xaa4c0d1b" type="Uint32" name="Graph type" desc="Type of the graph to be shown (line, bar, etc.)"></property>
			<property num="0xea4aedc6" type="Float32" name="Graph minimum Y value" desc="Overrides the automatic minimum Y value."></property>
			<property num="0x6a4aeded" type="Float32" name="Graph maximum Y value" desc="Overrides the automatic maximum Y value."></property>
			<property num="0x6a4aedef" type="Float32" name="Graph Y tick spacing" desc="Overrides the automatic Y tick spacing."></property>
			<property num="0x6a4aee40" type="Uint32" name="Graph Plot data source 1" desc="Array of GUIDs, one per plot, each representing a data source."></property>
			<property num="0x6a4aee5f" type="Uint32" name="Graph Plot data source 2" desc="(Line only) Array of GUIDs, one per plot, each representing a data source."></property>
			<property num="0x6a4aee68" type="Uint32" name="Graph Plot combine op" desc="(Line only) Array of ints, one per plot, each representing how data sources 1 and 2 are combined (none, +, -, *, /)."></property>
			<property num="0x6a4aeedc" type="Uint32" name="Graph Plot label key" desc="Array of ints, one per plot, each representing a localized string key for the label."></property>
			<property num="0x6a4aeedf" type="Uint8" name="Graph Plot color" desc="Array of RGB triplets, 3 integers per plot, each representing a line color."></property>
			<property num="0x6a4aeee2" type="Float32" name="Graph Plot scale" desc="Array of floats, one per plot, which scales the plot by that amount."></property>
			<property num="0x6a4aeee3" type="Uint32" name="Graph Plot series" desc="(Bar only) Array of ints, one per plot, each representing which series that plot should be in."></property>
			<property num="0x6a4aeee4" type="Uint8" name="Graph Plot series fill color" desc="(Bar only) Array of RGB triplets, 3 integers per series, each representing a fill color for a whole series."></property>
			<property num="0x6a4aeee5" type="Uint8" name="Graph Plot series line color" desc="(Bar only) Array of RGB triplets, 3 integers per series, each representing a outline color a whole series."></property>
		</group>
		<group name="Trend Bar">
			<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>
		</group>
		<group name="Audio Tuning">
			<property num="0xca359f17" type="Float32" name="Audio:ZoomDistances" desc="Distance above ground or sea for microphone position"></property>
			<property num="0x6a359f22" type="Float32" name="Audio:ZoomDistanceTweaks" desc="Tweak values to nudge each delta"></property>
			<property num="0xea4a7c55" type="Float32" name="Audio:ZoomDistanceCameraPull" desc="Amount of horz dist to camera to pull to camera"></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 rolloff with distance"></property>
			<property num="0x0a36f410" type="Float32" name="Audio:AmbienceAttentionSpanRadii" desc="Radii for attention per zoom"></property>
			<property num="0x2aa40ccc" type="Float32" name="Audio:ListenerGranularity" desc="Values per zoom controlling update garnularity in meters"></property>
			<property num="0x2a3ff8cd" type="Uint32" name="Audio:AmbienceExemplarIds" desc="Array of exemplars to load"></property>
			<property num="0x6a946a50" type="Float32" name="Audio:VolumeLimitingCurve" desc="Volume limiting curve"></property>
			<property num="0x0a946a57" type="Uint32" name="Audio:Max Playing One-Shots" desc="Max playing one-shots"></property>
			<property num="0xaabaa0d3" type="Uint32" name="Audio:Max Concurrent One-Shots" desc="Max concurrent playing one-shots"></property>
			<property num="0x4a946a5d" type="Uint32" name="Audio:Max Playing Sounds" desc="Max playing sounds"></property>
			<property num="0xea3fbdd7" type="Uint32" name="Audio:FreshScoreKey" desc="Freshness score key without the class id"></property>
			<property num="0x6a3fbdda" type="Uint32" name="Audio:LoopId" desc="Ambient loop id"></property>
			<property num="0x0a25896b" type="Uint8" name="Audio:ZoomScoreEnable" desc="Bitfield describing which zoom levels score is active for"></property>
			<property num="0xaa3fbdde" type="Uint8" name="Audio:ZoomLoopEnable" desc="Bitfield describing which zoom levels loop is active for"></property>
			<property num="0x2a3fbde1" type="Uint32" name="Audio:ANDFilters" desc="Filter GUIDs that MUST be satisfied"></property>
			<property num="0x0a410ba0" type="Uint32" name="Audio:ORFilters" desc="Filter GUIDs any of which must be satisfied"></property>
			<property num="0x2a3fbde5" type="Uint32" name="Audio:NOTFilters" desc="Filter GUIDs that must NOT be satisfied"></property>
			<property num="0xea3fc42a" type="Uint32" name="Audio:LoopVolume" desc="Loop Volume"></property>
			<property num="0xaa3fc48e" type="Uint32" name="Audio:FreshVolume" desc="Freshness Volume"></property>
			<property num="0x6a3fc4c7" type="Uint32" name="Audio:FreshSPL" desc="Sound Pressure Level"></property>
			<property num="0x8a552758" type="Uint32" name="Audio:LayerPositionMode" desc="Layer Position Mode"></property>
			<property num="0x8a70b1a2" type="Uint32" name="Audio:LayerDensityMode" desc="Layer Density Mode"></property>
			<property num="0x8a3fc5dd" type="Float32" name="Audio:LayerWeight" desc="Priority scalar"></property>
			<property num="0xca4132e9" type="Float32" name="Audio:Density2FreshPlayCurve" desc="Density to freshness play percentage curve"></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="0x0a4168e1" type="Float32" name="Audio:(Occupant)GroupRadius" desc="Size of glob for grouping single layer, or occupant"></property>
			<property num="0x0a56212a" type="Float32" name="Audio:CellGroupRadius" desc="Size of glob for grouping cells"></property>
			<property num="0x2a9590de" type="Float32" name="Audio:VolumeAttackLimit" desc="Max amount of full volume to change up per second"></property>
			<property num="0x0a9599bf" type="Float32" name="Audio:VolumeDecayLimit" desc="Max amount of full volume to change down per second"></property>
			<property num="0x8aa039b7" type="Uint32" name="Audio:LayerPositionSmoothDelta" desc="Layer position smoothing delta limit"></property>
			<property num="0x4aa03db1" type="Uint32" name="Audio:LayerVolumeSmoothDelta" desc="Layer volume smoothing delta limit"></property>
			<property num="0xcbfb03fa" type="Float32" name="Audio:AEMSMaxVolume" desc="Max volume for AEMS systems"></property>
			<property num="0xcbfb03ff" type="Float32" name="Audio:AEMSMasterFxLevel" desc="Master FX level"></property>
			<property num="0xebfb0404" type="Uint32" name="Audio:AEMSMasterFxType" desc="Effect type"></property>
			<property num="0x4bfdd955" type="Float32" name="Audio:AEMSVolumeCurve" desc="AEMS Volume curve"></property>
			<property num="0x8c376d4f" type="Float32" name="Audio:AEMSZoomVolumes" desc="Volume for AEMS system at each zoom level"></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="0x8a5e7b50" type="Uint32" name="Audio: Music Playlist Entry 1" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b51" type="Uint32" name="Audio: Music Playlist Entry 2" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b52" type="Uint32" name="Audio: Music Playlist Entry 3" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b53" type="Uint32" name="Audio: Music Playlist Entry 4" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b54" type="Uint32" name="Audio: Music Playlist Entry 5" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b55" type="Uint32" name="Audio: Music Playlist Entry 6" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b56" type="Uint32" name="Audio: Music Playlist Entry 7" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b57" type="Uint32" name="Audio: Music Playlist Entry 8" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b58" type="Uint32" name="Audio: Music Playlist Entry 9" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b59" type="Uint32" name="Audio: Music Playlist Entry 10" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b5a" type="Uint32" name="Audio: Music Playlist Entry 11" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b5b" type="Uint32" name="Audio: Music Playlist Entry 12" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b5c" type="Uint32" name="Audio: Music Playlist Entry 13" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b5d" type="Uint32" name="Audio: Music Playlist Entry 14" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b5e" type="Uint32" name="Audio: Music Playlist Entry 15" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b5f" type="Uint32" name="Audio: Music Playlist Entry 16" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b60" type="Uint32" name="Audio: Music Playlist Entry 17" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b61" type="Uint32" name="Audio: Music Playlist Entry 18" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b62" type="Uint32" name="Audio: Music Playlist Entry 19" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b63" type="Uint32" name="Audio: Music Playlist Entry 20" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b64" type="Uint32" name="Audio: Music Playlist Entry 21" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b65" type="Uint32" name="Audio: Music Playlist Entry 22" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b66" type="Uint32" name="Audio: Music Playlist Entry 23" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b67" type="Uint32" name="Audio: Music Playlist Entry 24" desc="Music playlist entry values (Title, Filename, on/off)"></property>
			<property num="0x8a5e7b68" type="Uint32" name="Audio: Music Playlist Entry 25" desc="Music playlist entry values (Title, Filename, on/off)"></property>
		</group>
		<group name="My Sim Template">
			<property num="0xea296f8d" type="Uint32" name="My Sim: Bitmap ID" desc="Specify ID for bitmap in Select-A-My-Sim dialog."></property>
			<property num="0xea296f8f" type="String" name="My Sim: Default name" desc="Specifies default name for My Sim."></property>
			<property num="0xea296f90" type="Uint8" name="My Sim: Zodiac Sign" desc="Specify default zodiac sign for My Sim."></property>
			<property num="0xea296f91" type="Bool" name="My Sim: Is Male" desc="Specify My Sim gender (true=male, false=female)"></property>
			<property num="0xca416b3f" type="Uint32" name="My Sim: Name res key" desc="My sim default name resource key"></property>
		</group>
		<group name="UDrive-It">
			<property num="0x2BE8FBF3" type="UInt32" name="UDriveIt Vehicle Panel Exemplar Key"/>
			<property num="0x4BE0D7C4" type="UInt32" name="UDriveIt Vehicle Icon Key"/>
		</group>
		<group name="General Properties">
			<property num="0x496e5a36" type="Bool" name="Use Pipe Depth" desc="If false, normal pipe pieces are placed as per intersections"></property>
			<property num="0x6bac0b3e" type="Uint8" name="Path Lookahead Tiles" desc="How many tiles traffic autos should look ahead when determining paths"></property>
			<property num="0x8cb3511f" type="Uint32" lengthtype="variable" length="1" value="0x00000000" name="Occupant Types" desc="Types of occupants"></property>
			<property num="0xcab1ce3a" type="Sint32" name="Subjective Factor Threshold (Min value)" desc="Min value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength)."></property>
			<property num="0xcab1ce3c" type="Sint32" name="Subjective Factor Threshold (Max value)" desc="Max value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength)."></property>
			<property num="0x296E756E" type="Uint32" name="Class ID: Aircraft" desc="Class ID of an aircraft model"/>
			<property num="0x096E7574" type="Uint32" name="Class ID: Watercraft" desc="Class ID of a watercraft model"/>
			<property num="0xc98204b9" type="String" name="Visual effect name 1"/>
			<property num="0x8A3F1505" type="UInt32" name="Submenu Key: Zoning: Residential Menu"/>
			<property num="0x8A3F14DC" type="UInt32" name="Submenu Key: Zoning: Commercial Menu"/>
			<property num="0x8A3F1502" type="UInt32" name="Submenu Key: Zoning: Industrial Menu"/>
			<property num="0xEA5AC496" type="UInt32" name="Submenu Key: Terrain Effects"/>
			<property num="0x8A3F131B" type="UInt32" name="Submenu Key: Terraforming: CreateFauna Menu"/>
			<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 num="0x2BE8E6CB" type="Uint32" name="UI Icons(U-Drive-It)" desc="These are the main Icons/Images on the Driving Panel"/>
			<property num="0xEC1B2361" type="Uint32" name="UI Status Window" desc="Property is referenced by Instance ID, and points to the User Interface file for the Status Window. The Status Window displays the Control Keys for each of the vehicles"/>
			<property num="0x00004005" type="UInt32" name="Submenu Key: Networks: Highway & Ramps Menu"/>
			<property num="0x00004001" type="UInt32" name="Submenu Key: Networks: Rails & Depots Menu"/>
			<property num="0x00004002" type="UInt32" name="Submenu Key: Networks: Miscellaneous Transport Menu"/>
			<property num="0x00004000" type="UInt32" name="Submenu Key: Networks: Road Menu"/>
			<property num="0x00004003" type="UInt32" name="Submenu Key: Utilities: Power Plant Menu"/>
			<property num="0x00004004" type="UInt32" name="Submenu Key: Utilities: Water Plant Menu"/>
			<property num="0x2A49D7CA" type="UInt32" name="Submenu Key: Utilities: Sanitation Menu"/>
		</group>
	</properties>
</exemplars>
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