Exemplar properties

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The following list contains all known Exemplar properties, and relevant information about each as known. The list can also be found here in the original XML format.

Contents

Common Properties

These properties can be found in all, or nearly all, exemplars.

Property No. Type LengthType Length Value Name Description
0x00000010 Uint32 fixed 1 0x00000000 Exemplar Type Used by property editors to group exemplars and filter properties
0x00000011 Uint32 fixed 1 0x00000000 Exemplar Interface ID A GZGUID that identifies a class interface
0x00000012 Uint32 fixed 1 0x00000000 Exemplar Class ID A GZCLSID that identifies a class implementation
0x00000020 String fixed 1 Exemplar Name Identifies this exemplar in property editors
0x00000021 Uint32 fixed 1 0x00000000 Exemplar ID Identifies this exemplar so that C++ code and other exemplars can refer to it
0x6a871b82 Uint32 fixed 1 1 PluginPackID ID of the plugin pack to which the data belongs
0x8a416a99 Uint32 fixed 3 0,0,0 User Visible Name Key Resource key of the name of what this exemplar represents
0xcaa9ab92 Bool fixed 1 True Hover Query Only If present, the occupant will respond to hover queries but not to click-queries
0x2c8f8746 Uint32 fixed 1 0x00000000 Exemplar Category Categorizes this exemplar; for debug and exemplar editors use only

Resource Key Type

Main article: Resource Key Type
Property No. Type LengthType Length Value Name Description
0x27812820 Uint32 fixed 3 0,0,0 Resource Key Type 0 Specifies 1 model key for all Z/R
0x27812821 Uint32 fixed 3 0,0,0 Resource Key Type 1 Specifies 1 model key for each Z/R
0x27812822 Uint32 fixed 20 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Resource Key Type 2 A unique instance ID for each zoom and rotation.
0x27812823 Uint32 fixed 7 0,0,0,0,0,0,0 Resource Key Type 3 A unique instance ID for each zoom
0x27812824 Uint32 variable 8 0,0,0,0,0,0,0,0 Resource Key Type 4 Multi-model, multi state (see tuning docs)
0x27812825 Uint32 fixed 3 0,0,0 Resource Key Type 5 Specifies 1 model key for each Z/R/state
0x27812921 Uint32 fixed 3 0,0,0 Resource Key Type 1xm Specifies 1 model key for each Z/R
0x27812922 Uint32 fixed 20 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Resource Key Type 2xm A unique instance ID for each zoom and rotation.
0x27812923 Uint32 fixed 7 0,0,0,0,0,0,0 Resource Key Type 3xm A unique instance ID for each zoom
0x27812924 Uint32 variable 8 0,0,0,0,0,0,0,0 Resource Key Type 4xm Multi-model, multi state (see tuning docs)
0x27812925 Uint32 fixed 3 0,0,0 Resource Key Type 5xm Specifies 1 model key for each Z/R/state

Weather Properties

Weather Tuning

Property No. Type LengthType Length Value Name Description
0xa7607d70 Sint32 fixed 1 1 mnWeeksForCompleteTemperatureSimulation mnWeeksForCompleteTemperatureSimulation
0xa7607d71 Sint32 fixed 1 1 mnWeeksForCompleteMoistureSimulation mnWeeksForCompleteMoistureSimulation
0xa7607d72 Sint32 fixed 1 1 mnSimulationSpreadWritingRadius mnSimulationSpreadWritingRadius
0xa7607d73 Float32 fixed 1 65 mfYearlyAmbientTemperature mfYearlyAmbientTemperature
0xa7607d74 Float32 fixed 1 0.5 mfYearlyAmbientTemperatureVariation mfYearlyAmbientTemperatureVariation
0xa7607d75 Float32 fixed 1 0.5 mfYearlyAmbientTemperatureVariationFactor mfYearlyAmbientTemperatureVariationFactor
0xa7607d76 Sint32 fixed 1 10 mnSeaModerationRadius mnSeaModerationRadius
0xa7607d77 Float32 fixed 1 0.9 mfSeaModerationFactor mfSeaModerationFactor
0xa7607d78 Float32 fixed 1 0.082 mfAltitudeTemperatureFactor mfAltitudeTemperatureFactor
0xa7607d79 Float32 fixed 1 0.25 mfWindChillTemperatureFactor mfWindChillTemperatureFactor
0xa7607d86 Float32 fixed 1 3 mfYearlyAmbientWindSpeed mfYearlyAmbientWindSpeed
0xa7607d87 Float32 fixed 1 1 mfYearlyAmbientWindDirection[0] mfYearlyAmbientWindDirection[0]
0xa7607d88 Float32 fixed 1 0 mfYearlyAmbientWindDirection[1] mfYearlyAmbientWindDirection[1]
0xa7607d89 Float32 fixed 1 60 mfWindPerturbationRange Angular window for periodic variation of ambient wind direction (0-90 degrees)
0xa7607d7a Float32 fixed 1 0.5 mfYearlyAmbientMoisture mfYearlyAmbientMoisture
0xa7607d7b Float32 fixed 1 0.2 mfYearlyAmbientMoistureVariation mfYearlyAmbientMoistureVariation
0xa7607d7c Float32 fixed 1 0.2 mfYearlyAmbientMoistureVariationFactor mfYearlyAmbientMoistureVariationFactor
0xa7607d7d Float32 fixed 1 0.50 mfMoistureHillFactor Wind effect on hill moisture (H20 fractional units per m/s of perpendicular wind penetration)
0xa7607d7e Float32 fixed 1 0.12 mfValleyMoistureBoost Moisture boost for areas detected as valleys (0-1)
0xa7607d7f Float32 fixed 1 4.0 mfMoistureValleySlopeThreshold Minimum concavity required to detect area as valley (linear height deviation in meters)
0xa7607d80 Uint32 fixed 1 64 mMoistureVariationScale Amplitude of plasma-based noise in moisture map (map creation only)
0xa7607d81 Uint32 fixed 1 15 mMoistureDitherScale Amplitude of high-freq. dithering noise in moisture map (map creation only)

Fog Effects Tuning

Property No. Type LengthType Length Value Name Description
0x09b00b2b Float32 fixed 1 30000.0 Particle Life Total lifetime of fog particle (ms)
0x09b00b2c Float32 fixed 1 0.12 Wind Factor Wind power coefficient (v = wind * c)
0x09b00b2d Float32 fixed 1 0.30 Terrain Factor Terrain gradient coefficient (effect of hills)
0x09b00b2e Float32 fixed 1 13.3 Max Particle Rate Max fog creation rate (particles/sec)
0x09b00b2f Float32 fixed 1 57.0 Particle FOV Angular window centered around anti-wind direction in which fog appears (degrees)
0x09b00b30 Float32 fixed 1 50.0 Float Altitude Floating distance of fog above terrain
0x09b00b31 Float32 fixed 1 128.0 Max Opacity Maximum alpha value for particles (0-255)
0x09b00b32 Float32 fixed 1 5000.0 Fade-in Time Initial portion of particle life for fade-in (ms)
0x09b00b33 Float32 fixed 1 5000.0 Fade-out Time Terminal portion of particle life for fade-out (ms)
0x09b00b34 Uint32 fixed 1 200 Particle Count Maximum number of fog particles
0x09b00b35 Float32 variable 2 0.0,1.0 Fog Rate by Hour Fraction (0-1) of maximum particle rate by hour of the clock

Cloud Effects Tuning

Property No. Type LengthType Length Value Name Description
0x66fbf7a9 Float32 fixed 1 500.0 MtnCloudsHeight Height that clouds float at
0x66fbf7aa Float32 fixed 1 200.0 MtnCloudsFormHeight Lowest terrain height that clouds form over
0x66fbf7ab Float32 fixed 1 250.0 MtnCloudsFadeInHeight Lowest terrain height that clouds have max opacity
0x66fbf7ac Float32 fixed 1 425.0 MtnCloudsFadeOutHeight Terrain height above which clouds begin to fade
0x66fbf7ad Float32 fixed 1 450.0 MtnCloudsDisperseHeight Terrain height above which clouds fade completely
0x66fbf7ae Float32 fixed 1 425.0 MtnCloudsSlowDownHeight Terrain height above which clouds begin to slow
0x66fbf7af Float32 fixed 1 445.0 MtnCloudsStopHeight Terrain height above which clouds stop completely
0x66fbf7b0 Float32 fixed 2 80.0,200.0 MtnCloudsSizeRange Min and Max of cloud size variation (meters)
0x66fbf7b1 Float32 fixed 2 0.8,1.0 MtnCloudsAspectRange Min and Max of cloud aspect ratio variation (0-1)
0x66fbf7b2 Float32 fixed 2 0.7,0.9 MtnCloudsOpacityRange Min and Max of cloud opacity variation (0-1)
0x66fbf7b3 Float32 fixed 2 0.9,1.0 MtnCloudsIntensityRange Min and Max of cloud intensity variation (0-1)
0x66fbf7b4 Float32 fixed 2 0.015,0.025 MtnCloudsSpeedRange Min and Max of cloud speed variation (meters/msec)
0x66fbf7b5 Float32 fixed 2 0.8,1.2 MtnCloudsShadeOffsetRange Min and Max scale factors for ShadeOffsetDir
0x66fbf7b6 Float32 fixed 2 300.0,650.0 MtnCloudsCursorHideRange Min and Max radii in world units where clouds are hidden by cursor.
0x66fbf7b8 Float32 fixed 1 0.35 MtnCloudsShadeIntensity Brightness of shadow quad as % of highlight (0-1)
0x66fbf7ba Float32 fixed 4 1,1,1,1 MtnCloudsSimSpeedFactor Multiplier for cloud speed based on sim speed. Slow Med Fast Paused
0x66fbf7bb Float32 fixed 2 0.25,-0.125 MtnCloudsShadeOffsetDir X and Y(Z) offset of shade quad as a ratio of particle size (0-1)
0x66fbf7bc Uint32 fixed 1 1 MtnCloudsMaxParticles Max # of cloud particles that can exist at once
0x66fbf7bd Float32 fixed 1 1500.0 MtnCloudsMinFadeInTime Min time for particles to fade in when they spawn visible, or to fade out when they die due to age. (Milliseconds)
0x66fbf7be Float32 fixed 1 45000.0 MtnCloudsParticleMaxAge Max particle lifetime (Milliseconds)
0x66fbf7bf Float32 fixed 1 45000.0 MtnCloudsParticleGenRate Particle spawning rate (Particles per second)
0x66fbf7c0 Bool fixed 1 true MtnCloudsAllowHiddenParticles If true, particles are still simulated outside of regions where clouds are visible.
0x66fbf7c1 Float32 fixed 5 1,1,1,1,1 MtnCloudsZoomFade Percent of normal opacity by zoom level. Set to 0 to disable a particular zoom. Top is zoom 1 bottom is zoom 5.

Neighbor Deal Tuning

Property No. Type Name Description
0xca46931f Float32 NDa_MinTermToSustainSellDealCost (months) Min term required for the neighbor to be able to sustain sell deal cost
0xea46932c Float32 NDb_MinDealAmountPower Min deal amount for power deal
0xea46934f Float32 NDd_MaxDealTerm (years) Max term a deal can be had before renewal.
0x6a469337 Float32 NDb_MinDealAmountWater Min deal amount for water deal
0x6a469342 Float32 NDc_MinDealProfitFactor Min deal profit factor (1 + NDc_MinDealProfitFactor)
0x8a46933d Float32 NDb_MinDealAmountGarbage Min deal amount for garbage deal
0xca469346 Float32 NDc_MaxDealProfitFactor Max deal profit factor (1 + NDc_MinDealProfitFactor)
0xaa46934b Float32 NDd_MinDealTerm (years) Min term a deal can be had before renewal.
0x0a469353 Float32 NDe_ProfitResponseCurve Maps supply-over-demand to profit factor
0xea4ad2ff Float32 NDa_MaxOverDemandFactorForBuyer buyer_demand * NDa_MaxOverDemandFactorForBuyer is the maximum amount the buyer can buy.
0xea4ae9ef Float32 NDa_MinBudgetForBuyDeals Budget level below which new buy deals become prohibited.
0x6b588fad Float32 NDd_SuspensionPeriod Defaulted deals get suspended for this number of days.
0x8b58c59e Float32 NDd_UnsuspensionPeriod If after suspension period the deal's at default during this number of days it will get killed without being re-suspended.
0x4b61ffc9 Float32 NDe_MaxUnitCostForGarbageDealsRCurve Maps true simulation cost to synthetic cost value used by garbage deals.

Background Loader Tuning

Property No. Type Name Description
0x0b579c21 Uint32 MicroSecsPerTimeSlice uSecs of active time for background thread
0x0b579c22 Uint32 SleepMicroSecsAfterTimeSlice uSecs of sleep time for background thread
0x0b579c23 Uint32 ProcessCellsMaxTimeSliceMicroSecs uSec budget for processing cells in main thread
0x0b579c24 Float32 mOperationQuantaForOccupiedCell
0x0b579c25 Float32 mOperationQuantaForEmptyCell
0x0b579c26 Float32 mOperationQuantaBeforeTimerCall
0x0b579c27 Bool DisableBackgroundLoader If true, background loader is disabled
0x0b579c28 Uint32 MinLoadRadius Mininum extra radius to load (by zoom level)
0x0b579c29 Float32 ExtraLoadRadiusPerMeg Extra radius to load per free meg (by zoom level)

Flora Tuning

Flora Occupant

Property No. Type Name Description
0x083dc35b Float32 kSC4FloraParametersProperty kSC4FloraParametersProperty
0x083dc487 Float32 kSC4FloraPreferencesProperty kSC4FloraPreferencesProperty
0x083de16f Uint32 kSC4FloraCursorProperty kSC4FloraCursorProperty
0xa8f149c5 Uint32 kSC4FloraFamilyProperty kSC4FloraFamilyProperty
0x2a0348ba Uint32 Flora: Cluster type Flora type that results when combining this type and one of equal or lesser value.
0x2a0348bb Float32 Flora: Cluster max radius Maximum plane distance for this flora to cluster with others.
0x2a0348bc Float32 Flora: Cluster max height Maximum altitude differential for this flora to cluster with others.
0xea346888 Bool kPropertyID_WaterFlora 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
0x6a37ebb6 Bool Flora: Wild Controls whether the flora appears in landscape mode (wild) or mayor mode (domestic).

Other

Property No. Type Name Description
0x8761abd0 Uint32 mnMonthsBetweenCellCoverage mnMonthsBetweenCellCoverage
0x085489c7 Uint32 mnRandomSeedingCellsPerMonth mnRandomSeedingCellsPerMonth
0xc9dbdd00 Float32 Flora: burnt sweep interval Days between sweeps for burnt stumps (may be fractional)
0xc9dbdd01 Float32 Flora: burnt sweep size Maximum number of burnt stumps removed per sweep (may be fractional)
0xc9dbdd02 Float32 Flora: elevation scale range Meters from sea level over which to distribute the 16 elevation rows

Lot Configuration

Property No. Type Name Description
0x4a4a88f0 UInt8 LotConfigPropertyRoadRequirement The road corner requirements of the lot. Values: 0C = right corner, 09 = left corner, 08 = normal
0x88edc789 Uint8 LotConfigPropertyVersion Lot Config Property Version
0x88edc790 Uint8 LotConfigPropertySize LotConfigPropertySize
0x88edc791 Uint32 LotConfigPropertyFamily LotConfigPropertyFamily
0x88edc792 Float32 LotConfigPropertyMaxSlopeBeforeLotFoundation The slope at which it switches to using a Lot foundation
0x88edc793 Uint8 LotConfigPropertyZoneTypes 0x00=None, 0x01=Low Density R, 0x02=Medium Density R, 0x03=High Density R, 0x04=Low Density C, 0x05=Medium Density C, 0x06=High Density C, 0x07=Agriculture/Farming, 0x08=Medium Density I, 0x09=High Density I, 0x0A=Military, 0x0B=Airport, 0x0C=Seaport, 0x0D=Spaceport, 0x0E=Landmark, 0x0F=Civic/Plopped
0x88edc794 Uint8 LotConfigPropertyZoneDensityTypes LotConfigPropertyZoneDensityTypes
0x88edc795 Uint8 LotConfigPropertyWealthTypes 0x00=None, 0x01=Low, 0x02=Medium, 0x03=High
0x88edc796 Uint8 LotConfigPropertyPurposeTypes 0x00=None, 0x01=Residential, 0x02=Commercial Service, 0x03=Commerical Office, 0x05=Agriculture/Farming, 0x06=Dirty Industry, 0x07=Manufacturing, 0x08=High Tech
0x88edc797 Uint32 LotConfigPropertyFenceDefinition LotConfigPropertyFenceDefinition
0x88edc798 Uint32 LotConfigPropertyRetainingWallTypes LotConfigPropertyRetainingWallTypes
0x88edc900 Uint32 LotConfigPropertyLotObject LotConfigPropertyLotObject
0x88EDCDFF Uint32 LotConfigPropertyLotObject LotConfigPropertyLotObject
0x89136440 Uint8 LotConfigPropertyWaterCompatibility LotConfigPropertyWaterCompatibility
0xe99b068c Float32 LotConfigPropertyMaxSlopeAllowed The Max slope this lot will develop on
0xe99b068d Uint8 LotConfigPropertyDoConstruction If non-zero, buildings on the lot will construct, otherwise they will be fully constructed when plopped.
0x699b08a4 Float32 LotConfigPropertyMinSlopeAllowed The Min slope this lot will develop on
0x27812837 Uint8 Growth Stage Similar to density, but with more granularity. The smallest (1) is the first to appear.

Advice Properties

Property No. Type Name Description
0xc918a80e String Advice Title Text An advice title text
0x8918aa96 String Advice Body Text An advice body text
0xe918aba5 String Advice Ticker Text An advice ticker text
0xa918ac75 Bool Is ticker clickable? Is the ticker line a hyper-link

Props

Property No. Type Name Description
0xe82b68eb Uint32 PropType 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
0x49a1e05a Uint32 Requester Satisfaction What prop requester this prop satisfies.
0xe9a316eb Uint8 Prop Wealth What wealth level this prop will appear at
0x49c9c93c Uint8 Nighttime State Change How this prop reacts to night
0xc98204b8 String Visual effect name If present, indicates an effect by string name. If not present, then 'kExemplarPropertyID_ExemplarName' is used.
0xa977a86b Uint32 Prop occupant class ID Uint32: The class ID of the prop occupant to create. If not present, then 'kGZCLSID_cSC4PropOccupant' is used.
0x09f00e59 Bool Ignore lot state effects If set to true, specifies that the prop should ignore lot state effects (distressed, abandoned, etc.).
0xe9f0fa86 Bool Self-illuminated If set to true, specifies that the prop should be treated as self-lit"
0x4a149631 Float32 Prop Time of Day 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.
0x6a3fcc37 Uint32 Global Effect Trigger Trigger ID for script-defined global effect that turns this prop on (state 0) and off (state 1).
0x6a5e0727 Uint8 Active Lot State What lot state this prop is active in. Don't add the property if the prop is active in all lot states.
0x8a5e5db8 Bool Is Ground Model Present if this prop is a ground-based model suitable for demolish fx, shadows, and collision avoidance
0x4a70d491 Bool States as Frames Add this property only if prop states are visually depicted by different frames in an animated model instance
0xca7515cc Uint8 Simulator Date Start Simulator MONTH (1-12) and DAY (1-31) to start this prop's date interval
0x0a751675 Uint32 Simulator Date Interval How often this prop becomes active, in days.
0x4a751ad5 Uint8 Prop Random Chance Random chance (0-100) of this prop appearing according to time-of-day and simulator date
0x4a764564 Uint32 Simulator Date Duration How long in simulator days the prop will stay active once triggered
0x2a89b677 Bool Prop Destroys Lot Whether or not prop destroys entire lot when it burns down. Default is true for flammable props.
0x4a89fcf3 Bool Previewable If set to true, the prop will appear in the building plop preview"
0x6a95e503 Bool Query as main building 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)
0x6a959e71 Bool Requires Power to Appear Prop only appears if lot is powered
0x69f14d33 Bool Orient To Slope Prop rotates x/z to match slope
0x4a9f188b Bool Light Set if prop has a light mask and should light up at night with the lot building.
0x6a9edd07 Uint8 Animated Prop Play Mode Whether animated props should be looped, ping-pong, or one-shot. If not present, the default is Loop.
0x8aa864d5 Uint32 Crime Incident ID Which crime simulator incident this prop represents, or 0 if it's a generic crime prop.
0xabb90e58 Uint8 Helipad Type Indicate what kind of helicopter should appear on this helipad
0x0bfa15a5 Uint8 Airplane Hanger Type Indicate what kind of airplane should appear at this point
0x8bfb1072 Uint8 Runway End Number Indicate the location of the end of a runway. Must come in pairs.
0x699b327e Float32 GarbageFilterResponse (Deprecated) Response for GarbageFilter
0xe999cc32 Float32 WealthFilterResponse (Deprecated) Response for WealthFilter
0xe99af514 Float32 CrimeFilterResponse (Deprecated) Response for CrimeFilter
0xc82b6cb7 Float32 PropPlacement (Obs) Intended to control Z/R-dependent prop placement. Not implemented yet.
0x6a91b499 Bool Removable Stoplight Prop (Obs) This is an intersection stoplight prop that can be removed by the engine if necessary.

Occupant

Property No. Type Name Description
0x29244db5 Uint8 Flammability Flammability rating of this occupant
0x49beda31 Uint8 MaxFireStage (0-5) highest fire stage this occupant can reach
0xe9d117c3 Bool Special case only If set, occupant is never chosen based on user action or normal simulation.
0x8a1c3e72 Sint64 Worth If e.g., the occupant gets destroyed by a disaster, this is the reported damage amount
0xea5393ed Bool Requires power to animate Set this to true if the occupant requires power to animate
0x8a5f88e3 Uint32 MinForPurposeFundingPercentageToAnimate (Purpose Id, funding)The occupant needs to be funded by at least this much for the specified purpose, for it to animate

User Interface (UI) Properties

Catalog View

Property No. Type Name Description
0x899afbad String Item Name The item name that will be visible to the player
0x8a2602a9 String Item Description Human-readable description of this item
0x8a2602b8 Uint32 Item Icon Resource instance ID of Menu Icon for this item
0x8a2602b9 Uint32 Item Order Controls position in menu
0x8a2602ba Uint32 Item Submenu If needed: which sub menu this item belongs to
0x8a2602bb Uint32 Item Button ID If needed: the button ID this item corresponds to
0x6ad54804 Sint32 Catalog Monthly Cost Value for displaying monthly cost in the catalog - not simulated
0x8a94eee0 Float32 Catalog Monthly Cost Float value for displaying monthly cost in the catalog - not simulated
0x4aa60ebc Uint32 Catalog Capacity Value for displaying capacity in the catalog - not simulated
0xca416ab5 Uint32 Item Description Key Resource key of the string resource of the description

UI Tuning

Property No. Type Name Description
0xe90f5de4 Uint32 IntelliScrollInnerRadiusPixels When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins.
0xa90f5dec Uint32 IntelliScrollOuterRadiusPixels When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out.
0x4975dd20 Float32 ScrollingDeceleration Amount to decelerate scrolling speed per GZPaint tick. Use with ScrollingDecelerationIsPercentage.
0x4975dd25 Bool ScrollingDecelerationIsPercentage 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.
0x49e5522f Float32 AutoScrollSpeed Speed of scrolling when cursor hits screen edge.
0xa9e581fb Float32 KeyboardScrollSpeed Speed of scrolling when arrow key is held down.

Region UI Tuning

Property No. Type Name Description
0xca383ca2 Float32 ScrollingDeceleration Percent amount to decelerate scrolling speed per GZPaint tick.
0xca383ca3 Uint32 IntelliScrollOuterRadiusPixels When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out.
0xca383ca4 Uint32 IntelliScrollInnerRadiusPixels When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins.
0xca383ca5 Uint32 HullHorizontal Horizontal scroll hull edge in pixels.
0xca383ca6 Uint32 HullVertical Vertical scroll hull edge in pixels.
0xca383ca7 Float32 ScrollGradient # of pixels per speed increase (higher is slower).
0xca383ca8 Uint32 WaterErosionIterations Auto gen region: water erosion steps.
0xca383ca9 Uint32 FlowStepsForWaterErosion Auto gen region: water erosion flow steps.
0xca383caa Uint32 SmoothingStepsForWindErosion Auto gen region: wind erosion steps.
0xca383cab Uint32 RegionUI: Grid color Color of regional grid, in 0xRRGGBB form.
0xca383cac Uint32 RegionUI: Highlight Color of regional highlight, in 0xRRGGBB form.
0xca383cad Uint8 RegionUI: Plains map level Height map fill value for new cities in plains regions (0-255).
0xca383cae Uint8 RegionUI: Water map level Height map fill value for new cities in water regions (0-255).
0xca383cb1 Uint8 RegionUI: Cloud opacity range Range of opacity values for clouds (min,max; 0-255).

Regional Transport Map

Property No. Type Name Description
0xab9ec143 Uint32 DV/RegionalTransport: Color table Color table for regional transport map: street, rail, road, 1way road, avenue, monorail, elrail, highway, elhighway, airport, seaport, park, rail station, default zone.

MiniMap

Property No. Type Name Description
0xea3573af Uint32 MiniMap: Terrain ramp Color progression to use for terrain.
0x6b733233 Uint32 MiniMap: Water ramp Color progression to use for water.

Buildings

Property No. Type Name Description
0xaa230baf Uint8 Industrial Building Type Which type of Industrial (Anchor/Out/Mech)
0x499afa38 Uint8 Construction Time Construction time in Sim-days
0x099afacd Sint64 Bulldoze Cost Bulldoze cost to delete the building, in Simoleans
0x49cac341 Sint64 Plop Cost Cost to plop this building, in Simoleans
0x27812810 Float32 Occupant Size In meters: Width Height Depth
0x27812832 Uint8 Wealth Wealth represented by the building
0x27812833 Uint8 Purpose Function of building
0x27812834 Uint32 Capacity Satisfied Paired values-developer ID, and how much capacity this building offers to that developer
0x27812836 Bool Allow Joint Occupancy If true, different types can occupy the building simultaneously
0x2781283f Bool Monopoly Piece If true, this building is for debug and tuning use only
0x27812840 Uint32 Demand Satisfied Paired values-demand ID, and how much plopping this building supplies the resource
0x27812841 Uint32 Demand Created Paired values-demand ID, and how much plopping this building increases the demand for the resource
0x27812842 Float32 Demand Satisfied IDs from Demand Satisfied are associated to these values instead of the Uint32 values
0x27812843 Float32 Demand Created IDs from Demand Created are associated to these values instead of the Uint32 values
0x27812844 Bool Demand Is Variable If true, the demand simulator ignores demand created and demand satisfied until instructed
0x2781284f Sint32 Landmark Effect magnitude, radius in cells
0x27812850 Sint32 Park Effect magnitude, radius in cells
0x27812851 Sint32 Pollution at center Pollution generated: air, water, garbage, radiation (at center of the area of effect)
0x0abfc024 Uint32 AppearanceZoomsFlag Flag specifying the zooms in which the model should appear
0xca5b9305 Sint32 Mayor Rating Effect Mayor rating effect: magnitude, radius in cells
0xca5b9306 Uint8 Crime Effect Crime effect: magnitude, radius in cells. Doesn't increase overall crime, but can negate effects of police stations
0xaa5832f3 Sint32 Pollution at outer edge of circle Pollution generated: air, water, garbage, radiation (at outer radius of area of effect)
0x68ee9764 Float32 Pollution radii Radii in cells for pollution generated: air, water, garbage, radiation
0x27812852 Uint32 Power Generated Amount of power generated
0x27812853 Uint32 Power Plant Type Type of power plant
0x27812854 Uint32 Power Consumed Amount of power consumed
0x6a43150f Uint32 Hard Failure Type Explosion type at end of life
0x09132de8 Sint64 Power pole monthly upkeep Cost of maintaining this power pole
0xa9132ef9 Float32 Power line monthly upkeep Cost of maintaining each cell of wire connected to this power pole
0xc8ebd131 Uint32 Water Treatment monthly capacity Amount of water treated per month
0xa8ebcf0c Uint32 Incinerator monthly capacity Amount of trash burned per month
0x48ebd0b1 Uint32 Waste to energy monthly Capacity Amount of trash converted to energy per month
0x88ed1059 Uint32 Recycling center percent reduction Percentage by which recycling center reduces trash
0x68ed1736 Uint32 Recycling center population served Number of people that can be served by this recycling center
0xc8ed2d84 Uint32 Water Consumed Amount of water consumed
0x88ed3303 Uint32 Water Produced Amount of water produced
0x48ee7a44 Uint32 Garbage Capacity Amount of garbage the building can store in a month
0x48f23a7e Uint8 Water Source Where this water producer gets its water
0x27812870 Uint32 Building/prop Family The family that this building or prop is a member of
0xe90e25a1 Uint8 Transit Switch Point Paired entries indicating this building allows a travelling Sim to switch between transit types
0xe90e25a2 Float32 Transit Switch Entry Cost Step cost to enter this transit switch
0xe90e25a3 Float32 Transit Switch Traffic Capacity Amount of traffic the switch can handle without increasing travel time
0x0bfc0a4c Float32 Transit Switch Fare Simoleon charge per traveller to enter the switch
0x4bfc47b0 Bool Transit Switch Capacity Effect If true, this building radiates capacity reduction like intersections
0xe91a0b5f Sint64 Building value Base value in Simoleons of this building
0xc910b4ce Float32 Power plant energy conversion cost Cost to produce one unit of electricity, not including infrastructure maintenance
0xea1cf220 Float32 Age degradation rate How fast this plant degrades over time
0xea1cf221 Float32 Soft failure threshold Threshold at which soft failure occurs
0xea1cf222 Float32 Hard failure threshold Threshold at which hard failure occurs
0x0911e2e7 Float32 Age to maintenance cost multiplier response curve Converts the current age degradation of the plant to a multiplier for maintenance cost
0x8a1e07ee Float32 Age to output level response curve Converts the current age degradation of the plant to a multiplier for production level
0xea1e3c53 Float32 Water building pumping cost Cost to produce one unit of water, not including infrastructure maintenance
0xea260589 Uint32 Lot Resource Key For ploppable buildings: Resource instance ID of lot exemplar for this building
0x6a19f6b5 Float32 Health effect radius Radius of generic health effect of this building
0xaa19f6ea Float32 Health effect strength Strength of generic health effect of this building (positive or negative)
0xea2e078b Uint32 City Exclusion Group For ploppable buildings: No more than one building within the specified group can be built in a single city.
0xea2e078c Uint32 Regional Exclusion Group For ploppable buildings: No more than one building within the specified group can be built in a single region.
0xea3209f8 Bool Conditional Building If true, building will appear ghosted in the menu until triggered by a script condition
0xaa5c04c5 Float32 Radiation Spew Intensity Intensity of radiation spew when power plant blows up
0xaa5c04c8 Float32 Radiation Spew Radius Radius of radiation spew when power plant blows up, in meters
0x091b42a2 Float32 Hospital Coverage Radius Radius of this hospital's coverage, in meters
0x69220415 Uint32 Hospital Patient Capacity Maximum number of patients served by this hospital
0x2921a9cc Float32 Hospital Population vs. Distance Maps distance from hospital to a % of population covered
0xc9299659 Float32 Hospital HQ boost Inherent HQ boost of this hospital
0xa92ae3bd Float32 Hospital Effectiveness vs. Average Age Maps Average age of a tract to the % HQ boost the hospital gives the tract
0xa92d9fcd Float32 Hosptial Effectiveness vs. Wealth Maps wealth level to HQ boost %
0x292d8f9b Uint32 Hospital Type ID List Variable length list of type IDs for this hospital
0x691b42b3 Float32 School Coverage Radius Radius of a school's coverage, in meters
0x8922041b Uint32 School Student Capacity Maximum number of students served by this school
0xe921a936 Float32 School Population vs. Distance Maps distance from school to a % of population covered
0xa92ae446 Float32 School EQ boost The EQ boost the school gives at it's origin
0xc9299662 Float32 School Effectiveness vs. Average Age Maps Average age of a tract to the % EQ boost the school gives the tract
0xc92d7ec0 Float32 School Effectiveness vs. Wealth Maps wealth level to EQ boost %
0xa92d8e40 Uint32 School Type ID List Variable length list of type IDs for this school
0x0bd86fd3 Uint8 Ferry Terminal Type Type of ferry terminal
0x88fcd877 Uint32 Building foundation Foundation type ID for this building or lot. Absent for none.
0xe83a081d Bool kSC4BuildingModelRotationProperty If property is present (regardless of value), then the model can be rotated and contains 'full geometry'.
0xe9822d62 Bool kSC4BuildingNoModelProperty If present, then there are no building-style models for this building and if there are any, they should be ignored.
0xea123cef Uint32 kSC4BuildingModelClassProperty If present, specifies a GZCLSID (class id) for the model class to use. Otherwise, just use the default kGZCLSID_cS3DModelInstance.
0xea3209f9 Bool No Shadows If true, building will not draw shadows
0xe9aee3da Uint32 Response vehicle type Group(s) of vehicle automata that will be created when this building is constructed or plopped.
0xe9aee3db Uint8 Response vehicle count How many of each type (in Response Vehicle Type property) will be created when building is constructed or plopped.
0xe9aee3dc Uint32 Response pedestrian type Group(s) of pedestrian automata that will be created when this building is constructed or plopped.
0xe9aee3dd Uint8 Response pedestrian count How many of each type (in Response Pedestrian Type property) will be created when building is constructed or plopped.
0x29b55f73 Uint32 Field Lots A list of IDs of 1x1 lots that describe a field tile associated with this building (will choose 1 randomly)
0x8a0b4103 Uint32 Freight Receiving Capacity Freight traffic that can arrive at this building
0xc9b93a5 Uint32 SFX:Default Plop Sound GUID of sound played when building is plopped
0xca19d7ca Uint32 SFX:Ambience Good Sound GUID of sound played when building is around and in good working order
0x0a4c13cb Uint32 SFX:Ambience Decayed Sound GUID of sound played when building is around and damaged or decayed
0x4a4c132e Uint32 SFX:Activate Sound GUID of sound played when building goes online
0x0a36afa2 Uint32 SFX:AlarmSoundId GUID of sound played when alarm goes off
0x6a36afab Float32 SFX:AlarmTime 24hour times i.e. 15.5
0x6a36afac Uint32 SFX:Occupant Instance Sound GUID of sound played for the occupant. There will be one instance per occupant.
0x2a53be13 Uint32 SFX:Alarm Ambience Sound GUID of sound. Plays between alarm times.
0xaa1dd397 Uint32 SFX:Query Sound GUID of the sound to play when the occupant is clicked on with query tool
0x0a902434 Uint32 SFX:Query Sound Abandoned GUID of the sound to play when the occupant is clicked on with query tool and is abandoned.
0xaa905ab9 Uint32 SFX:Query Sound decayed GUID of the sound to play when the occupant is clicked on with query tool and is decayed.
0xaa87817a Uint32 SFX:Intersection Sound GUID of the sound to play when the occupant approaches an intersection
0x0a93036f Uint32 SFX:Demolition Sound GUID of the sound to play when an occupant is demolished
0x6c044bb5 Uint32 SFX:ActiveSound GUID array of sounds to play (per zoom) when occupant is 'active'
0xea54d283 Uint32 Budget Item: Department GUID(s) of department ID for this budget item
0xea54d284 Uint32 Budget Item: Line GUID(s) of line item ID for this budget item
0xea54d285 Uint32 Budget Item: Purpose GUID(s) of purpose ID for this budget item
0xea54d286 Sint64 Budget Item: Cost Cost(s) in Simoleans for this budget item
0x2a499f85 Uint32 Query exemplar GUID GUID for this building's Query exemplar
0xaa5c23fa Uint32 Landmark Homage Key Resource key of string to be displayed in the landmark's query dialog
0x4a5f7c4b Uint32 Desirability Effect IDs Growth Developer IDs to go with next property
0x4a5f7315 Float32 Desirability Effect Values Radius in cells, Max effect, and min effect for each developer
0xaa60e745 Float32 Goofy Stat Response Curve Response curve for the Goofy Stat field in query dialogs
0xaa83558f Uint8 Crane Hints What kind of crane to use
0x68e94a50 Sint32 (Obs) kSC4BuildingPropertyCrimeEffectCenterStrength Strength of the crime in the area near the building. This number is in some imaginary units.
0x68e94a51 Sint32 (Obs) kSC4BuildingPropertyCrimeEffectExteriorStrength Strength of the police in the area at the radius of effect. This number is in some imaginary units.
0x68e94a52 Float32 (Obs) kSC4BuildingPropertyCrimeEffectRadius A measurement of the radius, in meters, of the effect of this building.
0x68e94a53 Float32 (Obs) kSC4BuildingPropertyCrimeEffectFactor A dynamic property which is normally 1.0, but can be roughly -2.0 to +2.0.
0x2921e147 Sint64 (Obs) Mass Transit monthly upkeep Cost of maintaining this building to mass transit budget
0x27812830 Uint8 (Obs) Supported Zones Specifies zones compatible with building
0x27812831 Uint8 (Obs) Density Density of population represented by the building
0x27812835 Uint32 (Obs) Capacity (secondary) Paired values-developer ID, and how much capacity this building offers to that developer
0xc910b4cd Sint64 (Obs) Utility building monthly upkeep Cost of maintaining this utility building
0x2a4174aa Sint64 (Obs) Landmark Monthly Maintenance Cost of maintaining this to the landmark budget
0x499afb52 String (Obs) Style Building Art Style (Chicago, Houston, NY, Euro)
0xe918a73f Sint64 (Obs) Hospital Staff Budget Cost of paying the staff for this hospital
0x2921f718 Sint64 (Obs) Hospital Ambulance Budget Cost of operating ambulances for this hospital
0xc921c9c7 Sint64 (Obs) School Staff Budget Cost of paying the staff for this school
0xa921c9d3 Sint64 (Obs) School Bus Budget Cost of operating buses for this hospital
0xc7e16a90 Bool (Obs) kSC4BuildingFoundationDisabledProperty If property is present (regardless of value), then no foundation is ever made for the building.
0xc7e16a91 Bool (Obs) kSC4BuildingBuiltInFoundationProperty 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.
0xc7e16a92 Float32 (Obs) kSC4BuildingBaseAltitudeProperty 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.
0x891b42ab Float32 (Obs) Hospital Effectiveness vs. Distance Maps % of coverage distance from a hospital to HQ boost %
0x491b42af Float32 (Obs) Hospital Population vs. Average Age Maps average age to a % of population covered
0x491b42b9 Float32 (Obs) School Effectiveness vs. Distance Maps % of coverage distance from a school to EQ boost %
0xe91b42bd Float32 (Obs) School Population vs. Average Age Maps average age to a % of population covered
0x883a0724 Bool (Obs) kSC4BuildingNoOrientationProperty If property is present (regardless of value), then the building cannot be oriented (e.g. to face a road).

Foundation

Property No. Type Name Description
0x68fcff37 Uint32 kSC4FoundationPropertySideTextures Texture IDs for each zoom level. Mutally exclusive with building model properties.
0x68fcff38 Uint32 kSC4FoundationPropertyTopTextures Texture IDs for each zoom level. Mutally exclusive with building model properties.
0xc911eda0 Float32 kSC4FoundationPropertySideTextureSize Size of a texture in meters. Defaults to standard city cell size.
0xc911eda1 Float32 kSC4FoundationPropertyTopTextureSize Size of a texture in meters. Defaults to standard city cell size.
0x88fcc3e3 Float32 kSC4FoundationPropertyMaxHeight The height a foundation can lift an occupant (usually a building or lot).

Lot Retaining Wall

Property No. Type Name Description
0x295961f2 Uint32 kSC4RetainingWallPropertyWallTextures Texture IDs for each zoom level.
0x295961f3 Float32 kSC4RetainingWallPropertyWallTextureSize Size of a texture in meters. Defaults to standard city cell size.

RCI

Property No. Type Name Description
0x47bb3f10 Sint32 Minimum Value Minimum active demand, use 0x80000000 for none
0x47bb3f11 Sint32 Maximum Value Maximum active demand, use 0x7fffffff for none
0x47bb3f20 Sint32 Initial Supply Initial supply of this resource, [min, max]
0x47bb3f21 Sint32 Initial Demand Initial demand for this resource, [min, max]
0x47bb3f30 Uint32 Drives Demands increased by this resource (demandID, percentage)
0x47bb3f31 Uint32 Satisfies Resources created by this resource (demandID, percentage)
0x47bb3f32 Uint32 Contributes Demands increased by this demand (demandID, percentage)
0x47bb3f41 Uint32 Caps demand Demand IDs capped by this resource, based on % depleted
0x47bb3f50 Uint32 Sums List of demand IDs summed by this one
0x47bb3f60 Uint8 Region Use Which part of the regional index is added to the local index
0x47bb3f40 Uint32 Limits growth Supply limited by this resource (demandID, percentage)

Growth Developer

Landfill Developer

Property No. Type Name Description
0x4a280510 Float32 Landfill: Garbage Decay Rate The rate at which garbage decays in units per month
0x4a280513 Float32 Landfill: Level Tolerance Threshold The altitude variance of the landfill zone before levelling will take place
0x4a677e5b Uint32 Landfill: Total Max Garbage Monthly The max total amount of garbage units taken in by landfills monthly
0x4a677e5c Uint32 Landfill: Monthly Max Garbage per Landfill The max amount of garbage units taken in by each landfill monthly
0x4a677e5d Bool Landfill: Move Landfill Tiles with Terrain Flag indicating whether or not to move landfill tiles with terrain
0x4a677e5e Uint32 Landfill: Monthly Max Garbage Decayed per Landfill The max amount of garbage units to decay in each landfill monthly
0x4a677e5f Sint64 Landfill: Default Landfill Cell Maintenance Cost Monthly maintenance cost of a landfill cell (can be overridden by the model budget cost property)
0x2aa00fe7 Sint64 Landfill: Cost for Altitude Change When zoning, the additional cost per cell for each meter of altitude changed

Port Developer

Property No. Type Name Description
0x8a270fc3 Uint32 Port Type Exemplar IDs List of instance IDs for exemplars containing the properties for each distinct airport/seaport type
0xca271780 Uint32 Num Growth Stages Number of growth stages (i.e. number of lots) for this particular airport type
0xca271781 Uint32 Lot stage template IDs List of template IDs for each growth stage
0xca271782 Float32 (Obs) Demand Thresholds List List of demand thresholds for each growth stage. What this value refers to is zone type specific.
0xca271783 Sint64 Budget Requirements List List of budget requirements for each growth stage - in Simoleans (tm)
0xca271784 Uint32 Trip Capacity List List of trip capacities for each growth stage for airport or seaport
0xca271785 Float32 Efficiency Distress Threshold Efficiency percentage under which the port lot distresses
0xca271786 Sint64 Stage Upgrade Cost List of costs in Simoleans (tm) associated with each growth stage
0xca271787 Uint8 Port Size Port Size identifier. 1=small, 2=medium, 3=large
0xca271788 Uint8 Port Width Width of the port lot (in North rotation)
0xca271789 Uint8 Port Height Height of the port lot (in North rotation)
0xca271800 Float32 Height Map Optional list of vertex altitude values corresponding to each cell in the lot for airport or seaport

Park Manager

Property No. Type Name Description
0xca480830 Float32 Efficiency Distress Threshold Efficiency value under which the lot begins to distress
0x4a6676ad Float32 Zoo Escape Chance Curve Input: park efficiency (0-100) Output: Chance of zoo escape each month (0-100)

General

Property No. Type Name Description
0x87cd6300 Uint8 Target Zone The type of zone that is developed
0x87cd6301 Uint32 Demand Source Index Demand comes from this index OR source zone
0x87cd6310 Uint8 Tract Size Power of 2; determines the size of the demand grid
0x87cd6330 Uint8 Wealth Type Specifies (source and target) wealth type
0x87cd6332 Uint8 Purpose Type Specifies type of building created by this developer
0x87cd6333 Uint8 Land Value Range Specifies acceptable land values (0, 0 disables)
0x87cd633f Bool Land Value Use Intrinsic True means use total land value
0x87cd6340 Float32 Land Value Effect How much land value is a factor in desirability
0x87cd6341 Float32 Park Effect How much park proximity affects desirability
0x87cd6343 Float32 R$ Proximity Effect How much proximity to R$ is a factor in desirability
0x87cd6344 Float32 R$$ Proximity Effect How much proximity to R$$ is a factor in desirability
0x87cd6345 Float32 R$$$ Proximity Effect How much proximity to R$$$ is a factor in desirability
0x87cd6346 Float32 Traffic Effect How much traffic volume is a factor in desirability
0x87cd6347 Float32 Trip Length Effect How much travel time is a factor in desirability
0x87cd6348 Float32 School Effect How much school grade is a factor in desirability
0x87cd6349 Float32 Hospital Effect How much hospital grade is a factor in desirability
0x87cd634a Float32 Crime Effect How much crime is a factor in desirability
0x87cd634b Float32 Pollution Effect Air How much air pollution proximity affects desirability
0x87cd634c Float32 Pollution Effect Water How much water pollution proximity affects desirability
0x87cd634d Float32 Pollution Effect Garbage How much garbage pollution proximity affects desirability
0x87cd634e Float32 Pollution Effect Radiation How much radiation pollution proximity affects desirability
0x87cd6354 Sint32 Desirability Threshold Decline Tracts with desirability greater than this value never abandon.
0x87cd6355 Sint32 Desirability Threshold Growth Tracts with desirability less than this value never develop. Tested before pruning.
0x87cd6356 Bool Phantom Demand If true, unhappy sims will create a demand for new growth, which results in migration
0x87cd6357 Sint32 Baseline Desirability Value for desirability, if no other effects are applicable
0x87cd6360 Uint8 Stage Count Number of growth stages
0x87cd6361 Float32 Stage 1 vs. Size Percentage of growth which should be of type 1, as a function of the population of the city
0x87cd6362 Float32 Stage 2 vs. Size Percentage of growth which should be of type 2, as a function of the population of the city
0x87cd6363 Float32 Stage 3 vs. Size Percentage of growth which should be of type 3, as a function of the population of the city
0x87cd6364 Float32 Stage 4 vs. Size Percentage of growth which should be of type 4, as a function of the population of the city
0x87cd6365 Float32 Stage 5 vs. Size Percentage of growth which should be of type 5, as a function of the population of the city
0x87cd6366 Float32 Stage 6 vs. Size Percentage of growth which should be of type 6, as a function of the population of the city
0x87cd6367 Float32 Stage 7 vs. Size Percentage of growth which should be of type 7, as a function of the population of the city
0x87cd6368 Float32 Stage 8 vs. Size Percentage of growth which should be of type 8, as a function of the population of the city
0x87cd6370 Uint8 Water Supply Cap Maximum density allowed without water service
0x87cd6371 Uint8 Fire Coverage Cap Maximum density allowed without fire protection
0x87cd6372 Uint8 Park Cap Maximum density allowed without a nearby park
0x87cd6373 Uint8 Power Supply Cap Maximum density allowed without power service
0x87cd6381 Uint8 Use Monopoly Pieces Specifies building selection mode
0x87cd6391 Float32 Co$$ Proximity Effect How much proximity to Co$$ is a factor in desirability
0x87cd6392 Float32 Co$$$ Proximity Effect How much proximity to Co$$$ is a factor in desirability
0x87cd6397 Float32 Transient Aura Effect How much transient aura effects (-128, 127) affect desirability
0x87cd6398 Float32 Slope Effect How much slope is a factor in desirability
0x87cd6399 Float32 Landmark Effect How much landmark proximity affects desirability
0x87cd63a0 Uint32 Style Percentages Pairs of occupant group IDs and percentages showing how often they should be used
0x87cd6331 Uint8 (Obs) Density Type Specifies density
0x87cd6342 Float32 (Obs) Pollution Effect How much (air, water, garbage, radiation) pollution proximity affects desirability
0x87cd6380 Float32 (Obs) Abandonment Thresholds Min occupancy rate [0,1]: low, medium, high density

Simulators

Main Simulator

Property No. Type Name Description
0x89590e6d Uint32 Simulator Speeds Milliseconds per day for slow, medium, fast
0x897e709f Float32 24 Hour Clock speed (time magnification) Specifies a multiplier from real time to the 24 hour clock's time.
0x09b73421 Uint32 k24HourClockNightBeginProperty Specifies the time (0-23) that night time graphically begins.
0x09b73422 Uint32 k24HourClockNightEndProperty Specifies the time (0-23) that night time graphically ends.
0x89590e6e Float32 kAnimationTimeDilationProperty Time dilation factor to apply to animations based on sim speed (paused,slow,med,fast,emergency/drive)

Land Value Simulator

Property No. Type Name Description
0x47e2c300 Uint8 Land Value Intrinsic Min/Max Minimum > 0, Maximum
0x47e2c301 Uint8 Land Value Wealth Boundaries Low/Medium boundary, Medium/High boundary
0x47e2c310 Uint8 Land Value Water Effect Effect of water on land value: size, radius
0x47e2c320 Float32 Land Value Altitude Effect Maps altitude to land value
0x47e2c330 Uint32 Land Value Desirability IDs Growth Developer IDs (see Effects)
0x47e2c331 Float32 Land Value Desirability Factors Size of effects (see IDs)
0x47e2c332 Float32 Land Value Desirability Curve Maps desirability to land value

Building Development Simulator

Property No. Type Name Description
0x47e2c380 Uint32 Construction Resources Min/Max Amount of capacity that can be under construction at any one time
0x47e2c381 Float32 Construction Resources per Resident Factor applied to population to calculate construction resources
0x47e2c382 Uint32 Construction Type Selection Bias Improves that chance that low-demand types will have opportunity to build
0x47e2c383 Float32 Stage Popluation Multiplier Values > 1 allow big stage buildings sooner. Indexed by difficulty level
0x47e2c400 Uint32 Lot Developer Stay New Time Number of days before a building can distress
0x47e2c401 Float32 Lot Developer Occupancy Thresholds When to abandon, distress, and renew. Values 0-1
0x47e2c500 Float32 Tract Developer Overbuild Factor applied to desired capacity when growing buildings in a tract
0x47e2c501 Float32 Tract Developer Reoccupy Thresholds Start and Stop percentage of desired capacity that can be fulfilled by abandoned buildings
0x47e2c502 Float32 Tract Developer Redevelop Size Threshold What percentage of the existing capacity must be demanded before we redevelop
0x47e2c510 Float32 Tract Developer Demolition Costs For occupied/abandoned buildings"
0x47e2c511 Float32 Tract Developer New Lot Costs Fictional cost to aggregate a lot/subdivide a lot
0x47e2c530 Float32 Tract Developer Occupancy Variation Building occupancy rate +/- variation from tract rate
0x47e2c531 Float32 Tract Developer Min Vacancy Range When 100% full, subtract a little from the occupancy rate
0x47e2c540 Bool Tract Developer Kick Out Lower Wealth If true, higher wealth buildings can replace non-empty lower wealth buildings
0x47e2c550 Uint32 Tract Developer Available Styles List of available (R and C) building styles
0x47e2c551 Sint32 Tract Developer Years Between Styles How often to change (R and C) building styles
0xe900ea24 Float32 kMaxCellAltitudeDeltaForFlatnessProperty kMaxCellAltitudeDeltaForFlatnessProperty
0xe900ea25 Float32 kMaxSlopeForFlatnessProperty kMaxSlopeForFlatnessProperty
0xe900ea26 Uint32 kDefaultLotFoundationTypeProperty kDefaultLotFoundationTypeProperty
0xe900ea27 Uint32 kShouldAttemptLotLevellingProperty kShouldAttemptLotLevellingProperty
0xe900ea28 Uint32 kShouldAttemptInternalLotLevellingProperty kShouldAttemptInternalLotLevellingProperty
0xe900ea29 Float32 kLotAutoLevelInternalAltitudeDeltaProperty kLotAutoLevelInternalAltitudeDeltaProperty
0xe900ea2a Float32 MaxAreaSlopeAllowedForLevellingProperty MaxAreaSlopeAllowedForLevellingProperty
0xe900ea2b Uint32 Lot Developer: Night Update Interval Update interval in milliseconds for toggling building lights.
0xe900ea2c Uint32 Lot Developer: Night Update Count Number of buildings to toggle lights on per update interval (integer).
0x2a2d7824 Float32 Lot Developer: Cost Multiplier vs lot slope Cost to plop a lot is building + area x this response curve
0x2ab845e7 Uint32 Lot Developer: Cost to Demolish Destroyed Tile Cost to demolish a tile on a lot that has been destroyed

Demand Simulator

Property No. Type Name Description
0x4a1f38b5 Float32 Demand: Neutral Tax Rate vs. Population What is the highest tax rate you can set before demand suffers?
0x4a1f38b6 Float32 Demand: Tax Modifier vs. Rate Variance How much is demand impacted by tax rates above or below neutral?
0x4a1f38b7 Uint32 Demand: Days of Tax Penalty How long a high tax rate depresses demand (even after it is lowered)
0x4a1f38c5 Float32 Demand: Commercical Cap Relief for Connections Relief for first connection (more have diminishing returns)
0x4a1f38c6 Float32 Demand: Commercical Cap Relief for Airports Relief per connected Co population
0x4a1f38c7 Float32 Demand: Commercical Cap Relief for Seaports Relief per industrial trip
0x4a1f38c8 Float32 Demand: Industrial Cap Relief for Trips Relief per neighbor trip
0x4a1f38c9 Float32 Demand: Industrial Cap Relief for Airports Relief per connected Co population
0x4a1f38ca Float32 Demand: Industrial Cap Relief for Seaports Relief per industrial trip
0x8a63f2a1 Uint32 Average Salary for Demographic The average salary for each of the three wealth levels and four education levels (12 total)

National Economy Simulator

Property No. Type Name Description
0x4a1f629f Uint32 Nation: Demand ID list List of IDs corresponding to Demand Modifiers
0x4a1f62a0 Float32 Nation: Default Demand Modifier vs. Month Demand boost over time
0x4a1f62a1 Float32 Nation: Demand Modifier 1 vs. Month Demand boost over time
0x4a1f62a2 Float32 Nation: Demand Modifier 2 vs. Month Demand boost over time
0x4a1f62a3 Float32 Nation: Demand Modifier 3 vs. Month Demand boost over time
0x4a1f62a4 Float32 Nation: Demand Modifier 4 vs. Month Demand boost over time
0x4a1f62a5 Float32 Nation: Demand Modifier 5 vs. Month Demand boost over time
0x4a1f62a6 Float32 Nation: Demand Modifier 6 vs. Month Demand boost over time
0x4a1f62a7 Float32 Nation: Demand Modifier 7 vs. Month Demand boost over time
0x4a1f62a8 Float32 Nation: Demand Modifier 8 vs. Month Demand boost over time
0x4a1f62a9 Float32 Nation: Demand Modifier 9 vs. Month Demand boost over time
0x4a1f62b0 Float32 Nation: Demand Modifier 10 vs. Month Demand boost over time
0x4a1f62b1 Float32 Nation: Demand Modifier 11 vs. Month Demand boost over time
0x4a1f62b2 Float32 Nation: Demand Modifier 12 vs. Month Demand boost over time
0x4a1f6300 Float32 Nation: Difficulty Demand Modifier Demand boost, indexed by difficulty

Utility Simulator

Property No. Type Name Description
0x6911e2df Float32 Power Funding To Efficiency Curve Maps difference between actual % funding and % ideal funding to % of a utility output
0x0911e2e6 Float32 Utility Strike Response Curve Maps difference between actual % funding and % ideal funding to % chance of a utility strike
0x29121e8b Float32 Power Min Acceptable Funding % Minimum acceptable percentage for Utility department funding
0x09122027 Float32 Utility Strike Efficiency % Efficiency of utility buildings will drop to this % during a strike
0x2912202e Uint32 Utility Strike Duration Maximum duration of a Utility strike, in months
0x49122036 Float32 Utility Min Funding to End Strike Minimum funding percentage that must be restored to end a utility strike
0xe911e2d1 Float32 Power max allowed funding Maximum allowed funding percentage for utilities
0xa911e2f1 Uint32 Power radiation radius Number of cells surrounding buildings and zones that will also be powered
0xe911e2fc Float32 Power plant max production ratio Maximum allowed percentage for power plant production
0x49134bd4 Uint32 Max garbage value for UI Maximum number of garbage units reported to the UI, must be less than 32767
0x49134bdd Uint32 Max air pollution value for UI Maximum air pollution value reported to the UI, must be less than 32767
0x09134be2 Uint32 Max water pollution value for UI Maximum water pollution value reported to the UI, must be less than 32767
0x89135044 Uint32 Max radiation pollution value for UI Maximum radiaiton pollution value reported to the UI, must be less than 32767
0x0913519b Uint32 Garbage Pollution Threshold When a cell has this much garbage, it's considered polluted
0xa91351a6 Uint32 Air Pollution Threshold When a cell has this much air pollution, it's considered polluted
0x091351ae Uint32 Water Pollution Threshold When a cell has this much water pollution, it's considered polluted
0x291351b5 Uint32 Radiation Pollution Threshold When a cell has this much radiation, it's considered polluted
0x09135479 Uint32 Garbage decompostion amount Number of garbage units that decompose (i.e., disappear) each month
0x09135482 Float32 Garbage UI scaling factor Scaling factor to convert simulator garbage units to whatever units the UI displays (tons, Kgs)
0x68f5436a Uint32 Water pipe effect radius Number of cells surrounding water pipes that will also be watered
0xaa161f81 Uint32 Max acceptable pumped water pollution level Water pumps will not function if water pollution higher than this level
0x68f5436b Uint32 Fresh water pump reach Number of cells away from fresh water a water pump can be placed
0x68f5436c Uint32 Salt water pump reach Number of cells away from salt water a water pump can be placed
0x68f5436d Uint32 Fresh water distance loss Percentace by which water production is reduced when not within range of fresh water source
0x69501944 Float32 Traffic air pollution factor Affects how traffic density equates to air pollution
0x098b25c8 Uint32 Max cells between power poles The maximum number of cells allowed between power poles
0x098b27d0 Float32 Minimum power line height The minimum distance allowed between a power line and the terrain
0xe9a18d3f Float32 Power line control max horiz. distance Max horizontal distance from the center of the line at which the control points are placed
0x49a1e8c4 Float32 Power line control horiz. % Percent of line length at which to place control points, horizontally
0x89a18fc4 Float32 Power line control max vertical distance Max vertical distance from the center of the line at which the control points are placed
0xe9a1e8d4 Float32 Power line control vertical % Percent of line length at which to place control points, vertically
0x49a195c0 Float32 Power line curve distance between points Distance between the points generated for power line curves
0x4a5f5953 Uint32 Power pole placement cost Cost to place a power pole using the power line tool
0x0a5f596b Float32 Power line placement cost Cost of placing each cell of wire
0x89a1e8fb Uint32 Minimum number of curve points Minimum number of points to generate on power line Bezier curve
0x69a437f6 Float32 Garbage Prop Request Curve Shares of garbage props requested vs. garbage percentage of max
0x0a10c772 Float32 Water Pollution Effect Strength Curve Water Pollution Average Level to Water Pollution Decal Alpha curve
0x0a10c773 Float32 Air Pollution Effect Strength Curve Air Pollution Average Level to Air Pollution Particle Emission Rage curve
0x0a10c774 Float32 Radiation Pollution Effect Strength Curve Radiation Pollution Average Level to Radiation Effect Strength curve
0x0a10c775 Float32 Garbage Pollution Effect Strength Curve Radiation Pollution Average Level to Radiation Effect Strength curve
0xe9ac43e7 Float32 Power line scaling factor Array of scaling factors for the width of the power lines, one per zoom level.
0x0911e2e8 Float32 Funding percentage to decay rate multiplier response curve Multiples the rate of aging based on funding level
0x0911e2e9 Float32 Usage percentage to decay rate multiplier response curve Multiples the rate of aging based on usage level
0xaa1f8ab7 Float32 Garbage service cost per unit of garbage Cost per unit of garbage sent to landfill, incinerator or waste-to-energy
0x8a235c56 Float32 Pipe burst probability Likelihood per month that a distressed pipe will burst
0x0a2eced8 Float32 Power Pole Demolition Cost Cost to demolish a power pole. Lines are ignored
0x6a406201 Uint32 Air Pollution Delta Maximum amount of air pollution that can be added to/subtracted from each cell per month.
0x8a40620b Uint32 Water Pollution Delta Maximum amount of water pollution that can be added to/subtracted from each cell per month.
0xea4025a9 Float32 Water Department Max Funding Max funding percentage for the water department
0x6a410bf2 Float32 Water Funding To Efficiency Curve Maps difference between actual % funding and % ideal funding to % of a utility output
0x4a652679 Uint32 Max Garbage on Valve Maximum amount of garbage units the valve can hold
0x4a65267a Uint32 Landfill Tile Capacity Amount of garbage units each landfill tile can hold
0x8c19c3e9 Float32 Garbage Transport Versus Landfill Tiles How much garbage can be delivered to the landfill each month
0xaa713782 Float32 Funding percentage to power pole decay/repair Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)
0xca7138c4 Float32 Funding percentage to pipe decay/repair Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)
0x8a84778f Float32 Monthly Cost Per Pipe Maintenance cost for each pipe occupant

Traffic Simulator

Main article: Traffic Simulator
Property No. Type Name Description
0x491332e6 Float32 Traffic Volume Per Population Traffic volume generated per point of population in a building
0x491332e7 Float32 Max speed by Network for walking Speed to walk through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
0x491332e8 Float32 Max speed by Network for driving Speed to drive through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
0x491332e9 Float32 Max speed by Network for a bus Speed to bus travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
0x491332ea Float32 Max speed by Network for a train Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
0x491332eb Float32 Max speed by Network for a truck Speed to truck travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
0x491332ec Float32 Max speed by Network for a freight train Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
0x491332ed Float32 Max speed by Network for subways Speed to subway travel. Set the eighth value.
0x491332ee Float32 Max speed by Network for el train Speed to ride el train. Set the eighth value.
0x491332ef Float32 Max speed by Network for monorail Speed to ride monorail. Set the ninth value.
0x29136788 Float32 Monthly Traffic Density Reduction Traffic density multiplied by this each month
0x6a84493e Float32 Monthly cost for network tile Upkeep cost per tile of each network type (rd, rl, hwy, st, x, x, ave, sub, lr)
0xa92356ae Float32 Max roads funding percent Maximum allowed funding percentage for roads
0xa92356af Float32 Max mass transit funding percent Maximum allowed funding percentage for mass transit
0xa92356b0 Float32 Damaged road extra step cost Additional cost to travel on a damaged road tile
0xa92356b1 Float32 Income per tile by travel type Income gained for each tile: walk, car, bus, rail, freight truck, freight train, subway, lt rl
0xa92356b2 Uint8 Mass Transit Usage Chance Percent chance an RCI trip will allow use of mass transit
0xa92356b3 Float32 Network Traffic Capacity Level at which traffic volume becomes uncomfortable to sims (rd, rl, hwy, st, x, x, ave, sub, lr)
0xa92356b4 Bool Travel type generates traffic Order: walk, car, bus, train, subway, lt rl
0xa92356b5 Bool Travel type can reach destination Order: walk, car, bus, train, subway, lt rl
0xa92356b8 Uint32 Maximum distance from origin to network How far a trip can jump from its starting zone to a road/rail/etc
0xa92356b9 Float32 Congestion vs Speed Maps speed multiplier as a function of congestion
0xa92356ba Float32 Commute trip max time Maximum time for a commute trip in minutes
0xa92356bb Float32 Intersection and Turn Capacity Effect Diminishing effect of an intersection or turn on capacity
0xa92356bc Float32 Trip Starting Cost by travel type Starting overhead cost in time for each travel type
0xa92356bd Float32 Job Scaling Constant Multiplies building capacity to determine number of jobs there
0xa92356be Float32 Population Background Traffic Amount of background (non-trip) traffic volume generated per population point for R, C, and I zones
0xa92356bf Bool Travel type affected by traffic Order: walk, car, bus, train, freight truck, freight train, subway, lt rl
0xea8c3cdb Float32 Trip Starting Cost by travel type for Mass Transit Starting overhead cost in time for each travel type for mass transit preferred trips
0xcad64136 Float32 Trip Starting Cost by travel type for Car Pref Starting overhead cost in time for each travel type for car preferred trips
0x4953e8a3 Uint8 Travel strategy percent WealthNone Odds of selecting each travel strategy: Mass Transit, Car, Fastest
0x4953e8a4 Uint8 Travel strategy percent Wealth$ Odds of selecting each travel strategy: Mass Transit, Car, Fastest
0x4953e8a5 Uint8 Travel strategy percent Wealth$$ Odds of selecting each travel strategy: Mass Transit, Car, Fastest
0x4953e8a6 Uint8 Travel strategy percent Wealth$$$ Odds of selecting each travel strategy: Mass Transit, Car, Fastest
0x49a2e8be Float32 Freight traffic scaling factor Percentage of industrial bldg. population that will generate freight trips
0xca5f7821 Float32 Transit Switch Entry Cost vs. Budget Maps the budget percent (0-100) to a multiplier on the time cost of using a transit switch
0x4a678060 Float32 Nearest Destination Attractiveness Lower scores means more side explorations but also more CPU time (Pathfinding Heuristic)
0xca76013b Float32 Trip Length to Minutes Display Multiplier Multiply the trip length map values (0-255, 255 = Max Commute Time) by this value to get a time in minutes for display purposes"
0xea7b5f06 Float32 Max Mass Transit Strategy Trip Length Max time in raw trip length that the mass transit preferred strategy will go using mass transit
0x8c3caef5 Float32 Ferry Fare Income per traveller from a ferry trip
0x4be09ec9 Float32 Congestion to Accident Probability Maps congestion to accident probablity
0x4be09eca Float32 Capacity to Accident Probability Maps capacity to accident probablity
0x4be09ecb Float32 Accident Duration Time (in seconds) that a traffic accident lasts
0x4be09ecc Float32 Accident Check Period Period (in seconds) that the traffic sim tests for accidents
0x0bd86fd4 Float32 Funding to Damage Acceleration Curve Maps funding (as percentage) to road/rail damage acceleration
0x0bd86fd5 Float32 Rail Damage Accident Factor Probability (0 to 1.0) that a train going over a rail pothole will cause derailment

Residential Simulator

Property No. Type Name Description
0x2918949e Float32 Health Funding To Efficiency Curve Maps difference between actual % funding and % ideal funding to % of Health output
0x691894a4 Float32 Health Strike Response Curve Maps difference between actual % funding and % ideal funding to % chance of a Health strike
0x0a53b2f9 Float32 Health Funding to Coverage Curve Maps difference between actual % funding and % ideal funding to % coverage
0xe918946f Float32 (OBS) Health Min Acceptable Funding % Minimum acceptable percentage for Health department funding
0xa9189479 Float32 Health Init/Max Allowed Funding Initial and Maximum allowed funding percentage for health department
0x89189482 Float32 Health Strike Efficiency % Efficiency of Health buildings will drop to this % during a strike
0x8918948b Uint32 Health Strike Duration Maximum duration of a Health strike, in months
0x89189495 Float32 Health Min Grade to End Strike Minimum grade that all health buildings must have to end a Health strike
0x691894c6 Float32 School Funding To Efficiency Curve Maps difference between actual % funding and % ideal funding to % of Education output
0xc91894cb Float32 School Strike Response Curve Maps difference between actual % funding and % ideal funding to % chance of a School strike
0xea53b30f Float32 School Funding to Coverage Curve Maps difference between actual % funding and % ideal funding to % coverage
0xc91894a8 Float32 (OBS) School Min Acceptable Funding % Minimum acceptable percentage for School department funding
0x891894ad Float32 School Init/Max Allowed Funding Initial and Maximum allowed funding percentage for schools
0xa91894bc Uint32 School Strike Duration Maximum duration of a School strike, in months
0xe91894b3 Float32 School Strike Efficiency % Efficiency of School buildings will drop to this % during a strike
0x691894c0 Float32 School Min Grade to End Strike Minimum grade that all schools must have to end a School strike
0xc929c433 Float32 EQ Decay Amount by which EQ decays each month
0x0929c439 Float32 HQ Decay Amount by which HQ decays each month
0xc929c652 Uint8 Low Wealth Average Age Average age assigned to new Low Wealth residents
0x0929cc30 Uint8 Medium Wealth Average Age Average age assigned to new Medium Wealth residents
0x0929cc36 Uint8 High Wealth Average Age Average age assigned to new High Wealth residents
0xc929cc58 Uint8 Low Wealth EQ EQ assigned to new Low Wealth residents
0x0929cc65 Uint8 Medium Wealth EQ EQ assigned to new Medium Wealth residents
0x2929cc6b Uint8 High Wealth EQ EQ assigned to new High Wealth residents
0xc929cc8d Uint8 Low Wealth HQ HQ assigned to new Low Wealth residents
0x6929cc92 Uint8 Medium Wealth HQ HQ assigned to new Medium Wealth residents
0x4929cc97 Uint8 High Wealth HQ HQ assigned to new High Wealth residents
0x6941a67f Float32 Health Quotient to Life Expectancy Curve Maps HQ of a tract to the Life Expectancy of that tract
0x4941a92b Float32 Life Expectancy to Workforce % Curve Maps Life Expectancy of a tract to the % of that tract that is in the workforce
0x6941b022 Float32 Air Pollution to HQ Decay Curve Maps amount of air pollution in a tract to the rate at which the HQ in that tract decays
0xa941b028 Float32 Water Pollution to HQ Decay Curve Maps amount of water pollution in a tract to the rate at which the HQ in that tract decays
0xc941b02e Float32 Garbage Pollution to HQ Decay Curve Maps amount of garbage pollution in a tract to the rate at which the HQ in that tract decays
0xca027307 Uint8 Average Age reset value When average age reaches life expectancy in a tract, the tract's average age is set to this value"
0xca027325 Float32 EQ reset percent When average age reaches life expectancy in a tract, the tract's EQ is multiplied by this value
0xca027328 Float32 HQ reset percent When average age reaches life expectancy in a tract, the tract's HQ is multiplied by this value
0xea540621 Float32 Avg. Age to 1-10 Age Group How average age translates to the distribution of population into the 1-10 age group
0xea540622 Float32 Avg. Age to 11-20 Age Group How average age translates to the distribution of population into the 11-20 age group
0xea540623 Float32 Avg. Age to 21-30 Age Group How average age translates to the distribution of population into the 21-30 age group
0xea540624 Float32 Avg. Age to 31-40 Age Group How average age translates to the distribution of population into the 31-40 age group
0xea540625 Float32 Avg. Age to 41-50 Age Group How average age translates to the distribution of population into the 41-50 age group
0xea540626 Float32 Avg. Age to 51-60 Age Group How average age translates to the distribution of population into the 51-60 age group
0xea540627 Float32 Avg. Age to 61-70 Age Group How average age translates to the distribution of population into the 61-70 age group
0xea540628 Float32 Avg. Age to 71-80 Age Group How average age translates to the distribution of population into the 71-80 age group
0xea540629 Float32 Avg. Age to 81-90 Age Group How average age translates to the distribution of population into the 81-90 age group
0x8a891421 Uint32 School Capacity To Staff Divisor The school's capacity is divided by this number to determine the number of teachers on staff
0x8a89142a Uint32 Hospital Capacity To Staff Divisor The hospital's capacity is divided by this number to determine the number of doctors on staff
0x6a9f6edd Float32 Coverage radius slop multiplier Coverage radii are multiplied by this value when computing tract coverage
0x4aa84161 Float32 Maximum EQ Boost Max EQ boost achievable without reward buildings. Used to scale values for Sims opinion polls.
0x2aa84164 Float32 Maximum HQ Boost Max HQ boost achievable without reward buildings. Used to scale values for Sims opinion polls.
0x6ab70da7 Float32 Death's door HQ If a tract's HQ falls below this number, they're at death's door."
0x4ab70dac Float32 Death's door effect chance Percent chance (0-100.0) that the effect will play for a tract that's at death's door.
0x6ab71654 Float32 Death's door effect height Base height above terrain at which the effect will play for a tract that's at death's door.
0x4ab71659 Float32 Death's door effect height delta Random height variance for effect for a tract that's at death's door.
0xec43826b Uint32 School Capacity Chunk Size How many people are represented by one unit in the coverage map
0xac43826d Uint32 Hospital Capacity Chunk Size How many people are represented by one unit in the coverage map

Police/Jail Simulator

Property No. Type Name Description
Police Station Building
0x48d71ed0 Sint32 Police Station, Center Strength (in Protection units)
0x48d71ed1 Sint32 Police Station, Exterior Strength (in Protection units)
0x48d71ed2 Float32 Police Station, Radius (in meters)
0x48d71ed5 Sint32 Police Station, Total Dispatches Number of trucks this station can send
0x48d71ed9 Sint32 Police Station, Dispatch Center Strength (in Protection units)
0x48d71eda Sint32 Police Station, Dispatch Exterior Strength (in Protection units)
0x48d71edb Float32 Police Station, Dispatch Radius (in meters)
0xcc0b0705 Sint32 Police Station, Total Copter Dispatches Number of police helicopters this station can send
Jail Building
0x48d71ee0 Sint32 Jail, Inmate Capacity Jail Inmate Capacity
0x48d71ee4 Sint32 Jail, Overcapacity Cost (per person) Monthly cost, per convict, for every prisoner over regular (100%) capacity
General
0x68ddae92 Float32 Police, Max Jail Overcrowding Percentage 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae93 Float32 Police, Funding To Efficiency Response Curve See ISC4PoliceSimulator.h
0x68ddae95 Float32 Police, Max Allowed Funding Percentage 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae97 Float32 Police, Monthly Criminal Rehabilitation Percent 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae9a Float32 Police, Strike Efficiency 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae9b Uint32 Police, Max Strike Duration In days. See ISC4PoliceSimulator.h
0x68ddae9c Float32 Police, Min Funding To End Strikes 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae9e Float32 Police, Strike Response Curve See ISC4PoliceSimulator.h
0x68ddae9f Uint32 Police, Arrest Threshold If crime is committed in a cell whose police protection value is above this, they'll get arrested
0xea614f63 Float32 Jail, Jailbreak Response Curve Maps REAL jail capacity to jailbreak chance
0xea614f64 Float32 Jail, Jailbreak Escapee Percentage Min/max percentage (0.0-100.0) of jail capacity that will escape during jailbreaks
0xea614f65 Float32 Jail, End Jailbreak Capacity Stop any jailbreak in progress when REAL jail capacity percentage goes below this value
0x68ddaea0 Float32 Jail, Funding To Efficiency Response Curve See ISC4PoliceSimulator.h
0x68ddae91 Uint32 (Obs) Police, Update Period In days. See ISC4PoliceSimulator.h
0x68ddae94 Float32 (Obs) Police, Min Acceptable Funding Percentage 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae96 Uint32 (Obs) Police, Max Acceptable Crime Level See ISC4PoliceSimulator.h
0x68ddae98 Float32 (Obs) Police, Conviction Percentage 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae99 Float32 (Obs) Police, Unfailed Criminal Efficiency Percentage 0.0-100.0, See ISC4PoliceSimulator.h
0x68ddae9d Float32 (Obs) Police, Property Crimes Value Ratio See ISC4PoliceSimulator.h
0x48d71ed3 Sint32 (Obs) Police Station, Monthly Upkeep Cost (in Simoleons)
0x48d71ee2 Sint32 (Obs) Jail, Monthly Upkeep Cost Jail Monthly Upkeep Cost

Crime Simulator

Property No. Type Name Description
Crime Types
0xaa12fcb0 String Crime Name
0xaa12fcb1 Uint32 Icon Resource Key TGI
0xaa12fcb2 Uint8 Zone Filter Zone types compatible with crime (none == can appear in any zone)
0xaa12fcb3 Uint8 Wealth Filter Zone wealth values compatible with crime (none == can appear around any wealth)
0xaa12fcb4 Uint8 Zone Purpose Filter Zone purpose types compatible with crime (none == can appear around any purpose)
0xaa12fcb5 Uint8 Crime Grid Value The crime grid tract value will be increased by this amount
0xaa12fcb6 Uint8 Trigger Fire If set to non-zero value, this will trigger a fire
0xaa12fcb7 Uint8 Lot Condition Filter Lot conditions compatible with crime
0xaa12fcb8 Float32 Relative Occurrance Relative occurance weight of this crime, only has meaning relative to values for other crimes.
General
0xe8ec2720 Uint32 Crime Update Period How often the Crime simulator updates, in days
0xe8ec2721 Float32 Crime Police Factor Crime Police Factor
0x49a34301 Float32 Crime Prop Request Curve Crime level (0-1) vs. Prop Share
0x8a0cbaa3 Float32 Crime, Jobless Indicator Smoothing factor
0x8a0cbaa4 Float32 Crime, R$: EQ -> Base Criminality Curve
0x8a0cbaa5 Float32 Crime, R$$: EQ -> Base Criminality Curve
0x8a0cbaa6 Float32 Crime, R$$$: EQ -> Base Criminality Curve
0x8a0cbaa7 Float32 Crime, R$: Jobless ratio -> Criminality Curve
0x8a0cbaa8 Float32 Crime, R$$: Jobless ratio -> Criminality Curve
0x8a0cbaa9 Float32 Crime, R$$$: Jobless ratio -> Criminality Curve
0x8a0cbaaa Float32 Crime, Criminality -> Crimes Curve
0x8a0cbaab Float32 Crime, Police Protection -> Crime Attenuation
0x8a0cbaac Float32 Crime, Crime Grid Decay Factor Example: 0.5 means values get halved every month
0x8a0cbaad Float32 Crime, Criminal Grid Decay Factor Fraction (0 to 1.0) of unjailed criminals that will commit crimes next month

Fire Protection Simulator

Property No. Type Name Description
Fire Station Props
0x08f55dc0 Sint32 Fire Station, Center Strength (in Fire Protection units)
0x08f55dc1 Sint32 Fire Station, Exterior Strength (in Fire Protection units)
0x08f55dc2 Float32 Fire Station, Radius (in meters)
0x08f55dc5 Sint32 Fire Station, Total Dispatches Number of trucks this station can send
0x29233e9a Sint32 Fire Station, Dispatch Center Strength (in Fire Protection units)
0x29233e9b Sint32 Fire Station, Dispatch Exterior Strength (in Fire Protection units)
0x29233e9c Float32 Fire Station, Dispatch Radius (in meters)
0x0c0afdd7 Sint32 Fire Station, Total Plane Dispatches Number of planes this station can send
General
0x29233e8d Float32 FireProtectionSim, Funding Efficiency Curve See ISC4FireProtectionSimulator.h
0x29233e8f Float32 FireProtectionSim, Max Allowed Funding 100.0+ Maximum percentage you can fund a fire station
0x29233e94 Float32 FireProtectionSim, Strike Efficiency Multiplier 0.0-1.0 efficiency multiplier when stations are on strike
0x29233e95 Sint32 FireProtectionSim, Max Strike Duration Maximum number of days a strike can last
0x29233e96 Float32 FireProtectionSim, Min Funding To End Strikes 0.0-100.0, See ISC4FireProtectionSimulator.h
0x29233e98 Float32 FireProtectionSim, Strike Response Curve See ISC4FireProtectionSimulator.h"
0x69b425db Float32 FireProtectionSim, StationNoRoad Multiplier (0.0 - 1.0)
0x08f55dc3 Sint64 (Obs) Fire Station, Monthly Upkeep Cost in Simoleans
0x08f55dc4 Float32 (Obs) Fire Station, Funding Percentage Percentage of funding

Flamability Simulator

Property No. Type Name Description
0xc9b40128 Float32 Flammability multiplier, summer Flammability multiplier during summer
0x29b40134 Float32 Flammability multiplier, abandonment Flammability multiplier if building if abandoned
0x29b4013b Float32 Flammability multiplier, no water Flammability multiplier if building is not watered
0x29b4013c Uint32 Flammability, hotspot settings Hotspot settings: threshold value (0-255), radius (in tracts), minimum weight
0x29b4013d Float32 Flammability, hotspot fire probability Maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)
0x29b4013e Float32 Flammability, random fire probability Monthly fire probability (in percent 0-100) of random lot fire

Aura Simulator

Property No. Type Name Description
0xea023270 Float32 Aura, Park Effect Maps grid data to aura effect
0xea023271 Float32 Aura, Pollution Effect, Air Maps grid data to aura effect
0xea023272 Float32 Aura, Pollution Effect, Water Maps grid data to aura effect
0xea023273 Float32 Aura, Pollution Effect, Garbage Maps grid data to aura effect
0xea023274 Float32 Aura, Pollution Effect, Radiation Maps grid data to aura effect
0xea023275 Float32 Aura, School Effect Maps grid data to aura effect
0xea023276 Float32 Aura, Hospital Effect Maps grid data to aura effect
0xea023277 Float32 Aura, Crime Effect Maps grid data to aura effect
0xea023278 Float32 Aura, Trip Length Maps grid data to aura effect
0xea023279 Float32 Aura, Traffic Maps grid data to aura effect
0xea02327a Float32 Aura, Long Term Decay Factor 1.0 means no decay, 0.0 means full decay (no smoothing)
0xea02327b Float32 Aura, Short Term Decay Factor 1.0 means no decay, 0.0 means full decay (no smoothing)
0xea02327c Sint32 Aura, Base Aura (Low) Base aura for R$,Cs$,Id occupancy
0xea02327d Sint32 Aura, Base Aura (Med) Base aura for R$$,Cs$$,Co$$,Ir,Im occupancy
0xea02327e Sint32 Aura, Base Aura (High) Base aura for R$$$,Cs$$$,Co$$$ occupancy
0xea02327f Float32 Aura, Tax Rate Change Effect Maps tax rate change (in percent) to aura effect
0xea023280 Float32 Aura, Value/Wealth Effect Maps (value_type-wealth_type) to aura effect
0xea023290 Float32 Aura, Transient Effect, Fire Magnitude and radius in meters of transient aura effect
0xea023291 Float32 Aura, Transient Effect, Flora Magnitude and radius in meters of transient aura effect
0xea023292 Float32 Aura, Transient Effect, Civic Plop Magnitude and radius in meters of transient aura effect
0xea023293 Float32 Aura, Transient Effect, Network Plop Magnitude and radius in meters of transient aura effect
0xea0232a0 Sint32 Aura, Hotspot Settings Hotspot settings: threshold value (0-255), radius (in tracts), minimum weight
0xea0232a1 Float32 Aura, Hotspot Riot Probability Maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)

Other

Property No. Type Name Description
0x47e2c200 Uint8 Tract Size Power of 2; determines the size of the sim grid
0x68f26014 Uint32 Map View Unsigned Colors RGBA color of 3D overlay of 2-color map view
0x68f26015 Uint32 Map View Signed Colors RGBA color of 3D overlay of 3-color map view

Zone Manager

Property No. Type Name Description
0xe94825b2 Sint32 kZM_mZoneMinCellSize kZM_mZoneMinCellSize
0xe94825b3 Sint32 kZM_mZoneMaxCellSize kZM_mZoneMaxCellSize
0xe94825b4 Sint64 kZM_mZoneCreationCostArray kZM_mZoneCreationCostArray
0xe94825b5 Sint64 kZM_mZoneDestructionCostArray kZM_mZoneDestructionCostArray
0xe94825b6 Uint32 kZM_mZoneTextureResourceInstanceArray kZM_mZoneTextureResourceInstanceArray
0xe94825b7 Uint8 Zone Display Alpha Replaces drag color alpha after zone placement
0xe94825b8 Uint32 Zone Drag Color RGBA color to blend with black and white texture NRRRCCCIIIMASSLP
0xe94825b9 Float32 Zone Max Slope Meters per cell must be less than this value NRRRCCCIIIMASSLP

Ordinance

Property No. Type Name Description
0x28ebbc30 Uint32 Ordinance ID ID of this ordinance
0x6a416b21 Uint32 Name Key Resource key of ordinance name resource
0x28ebbc32 String Name String (non-localizable) Ordinance name
0xca416b2a Uint32 Description Key Resource key of ordinance description
0x28ebbc34 String Description String (non-localizable) Ordinance description string
0x28ebbc35 Uint32 Year Available Year this ordinance becomes available
0x28ebbc36 Float32 Monthly Chance Monthly chance of this ordinance bemoming available
0x28ebbc37 Sint32 Enactment Income Revenue generated by enacting this ordinance
0x28ebbc38 Sint32 Retractment Income Cost of retracting this ordinance
0x28ebbc39 Sint32 Monthly Constant Income Constant part of monthly income generated by this ordinance
0x28ebbc3a Float32 Monthly Income Factor Factor applied to ordinance cost basis
0x28ebbc3b Uint32 Advisor ID Advisor ID for this ordinance
0x28ebbc3c Bool Income Ordinance True for ordinances that should appear on income part of budget
0x28ed0380 Float32 Crime Effect Crime multiplier
0xaa5b8407 Sint32 Mayor Rating This value get added globally to mayor rating
0x08f79b8e Float32 Air Effect Effect (multiplier) this ordinance has on air pollution
0x28f42aa0 Float32 Flammability Effect Effect (multiplier) this ordinance has on flammability
0xe8f79c8b Float32 Water Effect Effect (multiplier) this ordinance has on water pollution
0xe8f79c90 Float32 Garbage Effect Effect (multiplier) this ordinance has on garbage
0xa8f4eb0c Float32 Water Use Reduction Effect (multiplier) this ordinace has on water use
0x0911e117 Float32 Power Reduction Effect Factor by which this ordinance reduces power consumption
0x2a631000 Float32 Residential Demand Effect Factor applied to residential demand
0x2a633000 Float32 Commercial Demand Effect Factor applied to commercial demand
0x2a634000 Float32 Industrial Demand Effect Factor applied to industrial demand
0x491b3ad5 Float32 Health Coverage Radius % Effect Percentage (from 0 to 200) by which this ordinance affects coverage radius of health buildings
0x891b3ae6 Float32 Health Effectiveness vs. Distance Effect Maps % of coverage distance from a hospital to HQ boost %
0xe91b3aee Float32 Health Quotient Boost Effect Percentage (from 0 to 200%) by which this ordinance affects all HQ values
0xc92d9c7a Float32 Health Quotient Decay Effect Percentage (from 0 to 200%) by which this ordinance affects the rate at which HQ decays
0x092d909b Float32 Health Capacity Effect Percentage (from 0 to 200%) by which this ordinance affects the capacity of hospitals
0xe92d9db4 Float32 Health Effectiveness vs. Average Age Effect Maps average age of a tract to addional HQ boost %
0xa91b3af4 Float32 School Coverage Radius % Effect Percentage (from 0 to 200) by which this ordinance affects coverage radius of schools
0xa91b3afa Float32 School Effectiveness vs. Distance Effect Maps % of coverage distance from a school to EQ boost %
0xa92d9d7a Float32 School EQ Boost Effect Percentage (from 0 to 200%) by which this ordinance affects all EQ values
0x692ef65a Float32 School EQ Decay Effect Percentage (from 0 to 200%) by which this ordinance affects the rate at which EQ decays
0x892d9d02 Float32 School Capacity Effect Percentage (from 0 to 200%) by which this ordinance affects the capacity of schools
0xc91b3b02 Float32 School Effectiveness vs. Average Age Effect Maps average age to EQ boost %
0x8a612fee Sint32 Travel Strategy Modifier For each wealth type ($-$$$), modifies percentage of travelers using each of the three travel strategies
0x8a67e373 Float32 Air Effect by zone type Effect (multiplier) this ordinance has on air pollution for each zone type
0x8a67e374 Float32 Water Effect by zone type Effect (multiplier) this ordinance has on water pollution for each zone type
0x8a67e376 Float32 Garbage Effect by zone type Effect (multiplier) this ordinance has on garbage for each zone type
0x8a67e378 Float32 Traffic Air Pollution Effect Effect (multiplier) this ordinance has on air pollution generated by traffic
0x2a654100 Float32 IR Demand Effect The effect of this ordinance on Industrial Resource demand, in percent (0.0-100.0)
0x2a654200 Float32 ID Demand Effect The effect of this ordinance on Industrial Dirty demand, in percent (0.0-100.0)
0x2a654300 Float32 IM Demand Effect The effect of this ordinance on Industrial Manufacturing demand, in percent (0.0-100.0)
0x2a654400 Float32 IHT Demand Effect The effect of this ordinance on Industrial High-Tech demand, in percent (0.0-100.0)
0x2a653320 Float32 CO$$ Demand Effect The effect of this ordinance on Commercial Office $$ demand, in percent (0.0-100.0)
0x2a653330 Float32 CO$$$ Demand Effect The effect of this ordinance on Commercial Office $$$ demand, in percent (0.0-100.0)
0x2a653110 Float32 CS$ Demand Effect The effect of this ordinance on Commercial Service $ demand, in percent (0.0-100.0)
0x2a653120 Float32 CS$$ Demand Effect The effect of this ordinance on Comercial Service $$ demand, in percent (0.0-100.0)
0x2a653130 Float32 CS$$$ Demand Effect The effect of this ordinance on Commercial Service $$$ demand, in percent (0.0-100.0)
0x092d91a3 Uint32 (Obs) Health Building types affected Variable length list of building types affected by this ordinance
0x292d91aa Uint32 (Obs) School Building types affected Variable length list of building types affected by this ordinance
0x28ebbc31 Uint32 (Obs) Old Name Key DO NOT USE
0x28ebbc33 Uint32 (Obs) Old Description Key DO NOT USE

Network Properties

General

Property No. Type Name Description
0x4835c6a4 Float32 PivotPointPosition Relative to left, bottom, far corner of bounding box (x,y,z meters)
0x4835c6a5 Float32 BoundingBox Dist (meters) from the pivot pt to left, right, back, front, bottom, top side of model"
0x6a845768 Uint32 ModelIsPrelit If this property is present the game will not apply deform and lighting to the model
0xabe1b5a3 Bool BridgeObstruction This property prevents water automata from crossing under the bridge tile.

Bridge

Property No. Type Name Description
0x482cb441 Float32 MinClearance Min clearance below bridge (meters)
0x482cb442 Uint32 NumEndPieces Number of end pieces
0x482cb443 Uint32 EndPieceExemplars Exemplar ids for end pieces(in order)
0x482cb444 Uint8 EndPieceRotations Model rotations for end pieces
0x482cb445 Uint32 RepeatPieceExemplar Exemplar id for the repeat pieces
0x482cb446 Uint8 RepeatPieceRotation Model rotation for repeat piece
0x482cb447 Uint32 SupportInterval Number of cells between supports
0x482cb448 Uint32 NumSupportPieces Number of support pieces(count one side only)
0x482cb449 Uint32 SupportPieceExemplars Exemplar ids for support pieces(start at pillar)
0x482cb44a Uint8 SupportPieceRotations Model rotations for support pieces
0x482cb44b Float32 EndPieceSpanLocations Dist from top the two spans of each end piece are
0x482cb44c Float32 ColumnTopPosForSupportPieces Dist from pivot point to the top of concrete column (-ve for no column)
0x482cb44d Float32 ColumnTopPosForEndPieces Dist from pivot point to the top of concrete column (-ve for no column)
0x482cb44e Float32 SupportColumnCorners (x,z) corresponding to the 4 corners of the support column w.r.t column center
0x482cb44f Bool CanWorkAsLandBridge Set to true if this bridge can work as land bridge
0x482cb450 Bool CanWorkAsWaterBridge Set to true if this bridge can work as water bridge
0x482cb455 Float32 MinHold The lowest suspend wire can get in the middle
0x482cb456 Float32 MinEndHold The lowest suspend wire can get at the ends (leave it at 0 please)
0x482cb457 Float32 PylonsHeight Pylons height (meters)
0x482cb458 Uint32 MinSpan The shortest possible bridge of this type (tiles)
0x482cb459 Uint32 EndSupportInterval Number of cells between supports at the ends of the bridge
0x482cb45a Uint32 MinPylons Minimal number of pylons
0x482cb45b Uint32 MaxPylons Maximal number of pylons
0x482cb45c Uint32 WireMainTexId Texture ID for suspension wire
0x482cb45d Uint32 WireTileTexId Texture ID for vertical suspension wires
0x482cb45e Float32 MainPylonCorners (x,z) corresponding to the 4 corners of the pylon w.r.t pylon center
0x482cb45f Uint32 BridgeWidth Bridge width in tiles (defaults to 1)
0x482cb467 Uint32 MaxSpan The longest possible bridge of this type (tiles)
0x482cb468 Float32 CeilingHeight Distance from road top to ceiling of water passage below bridge tiles.
0x482cb469 Float32 CableStayedFrontAnchors 3D start and end (x,y,z) of cable attachments on front side of pylon.
0x482cb46a Float32 CableStayedRearAnchors 3D start and end (x,y,z) of cable attachments on rear side of pylon.
0x482cb46b Uint32 CableStayedWireTexture Instance ID of texture to use for cable-stayed bridge wires.
0x482cb46c Float32 CableStayedWireThickness Thickness of cable-stayed wires in meters.
0x482cb46d Float32 CableStayedSpanAnchors Start and end positions for cable-stayed bridge wires on the span, relative to the pylon."
0x482cb46e Uint32 CableStayedWireCount The number of wires on one side of a pylon on a cable-stayed bridge.
0x482cb46f Uint32 Bridge Image Key Group and instance ID for preview image of bridge.
0x482cb470 Uint32 Bridge Costs One-time and per-tile costs for bridge, in simoleons.
0x482cb471 Float32 WireTilingUnit Height of a repeating wire tile for suspension bridges.
0x482cb472 Float32 Bridge height bias Vertical displacement for all models in a bridge.
0x482cd460 Float32 SuspensionWireBase Offset of suspension wire base
0x482cd461 Float32 SuspensionWireInside Offset of suspension wire inside the bridge tile
0x482cd462 Float32 SupportColumnBase Offset of pylon base
0x482cd463 Float32 MinAltitudeAboveWater Minimum estimated elevation above water
0x482cd464 Float32 MaxAltitudeAboveWater Maximum estimated elevation above water
0x482cd465 Float32 MinEndIntervalFraction Force pylon-to-end distance to be at least some% of pylon-to-pylon distance.
0x482cd466 Uint32 Bridge Name Key Group and instance ID for string name of bridge.

Miscellaneous

Property No. Type Name Description
0x879d12e7 Float32 MaxSlopeAlongNetwork Range: [0.0 - 90.0]
0x279d1707 Float32 MaxSlopeOnNetworkSide Range: [0.0 - 90.0]
0x07b36c71 Float32 MaxNetworkSlopeChange Range: [0.0 - 90.0]
0xc7b36ca4 Float32 MaxTerrainHtIncrease How much can terrain be raised during network placement [0.0 - 100000.0]
0xc7b36ca5 Float32 MaxTerrainHtDecrease How much can terrain be lowered during network placement [0.0 - 100000.0]
0xc804dd86 Float32 MaxNetworkHtAdjustment Range: [0.0 - 100000.0]
0xc804dd87 Float32 MinTerrainSlopeForTunnelStart Min terrain slope to trigger tunnel placement
0xc804dd88 Float32 MaxTunnelSlope Maximum slope of tunnel (in degrees)
0xc804dd89 Float32 MaxDisplacementBeyondRefPlane Maximum amount (in meters) by which a network vertex is allowed to move beyond reference plane
0xc804dd90 Bool UseFreehandMode Use freehand mode of placement (i.e., anchor points freeze)
0xc804dd91 Uint32 NumFramesBetweenAnchorPtFreeze [deprecated] Number of frame updates between the freezing of successive anchor points
0xc804dd92 Uint32 NumCellsBetweenAnchorPtFreeze Min number of cells between successive anchor points in different zooms
0xc804dd93 Float32 MaxDistFromTerrain How far away from the terrain is the network allowed to be [0.0 - 100000.0]
0xc804dd94 Float32 MaxRetainingWallHt Max height of the retaining walls [0.0 - 100000.0]
0xc804dd95 Float32 MaxPylonHt Max height of the supporting pylons [Reating wall ht - 100000.0]
0xc804dd96 Float32 MaxHtDiffBetweenLandBridgeEnds Max allowed terrain height diff between the two ends of land bridges
0xc804dd97 Bool SmoothenOnlyConnectedTiles Smoothen only those tiles that are connected to the segment being placed
0xc804dd98 Uint32 numSmoothingProgressionSteps Number of times we attempt expanding the smoothing region before giving up
0xc804dd99 Uint32 distAddedPerSmoothingProgressionStep How much (in cells) does the smoothing region expand in each smoothing progression step
0xc804dd9a Float32 networkHtChangeThatRequiresFixing If an existing network moves by less than this, we do not attempt to fix it (for efficiency)
0xc804dd9b Uint32 TimeBetweenAnchorPtFreeze Time in milliseconds between the freezing of successive anchor points
0xa96e5641 Float32 Underground Trench Floor Depth Default depth of underground network trench floor below terrain
0x496e564c Float32 Underground Piece Depth Default depth of underground network piece below terrain
0x096e5653 Float32 Underground Intersection Height Default height above trench floor to place intersectons
0x496e5a36 Bool Use Pipe Depth If false, normal pipe pieces are placed as per intersections
0xe974eaa1 Uint32 NetworkTextureId Id of the network texture for which it is OK to have pylon/retaining wall
0xe974eaa2 Uint32 ConnectedVerts Pairs of cell vertices connected by retaining walls / side flaps
0xe974eaa3 Float32 PylonCornerXZs (x,z) corresponding to the 4 corners of the pylon w.r.t cell center
0xe974eaa4 Uint32 TunnelResourceIds Model resource id(s) for tunnel piece(s)
0xe974eaa5 Uint32 TunnelModelRotations Tunnel model rotations
0xe974eaa6 Float32 TunnelModelHeights Tunnel piece model heights
0xe974eaa7 Uint32 Special Pylon Model Id Pylon model exemplar instance used by some networks (can be single instance or one per zoom)
0x4a270db0 Float32 Construction Crew Time Number of seconds the construction crew will spend per tile while building network
0x4a270e94 Float32 Construction Crew Vehicle Speed Speed of construction crew vehicles in meters/second
0x4a271248 Uint32 Construction Crew Lead Vehicle Instance Instance ID of construction crew lead vehicle
0x4a27124f Uint32 Construction Crew Follow Vehicle Instance Instance ID of construction crew follow vehicle
0x4a275748 Uint32 Construction Crew Vehicle Path Type Type of path used by construction crew vehicles (0=None, 1=Auto, 2=Ped, 3=Train, 4=Subway
0x4a2d49b9 Uint32 Simolean Cost Per Tile Cost to create a tile of network using this tool
0x8a2d49ea Uint32 Simolean Cost Per Bridge Tile Cost to create a bridge tile of network using this tool
0x8a2d49f0 Uint32 Simolean Cost Per Tunnel Tile Cost to create a tunnel tile of network using this tool
0x6a2d49f4 Float32 Simolean Cost Per Meter Displaced Cost to raise/lower one vertex one meter when using this tool
0xea86e3b5 Uint32 Simolean Cost Per Tile to Demolish Cost to demolish a tile of network using this tool

Hidden

Property No. Type Name Description
0x489b6974 Uint32 Test res key table Test for Resource key table editor
0x07af514b Uint32 ResMan Registered Groups Specifies a group ID registered with the resource manager

Terrain

Property No. Type Name Description
0x48cd7b20 Float32 MaxNormalTerrainHeight Max normal height in fractally generated terrains, for different city size choices
0x48cd7b21 Float32 SeaLevel Sea level (meters)
0x48cd7b22 Float32 MinRegularHtFactor Factor governing the min ht for regular terrain
0x48cd7b23 Float32 MaxRegularHtFactor Factor governing the max ht for regular terrain
0x48cd7b24 Float32 MinMountainHtFactor Factor governing the min ht for mountain terrain
0x48cd7b25 Float32 MaxMountainHtFactor Factor governing the max ht for mountain terrain
0x48cd7b26 Float32 Maximum altitude of a terrain vertex
0x48cd7b27 Float32 MinTerrainHeight Minimum altitude of a terrain vertex
0x48cd7b28 Float32 ImageImportScaleFactor How many meters correspond to one unit of gray scale value in image
0x48cd7b2a Float32 DefaultTerrainHeight Default terrain height for new city (meters)
0x48cd7b30 Float32 TemperatureRangeFactor Factor governing the max temperature range for texture assignment
0x48cd7b31 Float32 WaterProximityRangeFactor Factor governing the max water proxmity range for texture assignment
0x48cd7b40 Uint32 NumInitialErosionPasses Number of erosion passes at initial terrain creation time
0x48cd7b41 Uint32 NumHydraulicIterationsPerInitialErosionPass Number of hydraulic erosion iterations in each initial erosion pass
0x48cd7b42 Uint32 NumWindIterationsPerInitialErosionPass Number of wind erosion iterations in each initial erosion pass
0x48cd7b43 Float32 SeaLevelChangeDueToWaterSlider The sea level change range (meters) corresponding to the water slider, for diff city sizes
0x48cd7b50 Uint32 MinCellsInUsefulFlatArea Do not auto flatten it
0x48cd7b51 Float32 MaxHtChangeToFlattenFactor Controls the extent of height change allowed in auto-flattening
0x48cd7b52 Float32 MaxTerraceAltitudeFactor Controls the maximum altitude upto which auto-flattening gets done
0x48cd7b53 Float32 MinTerraceAltitudeFactor Controls the lowest altitude at which terraces get created
0x48cd7b54 Uint32 AutoFlatAreaEdgeSmootheningRadius To what distance (in cells) around an auto-flattened area we do smoothing
0x48cd7b60 Uint32 MinShoreCliffSize Minimum number of shore vertices in a shore cliff
0x48cd7b61 Float32 MinShoreCliffCandidateHt Minimum pre-existing ht difference at shore for it to be considered for turning into a cliff
0x48cd7b62 Float32 MinShoreCliffHt Minimum ht above sea level at a shore cliff (after cliff creation)
0x48cd7b63 Float32 MaxShoreCliffHt Maximum ht above sea level at a shore cliff (after cliff creation)
0x48cd7b64 Uint32 MaxShoreCliffSize Maximum number of shore vertices in a shore cliff
0x48cd7b65 Float32 MaxNormalYForCliff A face is considered cliff if the y-component of its normal is less than this
0x48cd7b70 Float32 MinSeaLevel Minimum sea altitude
0x48cd7b71 Float32 MaxSeaLevel Maximum sea altitude
0x48cd7b72 Float32 SeaRaiseLowerAmount Extent by which the sea level is raised/lowered for each player click
0x48cd7b73 Float32 TerrainRaiseLowerAmount Extent by which the terrain level is raised/lowered each time raise/lower menu is selected
0xa9c283d0 Uint8 MaxBeachWidth How far from water (in cells) does the beach extend
0xa9c283d1 Float32 MaxBeachAltitude How high above the sea level(meters), does the beach extend
0x48cd7b80 Uint8 AutoFlattenUponCreation Run auto-flatten tool upon initial terrain creation
0x48cd7b81 Uint8 ShoreCliffsUponCreation Run cliff creation tool upon initial terrain creation
0x48cd7ba0 Float32 TypicalBrushAngleIncrement Angle (in degrees) by which the brush rotates between successive applications
0x48cd7bf1 Uint32 NumFlowStepsPerWaterErosionBrushApplication Number of water flow steps in each application of water erosion brush
0x48cd7bf2 Uint32 NumWaterErosionIterationsPerInvocation Number of water erosion steps in each application of water erosion tool
0x48cd7bf3 Uint32 NumSmoothingIterationsAfterWaterErosion Number of smoothing iterations after each application of water erosion tool
0x48cd7c00 Float32 EdgeReconcilliationSmoothingRadiusVsHeightDiff Specifiess the smoothing radius as a function of height adjustment needed
0x48cd7c01 Uint32 EdgeReconcilliationSmoothingIterations Smoothing iterations for edge reconcilliation
0x48cd7c02 Float32 EdgeReconcilliationHtDifferenceThreshold If the height difference is less than this, don't reconcile
0x497f42a4 Uint8 Unwatered Building Color RGBA color for unwatered buildings in pipe view
0xe97f42b0 Uint8 Watered Building Color RGBA color for watered buildings in pipe view
0xa97f42ce Uint8 Watered Terrain Color RGBA color for watered terrain cells in pipe view
0x097f4c4e Uint8 Unwatered Terrain Color RGBA color for unwatered terrain cells in pipe view
0x297f42b7 Bool Draw Unwatered Terrain Cell Color Determines whether unwatered terrain cells are colored in pipe view
0x89861864 Uint32 VolcanicAshLifeTime How long (microsecs) is the volcanic ash visible on screen
0x89a312c0 Float32 TerrainTexTilingFactor 100 meters of terrain corresponds to this fraction of texture in farthest zoom
0x89a312c2 Uint32 TextureRandomizationGridSize Width of the coarse grid (in terrain cells) where we assign the same texture family member
0x69ac5640 Float32 MinWaterDepthForDeepSeaBedTexture If the water depth exceeds this, we apply deep seabed texture
0x69ac5641 Float32 MaxWaterDepthForDeepSeaBedTexture Upto this water depth we use deep seabed texture for terrain (No texturing beyond that depth)
0x29ab15c0 Float32 WaterDepthForMaxAlpha At this depth (meters), water becomes opaque
0x29ab15c1 Uint8 WaterMinAlpha Min alpha of water
0x29ab15c2 Float32 WaterDepthToColorGradientFactor Number of pixels in the gradient corresponding to each meter of water depth
0x29ab15c3 Bool DisplayWaterSurface Enable/Disable the display of water surface
0x29ab15c4 Bool DisplayTerrainSurface Enable/Disable the display of terrain surface
0x29ab15c5 Float32 WaterNightColorAdjustment Modifications to the r,g,b of water at night"
0x29ab15c6 Float32 CityEdgeLayerHeights Heights (meters) of all but the bottom-most layers on city edge
0x29ab15c7 Float32 CityEdgeBrightnessKludgeFactor Multiplication factor to tune the brightness of cliffs on city edges
0x69db8d00 Uint32 TextureUpdateIntervalForTerrainBrushes Controls how often terrain texture updates happen while applying terrain brushes
0x69db8d01 Float32 ModKey1StrengthMultiplier Controls how the brush strength is modified by the control key
0x69db8d02 Float32 ModKey1WidthMultiplier Controls how the brush strength is modified by the control key
0x69db8d03 Float32 ModKey2StrengthMultiplier Controls how the brush strength is modified by the shift key
0x69db8d04 Float32 ModKey2WidthMultiplier Controls how the brush strength is modified by the shift key
0x69db8d05 Float32 ApplicationTimeIntervalForFullBrushStrength Time interval (secs) between applications to get full brush strength

Lava

Property No. Type Name Description
0x69987e60 Float32 LavaColorGradientMapFactor Number of pixels in color gradient corresponding to every meter of lava depth
0x69987e61 Float32 LavaMaxFlowRate Higher the viscosity, lower should this number be.
0x69987e62 Float32 LavaHtDiffForMaxFlowRate Lava height differential at which the max flow rate is reached
0x69987e63 Float32 LavaLiquidToSolidConversionFactor When unit amount of lava solidifies, it increases the terrain height by this much
0x69987e64 Uint8 LavaMinAlpha Min alpha for lava
0x69987e65 Float32 LavaMinAlphaDepth When the lava depth is less than this, we set alpha to be LavaMinAlpha
0x69987e66 Float32 LavaMaxAlphaDepth If lava depth is more than this, it becomes opaque (i.e., max alpha)
0x69987e67 Float32 LavaScorchedTerrainDecalSize Width of scorched terrain decal (meters)
0x69987e68 Float32 LavaUnderWaterSolidificationMultiple Solidification rate under water this many times that over land
0x69987e69 Float32 LavaDepthBurnThreshold The lava depth at which occupants will catch on fire
0x69987e6a Float32 LavaDepthDeepFryThreshold The lava depth at which occupants will instantly burn down
0x69987e6b Uint32 LavaAnimationFrameDuration Duration of each lava texture animation frame (microsecs)
0x69987e6c Float32 LavaMinAmountForDepositToHappen If lava amount is less than this, we don't deposit it (We simply dry it up!)
0x69987e6d Uint32 LavaScorchDecalLifeTime Life time of scorch decal(microsecs)
0x69987e6e Float32 LavaScorchDecalFadeInTime Fade in time (Secs) of scorch decal
0x69987e6f Float32 LavaScorchDecalFadeOutTime Fade out time (Secs) of scorch decal

Water

Water Ripples

Property No. Type Name Description
0x491c9c00 Bool RipplesEnabled Enable/disable ripples
0x491c9c01 Uint32 RippleMinShoreSizeForPlacement Place ripples only if the shore is these many cells long
0x491c9c02 Float32 RippleQuadWidth Approximate width of the quads along the ribbon axis (meters)
0x491c9c03 Float32 RippleLandVertexHtAboveSeaLevel Land side of the ribbon is keptabove sea level to get ripple washing the beach effect
0x491c9c04 Float32 RippleTextureUIncrementPerQuad What portion of the texture corresponds to each quad
0x491c9c05 Float32 RippleWaterSideRibbonWidth Dist (meters) from ribbon center to the quad edge on water side
0x491c9c06 Float32 RippleLandSideRibbonWidth Dist (meters) from ribbon center to the quad edge on land side
0x491c9c07 Uint32 RippleMicroSecsPerFrame Microseconds spent in each frame of animation
0x491c9c08 Uint8 RippleLandVertexAlpha Alpha values for the ribbon vertices on the land side
0x491c9c09 Uint8 RippleWaterVertexAlpha Alpha values for the ribbon vertices on the water side
0x491c9c0a Float32 RippleWaterSideRibbonWidthVariation Factor governing the variation of the ribbon width [0-1]
0x491c9c0b Float32 RippleConcavityThresholdAngle If the variation in ripple tangent direction is more than this, we break the ripple there
0x491c9c0c Uint32 RippleTerrainUpdateAreaThreshold If the area (square cells) of terrain edits exceeds this, ripples get reevaluated
0x491c9c0d Uint32 RippleAlphaIncrementSteps On the edges of the ripples, alpha increments over these many steps to reach its max

Water Waves

Property No. Type Name Description
0x6932dc00 Float32 DistFromShoreToWaveStartLocation Distance (meters) from the shore to the starting location of waves
0x6932dc01 Float32 WaveMinProductionInterval Min time (sec) between the production of successive waves
0x6932dc02 Float32 WaveMaxProductionInterval Max time (sec) between the production of successive waves
0x6932dc03 Float32 WaveInnerRadius Inner radius (meter) of the wave arc
0x6932dc04 Float32 WaveOuterRadius Outer radius (meter) of the wave arc
0x6932dc05 Float32 WaveArcAngle Arc angle (degrees) for the wave
0x6932dc06 Float32 WaveMinTimeInState Min time (sec) the wave spends in each of the states
0x6932dc07 Float32 WaveMaxTimeInState Max time (sec) the wave spends in each of the states
0x6932dc08 Float32 WaveInitialMoveSpeed Initial movement speed (meter/sec) of the wave
0x6932dc09 Float32 WaveInitialExpandSpeed Initial expansion speed (meter/sec) of the wave
0x6932dc0a Float32 WaveMinMoveSpeed Min movement speed (meter/sec) of the wave
0x6932dc0b Float32 WaveMinExpandSpeed Min expansion speed (meter/sec) of the wave
0x6932dc0c Float32 WaveMaxMoveSpeed Max movement speed (meter/sec) of the wave
0x6932dc0d Float32 WaveMaxExpandSpeed Max expansion speed (meter/sec) of the wave
0x6932dc0e Float32 WaveMinExpandAcceleration Min acceleration of expansion in each of the states
0x6932dc0f Float32 WaveMaxExpandAcceleration Max acceleration of expansion in each of the states
0x6932dc10 Float32 WaveMinMoveAcceleration Min acceleration of movement in each of the states
0x6932dc11 Float32 WaveMaxMoveAcceleration Max acceleration of movement in each of the states
0x6932dc12 Uint32 MaxWaves Maximum number of waves in the city
0x6932dc13 Float32 InterWaveGap Gap (meters) between two waves
0x6932dc14 Float32 WaveMaxOrientationDifference Maximum difference in the orientation of different waves

Water Shimmer

Property No. Type Name Description
0xa91cbe00 Float32 ShimmerMinQuadWidth Min quad widths (meters) in different zooms
0xa91cbe01 Float32 ShimmerMaxQuadWidth Max quad widths (meters) in different zooms
0xa91cbe02 Uint32 ShimmerQuadDensity Number of shimmer quads to have if all of a 256x256 happenned to be water

Terrain Textures

Property No. Type Name Description
0x09c2aef0 Float32 TextureBlendStrength Higher this value, the more weightage this texture gets while blending with others
0x09c2aef3 Float32 Z0_TextureSpreadCurve Specifies how does the texture strength fall off with distance
0x09c2aef4 Float32 Z1_TextureSpreadCurve Specifies how does the texture strength fall off with distance
0x09c2aef5 Float32 Z2_TextureSpreadCurve Specifies how does the texture strength fall off with distance
0x09c2aef6 Float32 Z3_TextureSpreadCurve Specifies how does the texture strength fall off with distance
0x09c2aef7 Float32 Z4_TextureSpreadCurve Specifies how does the texture strength fall off with distance

Brushes

Brush Categories

Property No. Type Name Description
0x8a3143b7 Uint32 CategoryGodMisc Brush belongs to god mode, miscellaneous category
0x2a3143d7 Uint32 CategoryMayorMisc Brush belongs to mayor mode, miscellaneous category
0x6a33d682 Uint32 CategoryGodMountain Brush belongs to god mode, mountain category
0xea33d694 Uint32 CategoryGodValley Brush belongs to god mode, valley category

Brush UI Elements

Property No. Type Name Description
0xaa2ed800 Uint32 UIActiveEffectID UI effect in active state
0xaa2ed801 Uint32 UIIdleEffectID UI effect in idle state
0xaa2ed802 Uint32 UIActiveIconID Icon effect in active state
0xaa2ed803 Uint32 UIIdleIconID Icon effect in idle state
0xaa2ed804 Uint32 UIActiveCursorId Hardware cursor ID for active state
0xaa2ed805 Uint32 UIIdleCursorId Hardware cursor ID for idle state

Brush Components

Property No. Type Name Description
0x8a020200 Uint32 Comp1TextureId Component1: Texture id
0x8a020201 Bool Comp1AlignedWithMouseMoveDirection Component1: should be aligned with the mouse movement direction
0x8a020202 Float32 Comp1Width Component1: zoom specific widths
0x8a020203 Float32 Comp1Strength Component1: zoom specific brush strengths
0x8a020204 Uint8 Comp1BaseTextureVal Component1: Base texture value (Raise/lower if value is more/less than this)
0x8a020205 Uint32 Comp1OperationId Component1: Operation id
0x8a020206 Uint32 Comp1DecalTextureId Component1: Decal texture id for paint brush
0x8a020207 Float32 Comp1MaxDecalRotation Component1: Max rotation of decal texture (degrees)
0x8a020208 Uint32 Comp1MaxPlacementsPerCell Component1: Max # of effects/decals placed in a cell during a scrubbing session
0x8a020209 Uint32 Comp1IDOfEffectToPlace Component1: (group id, instance id) of the effect to place"
0x8a020300 Uint32 Comp2TextureId Component2: Texture id
0x8a020301 Bool Comp2AlignedWithMouseMoveDirection Component2: should be aligned with the mouse movement direction
0x8a020302 Float32 Comp2Width Component2: zoom specific widths
0x8a020303 Float32 Comp2Strength Component2: zoom specific brush strengths
0x8a020304 Uint8 Comp2BaseTextureVal Component2: Base texture value (Raise/lower if value is more/less than this)
0x8a020305 Uint32 Comp2OperationId Component2: Operation id
0x8a020306 Uint32 Comp2DecalTextureId Component2: Decal texture id for paint brush
0x8a020307 Float32 Comp2MaxDecalRotation Component2: Max rotation of decal texture (degrees)
0x8a020308 Uint32 Comp2MaxPlacementsPerCell Component2: Max # of effects/decals placed in a cell during a scrubbing session
0x8a020309 Uint32 Comp2IDOfEffectToPlace Component2: (group id, instance id) of the effect to place
0x8a020400 Uint32 Comp3TextureId Component3: Texture id
0x8a020401 Bool Comp3AlignedWithMouseMoveDirection Component3: should be aligned with the mouse movement direction
0x8a020402 Float32 Comp3Width Component3: zoom specific widths
0x8a020403 Float32 Comp3Strength Component3: zoom specific brush strengths
0x8a020404 Uint8 Comp3BaseTextureVal Component3: Base texture value (Raise/lower if value is more/less than this)
0x8a020405 Uint32 Comp3OperationId Component3: Operation id
0x8a020406 Uint32 Comp3DecalTextureId Component3: Decal texture id for paint brush
0x8a020407 Float32 Comp3MaxDecalRotation Component3: Max rotation of decal texture (degrees)
0x8a020408 Uint32 Comp3MaxPlacementsPerCell Component3: Max # of effects/decals placed in a cell during a scrubbing session
0x8a020409 Uint32 Comp3IDOfEffectToPlace Component3: (group id, instance id) of the effect to place
0x8a020500 Uint32 Comp4TextureId Component4: Texture id
0x8a020501 Bool Comp4AlignedWithMouseMoveDirection Component4: should be aligned with the mouse movement direction
0x8a020502 Float32 Comp4Width Component4: zoom specific widths
0x8a020503 Float32 Comp4Strength Component4: zoom specific brush strengths
0x8a020504 Uint8 Comp4BaseTextureVal Component4: Base texture value (Raise/lower if value is more/less than this)
0x8a020505 Uint32 Comp4OperationId Component4: Operation id
0x8a020506 Uint32 Comp4DecalTextureId Component4: Decal texture id for paint brush
0x8a020507 Float32 Comp4MaxDecalRotation Component4: Max rotation of decal texture (degrees)
0x8a020508 Uint32 Comp4MaxPlacementsPerCell Component4: Max # of effects/decals placed in a cell during a scrubbing session
0x8a020509 Uint32 Comp4IDOfEffectToPlace Component4: (group id, instance id) of the effect to place

Other

Property No. Type Name Description
0x8a020101 Float32 BrushCost Cost/application at different zoom levels
0x8a020102 Float32 BrushWiggleAmount Cost/application at different zoom levels
0x8a020103 Uint32 BrushActiveSound Sound Id
0x8a020104 Uint32 BrushReleaseOneShot Sound Id
0x48cd7bb2 Float32 (Obs) MountainBaseBrushHtFactor Factor determining the extent of height modification by mountain base brush
0x48cd7bb3 Float32 (Obs) MountainRidgeBrushHtFactor Factor determining the extent of height modification by mountain ridge brush
0x89861863 Float32 (Obs) VolcanoBrushAngleIncrement Angle (in degrees) by which volcano brush rotates between successive applications

Lighting

Property No. Type Name Description
0x29189beb Float32 Texture floor Brightness floor for terrain textures
0x29189bec Bool Use environment map Whether to use art-supplied environment map for lighting
0x29189bed Bool Test environment map Use test environment map to determine orientation
0x29189bee Float32 Terrain shadow amount How much models are shadowed by the terrain
0x29189bef Bool Test terrain shadowing Test model shadowing by terrain
0x29189bf0 Float32 Daytime global color Global lighting value for day time -- everything gets multiplied by this.
0x09b6d6ae Float32 Nighttime global color Global lighting value for night time -- everything gets multiplied by this.
0x29189bf1 Float32 Flora terrain shadow amount How much flora are shadowed by the terrain
0x29189bf2 Float32 Model terrain shadow amount How much models (buildings) are shadowed by the terrain
0x29189bf3 Float32 Automata terrain shadow amount How much automata are shadowed by the terrain
0x29189bf4 Float32 Atmospheric scattering colour The colour the terrain gets tinted by in the distance
0x29189bf5 Float32 Atmospheric scattering How much the terrain gets tinted
0x29189bf6 Float32 LightingUpdateDelta The required change in brightness before the terrain gets updated
0x29189bf7 Float32 NightThreshold The brightness below which night falls
0x085489c8 Uint32 Shadow Texture ID ID of FSH texture to use for flora's shadow
0x085489c9 Float32 Shadow offset Offset of shadow from object center
0x085489ca Float32 Shadow size Size of shadow
0x085489cb Float32 Shadow color Color of shadow
0x085489cc Float32 Shadow strength Strength of flora shadows
0x085489cd Float32 Shadow threshold Mask threshold of flora shadows
0x085489ce Float32 Sun direction Sun direction in degrees, clockwise from Z axis
0x085489cf Float32 Sun pitch Sun pitch in degrees, up from XZ plane
0x085489d0 Float32 Hill shadow strength Strength of hill shadows
0x085489d1 Float32 Hill shadow warp Can be used to bend shadows downwards (below 1) or upwards (above 1)
0x085489d2 Float32 Hill shadow fade distance Depth below the hill shadow at which object shadows fade to nothingness

Budget Tuning

Property No. Type Name Description
0x6a9c7718 Sint64 Budget: Initial Funds Starting funds for a new city, by difficult level
0x890e0a99 Float32 Budget: MaxTaxRate Maximum Tax Rate - something like maybe 25%
0x090e0a9f Sint64 Budget: MinAllowableFunds The minimum before you are bankrupt. Usually something like -100,000
0x490e0aa6 Sint64 Budget: BondIncrement Bonds are issued in values that are of this increment
0x090e0aac Uint8 Budget: MaxBonds The maximum number of outstanding bonds that is allowed
0x890e0ab4 Sint64 Budget: MaxBondAmount The maximum amount of outstanding bond debt that is allowed
0x8a3fb98d Float32 Budget: BondInterestRate Interest applied to principal once and added to total
0x0a3fb9a8 Uint32 Budget: BondPaybackMonths Number of months to payback a bond
0xa9188ef5 Float32 Budget: TaxRateOccWeight_R$ Multiplier to tweak the relative weighting of the R$ occupant type's taxes
0xe918c920 Float32 Budget: TaxRateOccWeight_R$$ Multiplier to tweak the relative weighting of the R$$ occupant type's taxes
0x4918c925 Float32 Budget: TaxRateOccWeight_R$$$ Multiplier to tweak the relative weighting of the R$$$ occupant type's taxes
0xa918c929 Float32 Budget: TaxRateOccWeight_Cs$ Multiplier to tweak the relative weighting of the CS$ occupant type's taxes
0x4918c92c Float32 Budget: TaxRateOccWeight_Cs$$ Multiplier to tweak the relative weighting of the CS$$ occupant type's taxes
0x4918c930 Float32 Budget: TaxRateOccWeight_Cs$$$ Multiplier to tweak the relative weighting of the CS$$$ occupant type's taxes
0x8918c937 Float32 Budget: TaxRateOccWeight_Co$$ Multiplier to tweak the relative weighting of the CO$$ occupant type's taxes
0x4918c93a Float32 Budget: TaxRateOccWeight_Co$$$ Multiplier to tweak the relative weighting of the CO$$$ occupant type's taxes
0x69a36e40 Float32 Budget: TaxRateOccWeight_IResource Multiplier to tweak the relative weighting of the IResource occupant type's taxes
0xa918c942 Float32 Budget: TaxRateOccWeight_IDirty Multiplier to tweak the relative weighting of the IDirty occupant type's taxes
0x8918c93e Float32 Budget: TaxRateOccWeight_IManufacturing Multiplier to tweak the relative weighting of the IManufacturing occupant type's taxes
0xa9a36e47 Float32 Budget: TaxRateOccWeight_IHighTech Multiplier to tweak the relative weighting of the IHighTech occupant type's taxes
0x8a480df7 Float32 Budget: Waning Wealth Property Tax Multiplier Multiplier applied to a building tax value for each level of difference in wealth level
0x4ac519b8 Float32 Budget: Land Value to Simoleans For each taxable square of the given land value, the number of Simoleans produced
0xebff69e7 Float32 Budget: Difficulty Tax Multiplier Multiplier for tax revenue by difficulty type
0x0c032488 Float32 Budget: Initial Tax Rate Starting tax rate for all developer types, indexed by difficulty type

City Obliteration Tuning

Property No. Type Name Description
0x6a5a6700 Uint32 Obliterate_ClusterWindowWidth Width in cells of each demolition cluster window
0x6a5a6701 Float32 Obliterate_NumClustersVsTime Cumulative number of clusters to demolish as a function of time (secs)
0x6a5a6702 Float32 Obliterate_SmokeScreenFormationTime Time (secs) between the creation of Finale effect and our last big wipe-out sweep of the city

Automata Tuning

Property No. Type Name Description
0x696e88db Uint8 Zone Filter Zone types compatible with automaton (none == can appear in any zone)
0x296e88e9 Uint8 Wealth Filter Zone wealth values compatible with automaton (none == can appear around any wealth)
0x496e88f1 Uint8 Zone Purpose Filter Zone purpose types compatible with automaton (none == can appear around any purpose)
0xc973c9aa Uint8 Layer Filter Which automata layers this model can appear in
0x09c80416 Uint32 Model Resource Key Model type, group, and instance ID"
0x09c80417 Uint32 Auxiliary Model 1 Key (headlights) Type/Group/Instance ID for headlight/taillight model
0xc9e69af6 Uint32 Auxiliary Model 2 Key Type/Group/Instance for additional model (e.g. flashing lights on emerg. vehicles)
0xec214180 Uint32 Auxiliary Model 3 Key Type/Group/Instance for additional model
0xcc21420d Uint32 Auto-load Auxiliary Models Index (1,2,3,etc.) of auxiliary model to load automatically on Init
0xaa5a9633 Bool Ignore Lighting Automaton should not be lit by the lighting manager
0x2a62d9f3 Uint32 Crime Type Crime sims only - which crime type this model represents
0xea958845 Uint8 Anim Loop Count Range For static (one-shot) sims: How many times automaton will loop through its animation before fading out
0x4b733e12 String Automaton Display Name Player-visible name of this automaton during query
0xcbbba52f Uint32 Sound Bank ID Refers to an .abk file with player-drive sounds
0x8bbd735e Bool Conditional Automaton If true, automaton will be ghosted in the earned vehicle catalog view until an advisor condition is satisfied
0xebfc5e26 Uint32 My Sim Wealth Level 0 = $, 1 = $$, 2 = $$$
0xebfc5e5e Uint32 My Sim Icon Image Resource ID of the icon to be used in the choose vehicle dialog
0xebfc5fba Sint32 My Sim Sort Order Relative sort ordering in the catalog
0x2c0c922e Uint32 MySim Walk Gender Male=0, Female=1, used by MySim ped chooser
0xec15654a Float32 Mayor Limo Money Properties Cost per second, desirability radius meters, desirability magnitude
0x2c23a3a1 Uint32 Final Group Id Automata group ID which controls the creation and driving properties for this automaton
0xac2bc81c Uint32 Shadow Model Key Model type, group, and instance for shadow model

Construction Tuning Exemplar

Property No. Type Name Description
0x8989ec22 Float32 Segment Height Height of one growth level
0x8989ec23 Float32 Post Width Width of corner posts
0x8989ec24 Float32 Scaffold Gap Gap between scaffold and building
0x8989ec25 Float32 Plank Width Width of the planks that run around the top of the scaffold
0x8989ec26 Float32 Plank Texture Scale How large the plank texture is, in meters
0x8989ec27 Float32 Scaffold Texture Scale How large the scaffold texture is, in meters
0x8989ec28 Float32 Girders Texture Scale How large the top girders texture is, in meters
0x8989ec29 Float32 Scaffold Growth Rate How fast scaffolding goes up in meters per day
0x8989ec2a Float32 Scaffold Removal Rate How fast scaffolding is removed in meters per day
0x8989ec2b Float32 Crane Post Width Width of the post that holds up the crane model
0x8989ec2c Float32 Crane Post Gap Size of gap between the crane post and the scaffold
0x8989ec2d Float32 Crane Height Above Scaffold How far above the scaffold to place the bottom of the crane
0x8989ec2e Float32 Crane Rotation Time Milliseconds to complete one full rotation

Automata Tuning Exemplar

Property No. Type Name Description
0x4998c89c Float32 Vehicle Density Curve Maps city population to a multiplier (0.0-1.0) for vehicle density
0x4998c901 Float32 Ped Density Curve Maps city population to a multiplier (0.0-1.0) for ped (sim) density
0x4a511873 Float32 Bus Density Curve Maps city population to a multiplier (0.0-1.0) for bus density
0x0a51188a Float32 Freight Train Density Curve Maps city population to a multiplier (0.0-1.0) for freight train density
0x2a511893 Float32 Commute Train Density Curve Maps city population to a multiplier (0.0-1.0) for commute train density
0xca51189a Float32 Freight Truck Density Curve Maps city population to a multiplier (0.0-1.0) for freight truck density
0x4998c89e Float32 Max Vehicles Per Second Max number of vehicles to cross a tile per second
0x4998c903 Float32 Max Peds Per Second Max number of peds to cross a tile per second
0x8a511dd1 Float32 Max Buses Per Second Max number of buses to cross a tile per second
0xea511de0 Float32 Max Freight Trains Per Second Max number of freight trains to cross a tile per second
0xca511de6 Float32 Max Commute Trains Per Second Max number of commute trains to cross a tile per second
0xca511df2 Float32 Max Freight Trucks Per Second Max number of freight trucks to cross a tile per second
0x4998c89f Uint32 Max Vehicles Maximum number of vehicles at one time
0x4998c900 Uint32 Vehicle Min/Max KPH Minimum and maximum DEFAULT speed for vehicles, in kilometers per hour
0x4998c904 Uint32 Max Peds Maximum number of pedestrianss at one time
0x4998c905 Uint32 Ped Min/Max KPH Minimum and maximum DEFAULT speed for pedestrians, in kilometers per hour
0x4998c908 Uint32 Max Aircraft Maximum number of aircraft at one time
0x4998c90b Uint32 Max Watercraft Maximum number of watercraft at one time
0x4998c90c Float32 Commute clock Maps time of day on 24-hour clock to a percentage of commute automata generated (0.0 - 1.0)
0x4998c90d Float32 Bus clock Maps time of day on 24-hour clock to a percentage of bus automata generated (0.0 - 1.0)
0x4998c90e Float32 Freight train clock Maps time of day on 24-hour clock to a percentage of freight train automata generated (0.0 - 1.0)
0x4998c90f Float32 Commute train clock Maps time of day on 24-hour clock to a percentage of commute train automata generated (0.0 - 1.0)
0x4998c910 Float32 Occupant trip clock Maps time of day on 24-hour clock to a percentage of occupant trip automata generated (0.0 - 1.0)
0x4998c911 Float32 Freight truck clock Maps time of day on 24-hour clock to a percentage of freight truck automata generated (0.0 - 1.0)
0x4998c912 Float32 Stop Sign Delay How long in seconds an automaton will pause at a stop sign
0x4998c913 Float32 Street Go Time How long in seconds traffic coming from secondary streets gets the green light
0x4998c914 Float3 Road Go Time How long in seconds traffic coming from main roads gets the green light
0x4998c915 Float32 Avenue Go Time How long in seconds traffic coming from avenues/boulevards gets the green light
0x4998c916 Float32 Fade Time How long in seconds it takes automata to fade in or out
0x4998c918 Uint8 Vehicle Min Zoom Visibility Lowest zoom level at which vehicles are visible
0x4998c919 Uint8 Pedestrian Min Zoom Visibility Lowest zoom level at which pedestrians are visible
0x4998c91a Uint8 Aircraft Min Zoom Visibility Lowest zoom level at which aircraft are visible
0x4998c91b Uint8 Watercraft Min Zoom Visibility Lowest zoom level at which watercraft are visible
0x4998c91c Bool Use 24-hour clock Automata should base traffic levels on 24-hour clock
0x4998c89d Uint8 Active Travel Types Which travel types are currently visible and simulated by the automata system
0x4998c902 Uint8 Vehicle Lifespan Range Number of cells that occupant-trip vehicles should travel before disappearing
0x4998c909 Uint8 Ped Lifespan Range Number of cells that occupant-trip pedestrians should travel before disappearing
0x4998c90a Float32 Occupant Trip Noise Range Range for random value used to dampen occupancy values when generating occupant trips
0x4998c91d Uint8 Occupant Trip Population Radius How many cells around a road tile the system will check population for occupant trips
0x89aec88b Float32 Emergency Vehicle Idle Time How long in seconds an emergency vehicle will remain idle when repathing or handling event
0x89aec88c Uint8 Emergency Vehicle Max Cell Distance Max distance in cells an emergency vehicle can stop from its dispatch destination
0x89aec88d Uint8 Emergency Vehicle Repath Attempts How many times an emergency vehicle will try to repath to its destination
0x89aec88e Uint32 Emergency Vehicle KPH Default speed for emergency vehicles, in kilometers per hour
0xa9af1e54 Uint8 Occupant Trip Zone Filter Which zone types will generate occupant trips
0xa9af1e55 Uint8 Occupant Trip Purpose Filter Which zone purpose types will generate occupant trips
0x49be9565 Bool Drive on Right DEBUG ONLY - Sims drive on the right side of the road, like proper Americans
0xc9c18eae Float32 Moving Van Frequency How often (0.0-1.0) a moving van will be created in response to a new residence
0xa9d6cc17 Float32 Fire Crew Offsets Offsets (in meters) of fire team from center of engine and director from front of engine
0xa9d6cc18 Float32 Fire Crew Competence Pct Min Percentage (0.0-1.0) of fire team efficiency that will give the super, normal, and incompetent animations
0xc9da95d4 Float32 Attraction Threshold Magnitude of a repulsor or attractor at which peds will break their paths to get away from or closer to it
0x29dd40c1 Float32 Path Offset Range for Peds Minimum (left side) and maximum (right side) range of offset from paths for pedestrians
0x29dd40c2 Float32 Path Offset Range for Vehicles Minimum (left side) and maximum (right side) range of offset from paths for vehicles
0xc9ee640a Float32 Grade max angle Maximum angle (in degrees) of network grade that will change the speed of a vehicle
0xc9ee640b Float32 Grade speed multiplier Percentage that will be added to/subtracted from a vehicle's speed when driving up/down a grade at max angle
0xc9ee640c Float32 Fire Crew Max Stream Dist Max distance between fire and crew for the crew to aim its water stream at it
0xc9ee640d Uint8 Emergency Vehicle Clear Radius Number of tiles around emergency vehicles on which traffic will be removed
0x6a09f62f Float32 Crime Sim multiplier Percentage (0.0-1.0) of actual crimes in a cell that will generate a corresponding crime sim
0x6a09f630 Uint8 Sim Prop anim range Min and Max number of times a one-shot sim will loop through its animation before fading out
0x6a09f631 Float32 Crime layer clock Maps time of day on 24-hour clock to a percentage of crime props generated (0.0 - 1.0)
0xea441c97 Uint8 Freight Train Length Min/max length in cars, including engine, of freight trains
0x8a441c9c Uint8 Commute Train Length Min/max length in cars, including engine, of commuter trains
0x6a440d40 Uint32 Train Min/Max KPH Min/max speed of trains in kilometers per hour
0x8a4efa75 Float32 Vehicle Skid Percentage (0.0 - 1.0) of skid that will be applied to vehicle turns. 0 = clamp to paths
0x2a511cbc Float32 Curve speed multiplier Multiplied by a vehicle's default speed when it goes around a curve
0x0a53fd32 Uint32 Sims Per Train Car How many trips are satisfied by each train car. Determines train length.
0xca5545ea Uint32 Vehicle Blur Speed KPH Speed in KPH at which vehicles will draw motion blur effect.
0x6b42922c Float32 Simulation Speed multiplier Multiplier for automata speed when sim is in slow, medium, fast, and player-drive mode. 1.0 = default speed
0x4bae8fe0 Float32 Speed Multiplier by Network Multiply by default speed on road, rail, highway, street, pipe, powerline, avenue, subway, light rail, monorail, 1-way road, dirt road, ground highway
0x4bae8fe1 Float32 Lane Switch Cost Cost to add per vehicle when deciding whether to switch lanes to pass slower-moving vehicles
0x4bae8fe2 Float32 Lane Switch Max Distance Max distance in meters that a vehicle will switch lanes on a multi-lane network
0xebfb4a0a Uint8 Max CSIs Maximum number of city-situation-indicators that will be visible
0xcc101142 Float32 Playerdrive Vehicles Per Second Desired # of vehicles per second that will be generated on roads during player-drive
0x6c200139 Uint32 Playerdrive Vehicle Max Count Desired maximum # of vehicles in the world during player-drive
0x8c3e8185 Uint32 Travellers per bus How many travellers it takes to yield a bus automata
0xcba5895b Float32 Spawn/Recall for Streets 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.
0xcba5895c Float32 Spawn/Recall for Roads 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.
0xcba5895d Float32 Spawn/Recall for Avenues 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.
0xcba5895e Float32 Spawn/Recall for Highway 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.
0xcba5895f Float32 Spawn/Recall for Rail 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.
0xcba58a5b Float32 Congestion to CPS for Streets Response curve of congestion vs. expected automata per second on a tile
0xcba58a5c Float32 Congestion to CPS for Roads Response curve of congestion vs. expected automata per second on a tile
0xcba58a5d Float32 Congestion to CPS for Avenues Response curve of congestion vs. expected automata per second on a tile
0xcba58a5e Float32 Congestion to CPS for Highway Response curve of congestion vs. expected automata per second on a tile
0xcba58a5f Float32 Congestion to CPS for Rail Response curve of congestion vs. expected automata per second on a tile

Disasters

Earthquake

Property No. Type Name Description
0x4a08c500 Float32 QuakeBrushStrengthAtEpicenterVsQuakeIntensity Brush strength multiplier at epicenter vs. quake intensity
0x4a08c501 Float32 QuakeBrushWidthAtEpicenterVsQuakeIntensity Brush width multiplier at epicenter vs. quake intensity
0x4a08c502 Float32 QuakeBrushStrengthVsDistance Variation of brush strength with distance from epicenter
0x4a08c503 Float32 QuakeBrushWidthVsDistance Variation of brush width with distance from epicenter
0x4a08c504 Float32 QuakeDistBetweenEffects Distance in meters, specifying how far apart we place effects
0x4a08c505 Float32 QuakeFaultLineCurviness Max deviation from a straight fault line
0x4a08c506 Float32 QuakeMaxFaultLineSlopeVariation Max variation (degrees) in the slope of fault line
0x4a08c507 Float32 QuakeBrushTravelSpeed Speed (meters/sec) with which earthquake brush moves
0x4a08c508 Uint32 QuakeMicroSecsBetweenShakeEffects Microsecs between shake effects
0x4a08c509 Float32 QuakeDistBetweenAutomataRepulsors Distance in meters, specifying how far apart we place automata repulsors

Volcano

Property No. Type Name Description
0xea4bc6e4 Float32 VolcanoLavaCurveProductionRate Production Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])
0x4a4bc714 Float32 VolcanoLavaCurveSolidifcationRate Solidification Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])
0xaa4bc72a Float32 VolcanoLavaScaleIntensityOfProduction Multiplying Factor to the Response curve so response curve shape preserves
0x0a4bc742 Float32 VolcanoLavaTotalLavaTimeInSecs Time In Seconds until lava flowing and solidification continues
0x0a4bc752 Uint32 VolcanoLavaOrificeRadius Orifice Size of Lava Flow in Metres
0x6a4bc8ed Bool VolcanoLavaShouldLavaFlow To Allow the flow of lava flow

Pipe-Burst

Property No. Type Name Description
0x4a08c600 Float32 PipeBurstMinLeakTimeBeforeBurst Min time (secs) from onset of leak until burst happens
0x4a08c601 Float32 PipeBurstMaxLeakTimeBeforeBurst Max time (secs) from onset of leak until burst happens

Riot

Property No. Type Name Description
0xea400620 Uint32 Riot, NumStages Total number of stages
0xea400621 Uint32 Riot, SecondsBetweenStages Number of seconds per stage
0xea400622 Uint32 Riot, Controller2Stage Stage at which second controller gets added
0xea400623 Uint32 Riot, SpawnArray Array of number of new leaders to spawn at each stage
0xea400624 Float32 Riot, Protection-vs-Suppression Maps Police Protection value (0-255) to Riot Suppression( 0=none, 1=riot progression halted, 2+=riot regresses
0xcadb6b3e Uint32 Riot, MaxInstances Maximum number of simultaneous riot instances
0x2adb6b6d Uint32 Riot, MaxLeaders Maximum number of riot leaders created per instance

Disaster Creation Parameters

Property No. Type Name Description
0x4a08c700 String Effect Name Specifies base name of disaster effect
0x4a08c701 Uint32 Manager ID Specifies the id of the disaster manager to use
0x4a08c702 Bool StopPickAtWaterSurface Mouse pick for disaster trigger should choose water surface instead of terrain bed underneath
0xca821b8c Uint8 Go To Zoom Level Specifies the camera zoom level to use on disaster go to

Other

Property No. Type Name Description
0xa9b6ecd3 Uint32 Stage Time Ticks to next fire stage by stage
0xa9b6ecd4 Uint32 Spread Time Ticks between spread attempts per stage
0xa9b6ecd5 Uint32 Spread Radius In meters beyond occupant/lot boundaries
0xa9b6ecd6 Float32 Wind Scalar Wind effect on spread direction is directly scaled by this
0xa9b6ecd7 Float32 Fires / Area (Top) Number of top fires per unit area
0xa9b6ecd8 Float32 Fires / Area (Side) Number of side fires per unit area
0xa9b6ecd9 Float32 Extinguish Rate vs. Protection The rate at which a fire declines as a function of protection
0xa9b6ecda Float32 Percent FireStart vs. Flammability Maps Flammability(0-255) to percent chance(0-100) of fire starting when ignited

Miscellaneous Occupant

Property No. Type Name Description
0xaa1dd396 Uint32 OccupantGroups List of groups this occupant belongs to.

Network Lot

Property No. Type Name Description
0xaa120972 Float32 NetworkLotConfigPropertyMaxSlopeAllowed The Max slope this lot will develop on
0xaa120973 Float32 NetworkLotConfigPropertyMinSlopeAllowed The Min slope this lot will develop on
0xc9a5a1be Uint32 kPropertyID_LotConfigNetworkTileId kPropertyID_LotConfigNetworkTileId
0x49d55951 Uint8 kPropertyID_NetworkPlacementPattern kPropertyID_NetworkPlacementPattern
0xec3bd470 Uint8 kPropertyID_RotationsAllowed kPropertyID_RotationsAllowed
0xcc3e4755 Uint8 kPropertyID_FlipsAllowed kPropertyID_FlipsAllowed

Data View

Property No. Type Name Description
0x4a0b47e0 Uint32 DataView: Type filter Occupant types to include or exclude (0=unused).
0x4a0b47e1 Bool DataView: Invert filter If true, the occupant filter is exclusive rather than inclusive.
0x4a0b47e2 Bool DataView: Hide zones If true, zoning decals are hidden.
0x4a0b47e3 Uint32 DataView: View level Specifies a surface or underground view to use.
0x4a0b47e4 Uint32 DataView: Color ramp Color progression to use for data.
0x4a0b47e5 Uint32 DataView: Data source Data overlay to display.
0x4a0b47e6 Uint8 DataView: Zone opacity Override value for undeveloped zone opacity (0-255).
0x4a0b47e7 Bool DataView: Interpolate data If true, data map is interpolated to city cell resolution.
0x4a0b47e8 Uint32 DataView: Quantize lots Force data to be uniform over lots, possibly of a specific type.
0x4a0b47e9 Uint32 DataView: Highlight mode Selects building types for coverage rings and highlights.
0x4a0b47ea String DataView: Coverage effect Specifies visual effect for coverage rings.
0x4a0b47eb Uint32 DataView: Custom view Specifies a CLSID of special code to create a custom view.
0x4a0b47ec Uint32 DataView: Maximum scale Specifies a scaling factor for 16-bit maps.
0x4a0b47ed Uint32 DataView: Demand type Specifies a layer subtype for development layers (R$, CO$$, etc.)
0x4a0b47ee Uint32 DataView: Coverage circle color Enables coverage circles for current highlight type with given color (0xRRGGBB, HTML-style).
0x4a0b47ef Uint32 DataView: Highlight color Shows highlighted buildings on 2D map with given color (0xAARRGGBB).
0x4a0b47f0 Bool DataView: Force zones If true, developed lots will show up as plain zone coloring.
0x4a0b47f1 Uint8 DataView: Network vislevel Sets which networks are visible.
0x4a0b47f2 Uint32 DataView: Legends Color Set Color for legend on Data view
0x4a0b47f3 Uint32 DataView: Legends GUIDS GUID for ledgend Text GroupID, GUID
0x4a0b47f4 Uint32 DataView: Legends Header Selects building types for coverage rings and highlights.
0x4a0b47f5 Bool DataView: Show zone map Displays zone coloring in the 2D map.
0x6b7c5cdd Uint32 DataView: Travel Types List of travel types

Model Highlight

Property No. Type Name Description
0xea639fb1 Float32 No highlight
0xea639fb2 Float32 General OK
0xea639fb3 Float32 General Not OK
0xea639fb4 Float32 Create OK
0xea639fb5 Float32 Create Not OK
0xea639fb6 Float32 Destroy OK
0xea639fb7 Float32 Destroy Not OK
0xea639fb8 Float32 Query OK
0xea639fb9 Float32 Query Not OK

Graphs

Property No. Type Name Description
0xaa4c0d1b Uint32 Graph type Type of the graph to be shown (line, bar, etc.)
0xea4aedc6 Float32 Graph minimum Y value Overrides the automatic minimum Y value.
0x6a4aeded Float32 Graph maximum Y value Overrides the automatic maximum Y value.
0x6a4aedef Float32 Graph Y tick spacing Overrides the automatic Y tick spacing.
0x6a4aee40 Uint32 Graph Plot data source 1 Array of GUIDs, one per plot, each representing a data source.
0x6a4aee5f Uint32 Graph Plot data source 2 (Line only) Array of GUIDs, one per plot, each representing a data source.
0x6a4aee68 Uint32 Graph Plot combine op (Line only) Array of ints, one per plot, each representing how data sources 1 and 2 are combined (none, +, -, *, /).
0x6a4aeedc Uint32 Graph Plot label key Array of ints, one per plot, each representing a localized string key for the label.
0x6a4aeedf Uint8 Graph Plot color Array of RGB triplets, 3 integers per plot, each representing a line color.
0x6a4aeee2 Float32 Graph Plot scale Array of floats, one per plot, which scales the plot by that amount.
0x6a4aeee3 Uint32 Graph Plot series (Bar only) Array of ints, one per plot, each representing which series that plot should be in.
0x6a4aeee4 Uint8 Graph Plot series fill color (Bar only) Array of RGB triplets, 3 integers per series, each representing a fill color for a whole series.
0x6a4aeee5 Uint8 Graph Plot series line color (Bar only) Array of RGB triplets, 3 integers per series, each representing a outline color a whole series.

Trend Bar

Property No. Type Name Description
0x6a6564f4 Uint32 Trend Bar: Data Source History data source for this trend bar
0x6a6564f6 Float32 Trend Bar: Response Curve Converts from input data source range to {0,1}

Audio Tuning

Property No. Type Name Description
0xca359f17 Float32 Audio:ZoomDistances Distance above ground or sea for microphone position
0x6a359f22 Float32 Audio:ZoomDistanceTweaks Tweak values to nudge each delta
0xea4a7c55 Float32 Audio:ZoomDistanceCameraPull Amount of horiz dist to camera to pull to camera
0x2a35a25f Float32 Audio:ZoomScaleFactor Scale factor for all zoom levels
0x2a36e3cb Float32 Audio:ListenerRolloffFactor How fast sounds rolloff with distance
0x0a36f410 Float32 Audio:AmbienceAttentionSpanRadii Radii for attention per zoom
0x2aa40ccc Float32 Audio:ListenerGranularity Values per zoom controlling update garnularity in meters
0x2a3ff8cd Uint32 Audio:AmbienceExemplarIds Array of exemplars to load
0x6a946a50 Float32 Audio:VolumeLimitingCurve Volume limiting curve
0x0a946a57 Uint32 Audio:Max Playing One-Shots Max playing one-shots
0xaabaa0d3 Uint32 Audio:Max Concurrent One-Shots Max concurrent playing one-shots
0x4a946a5d Uint32 Audio:Max Playing Sounds Max playing sounds
0xea3fbdd7 Uint32 Audio:FreshScoreKey Freshness score key without the class id
0x6a3fbdda Uint32 Audio:LoopId Ambient loop id
0x0a25896b Uint8 Audio:ZoomScoreEnable Bitfield describing which zoom levels score is active for
0xaa3fbdde Uint8 Audio:ZoomLoopEnable Bitfield describing which zoom levels loop is active for
0x2a3fbde1 Uint32 Audio:ANDFilters Filter GUIDs that MUST be satisfied
0x0a410ba0 Uint32 Audio:ORFilters Filter GUIDs any of which must be satisfied
0x2a3fbde5 Uint32 Audio:NOTFilters Filter GUIDs that must NOT be satisfied
0xea3fc42a Uint32 Audio:LoopVolume Loop Volume
0xaa3fc48e Uint32 Audio:FreshVolume Freshness Volume
0x6a3fc4c7 Uint32 Audio:FreshSPL Sound Pressure Level
0x8a552758 Uint32 Audio:LayerPositionMode Layer Position Mode
0x8a70b1a2 Uint32 Audio:LayerDensityMode Layer Density Mode
0x8a3fc5dd Float32 Audio:LayerWeight Priority scalar
0xca4132e9 Float32 Audio:Density2FreshPlayCurve Density to freshness play percentage curve
0x6a4132f3 Float32 Audio:Density2FreshVolumeCurve Density to freshness volume curve
0x6a4132f6 Float32 Audio:Density2LoopVolumeCurve Density to loop volume curve
0x0a4168e1 Float32 Audio:(Occupant)GroupRadius Size of glob for grouping single layer, or occupant
0x0a56212a Float32 Audio:CellGroupRadius Size of glob for grouping cells
0x2a9590de Float32 Audio:VolumeAttackLimit Max amount of full volume to change up per second
0x0a9599bf Float32 Audio:VolumeDecayLimit Max amount of full volume to change down per second
0x8aa039b7 Uint32 Audio:LayerPositionSmoothDelta Layer position smoothing delta limit
0x4aa03db1 Uint32 Audio:LayerVolumeSmoothDelta Layer volume smoothing delta limit
0xcbfb03fa Float32 Audio:AEMSMaxVolume Max volume for AEMS systems
0xcbfb03ff Float32 Audio:AEMSMasterFxLevel Master FX level
0xebfb0404 Uint32 Audio:AEMSMasterFxType Effect type
0x4bfdd955 Float32 Audio:AEMSVolumeCurve AEMS Volume curve
0x8c376d4f Float32 Audio:AEMSZoomVolumes Volume for AEMS system at each zoom level
0x4a7cb3ba Uint32 Audio: Min Music Volume Level Minimum music volume level setting for slider in audio prefs (0-1024)
0x4a7cb3bb Uint32 Audio: Min Sound Volume Level Minimum sound volume level setting for slider in audio prefs (0-1024)
0x4a7cb3bc Uint32 Audio: Max Music Volume Level Max music volume level setting for slider in audio prefs (0-1024)
0x4a7cb3bd Uint32 Audio: Max Sound Volume Level Max sound volume level setting for slider in audio prefs (0-1024)
0x4a7cb3be Uint32 Audio: Music Vol Adjustment Amount by which to adjust music volume such that at 80 percent it matches the sfx volume at full
0x4a7cb3bf Uint32 Audio: Music Fadeout Time (ms) Time (in ms) within which music fades out when switching radio stations
0x8a5e7b50 Uint32 Audio: Music Playlist Entry 1 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b51 Uint32 Audio: Music Playlist Entry 2 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b52 Uint32 Audio: Music Playlist Entry 3 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b53 Uint32 Audio: Music Playlist Entry 4 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b54 Uint32 Audio: Music Playlist Entry 5 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b55 Uint32 Audio: Music Playlist Entry 6 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b56 Uint32 Audio: Music Playlist Entry 7 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b57 Uint32 Audio: Music Playlist Entry 8 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b58 Uint32 Audio: Music Playlist Entry 9 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b59 Uint32 Audio: Music Playlist Entry 10 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b5a Uint32 Audio: Music Playlist Entry 11 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b5b Uint32 Audio: Music Playlist Entry 12 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b5c Uint32 Audio: Music Playlist Entry 13 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b5d Uint32 Audio: Music Playlist Entry 14 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b5e Uint32 Audio: Music Playlist Entry 15 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b5f Uint32 Audio: Music Playlist Entry 16 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b60 Uint32 Audio: Music Playlist Entry 17 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b61 Uint32 Audio: Music Playlist Entry 18 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b62 Uint32 Audio: Music Playlist Entry 19 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b63 Uint32 Audio: Music Playlist Entry 20 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b64 Uint32 Audio: Music Playlist Entry 21 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b65 Uint32 Audio: Music Playlist Entry 22 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b66 Uint32 Audio: Music Playlist Entry 23 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b67 Uint32 Audio: Music Playlist Entry 24 Music playlist entry values (Title, Filename, on/off)
0x8a5e7b68 Uint32 Audio: Music Playlist Entry 25 Music playlist entry values (Title, Filename, on/off)

My Sim Template

Property No. Type Name Description
0xea296f8d Uint32 My Sim: Bitmap ID Specify ID for bitmap in Select-A-My-Sim dialog.
0xea296f8f String My Sim: Default name Specifies default name for My Sim.
0xea296f90 Uint8 My Sim: Zodiac Sign Specify default zodiac sign for My Sim.
0xea296f91 Bool My Sim: Is Male Specify My Sim gender (true=male, false=female)
0xca416b3f Uint32 My Sim: Name res key My sim default name resource key

U-Drive-It

Property No. Type Name Description
0x2BE8FBF3 UInt32 UDriveIt Vehicle Panel Exemplar Key
0x4BE0D7C4 UInt32 UDriveIt Vehicle Icon Key

General Properties

Property No. Type LengthType Length Value Name Description
0x496e5a36 Bool Use Pipe Depth If false, normal pipe pieces are placed as per intersections
0x6bac0b3e Uint8 Path Lookahead Tiles How many tiles traffic autos should look ahead when determining paths
0x8cb3511f Uint32 variable 1 0x00000000 Occupant Types Types of occupants
0xcab1ce3a Sint32 Subjective Factor Threshold (Min value) Min value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength).
0xcab1ce3c Sint32 Subjective Factor Threshold (Max value) Max value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength).
0x296E756E Uint32 Class ID: Aircraft Class ID of an aircraft model
0x096E7574 Uint32 Class ID: Watercraft Class ID of a watercraft model
0xc98204b9 String Visual effect name 1
0x8A3F1505 UInt32 Submenu Key: Zoning: Residential Menu
0x8A3F14DC UInt32 Submenu Key: Zoning: Commercial Menu
0x8A3F1502 UInt32 Submenu Key: Zoning: Industrial Menu
0xEA5AC496 UInt32 Submenu Key: Terrain Effects
0x8A3F131B UInt32 Submenu Key: Terraforming: CreateFauna Menu
0x2BE8E61B Uint32 UI Driving Panel Property is referenced by Instance ID, and points to the User Interface file for the U-Drive-IT Driving Panel"
0x2BE8E6CB Uint32 UI Icons(U-Drive-It) These are the main Icons/Images on the Driving Panel
0xEC1B2361 Uint32 UI Status Window 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"
0x00004005 UInt32 Submenu Key: Networks: Highway & Ramps Menu
0x00004001 UInt32 Submenu Key: Networks: Rails & Depots Menu
0x00004002 UInt32 Submenu Key: Networks: Miscellaneous Transport Menu
0x00004000 UInt32 Submenu Key: Networks: Road Menu
0x00004003 UInt32 Submenu Key: Utilities: Power Plant Menu
0x00004004 UInt32 Submenu Key: Utilities: Water Plant Menu
0x2A49D7CA UInt32 Submenu Key: Utilities: Sanitation Menu

Properties Not in XML

The following exemplar properties were discovered since the most recent update of the XML file, and are therefore not included in it. They are also not currently categorized into one of the above groups of properties.

0x09C2AEF1 - Texture Size - Texture Size in Pixels for each Zoom
0x09C2AEF2 - Texture Mask Size - Mask Size in Pixels for each Zoom
0x2aa405d3 - De-Loc String - Text De-localization string for Languages. Main Exemplar
0xEA5AC496 - Submenu Key: Terrain Effects
0x2A49D7CA - Submenu Key: Utilities: Sanitation Menu


Unknown Properties

The following properties have been found, but their format and purpose have not been decoded. Each is listed by it's Property Number, and the above group to which it most likely belongs.

CA9B4CA8 - Civic Buildings

0xa8eaa060 - Ordinance Simulator
0xa8eaa061 - Ordinance Simulator
0xa8eaa062 - Ordinance Simulator
0xa8eaa063 - Ordinance Simulator
0xa8eaa064 - Ordinance Simulator
0xa8eaa065 - Ordinance Simulator
0xa8eaa066 - Ordinance Simulator
0xa8eaa067 - Ordinance Simulator

0x0b579c20 ? Background Loader
0x0b579c2a ? Background Loader
0x0b579c2b ? Background Loader
0xCA480831 ? Park Manager (0x0000000000000000)

0x482CB451 - Bridges
0x482CB452 - Bridges
0x482CB453 - Bridges
0x482CB454 - Bridges (value same as minhold property

0x6c0700c4 ? Automata Tuning Exemplar
0xEC06e7cf ? Automata Tuning Exemplar
0xEC0700C0 ? Automata Tuning Exemplar

0x6a8a09d2 - Demolition Threshhold
0x6a8a09d3 - Demolition Threshhold
0x6a8a09d4 - Demolition Threshhold
0x6a8a09d5 - Demolition Threshhold

0x00000000 - MultiProp - 4 purposes: Buildings = String Resource Key for Hover,
             Motorcycle Bank Robbery =, Helicopter and Spaceship = , Ferries = Ferry Capacity
0xc973c9a9 - Air_URBAN (Float "1")