#
/=
<
<=
=
>
>=
@
a
accident-damage
accident-hit-chance
accident-vanish-chance
acp
acp-damage-effect
acp-for-retreat
acp-max
acp-min
acp-morale-effect
acp-night-effect
acp-occupant-effect
acp-per-turn
acp-per-turn-max
acp-per-turn-min
acp-season-effect
acp-temperature-effect
acp-to-add-terrain
acp-to-attack
acp-to-be-fired-on
acp-to-build
acp-to-capture
acp-to-change-side
acp-to-change-type
acp-to-create
acp-to-defend
acp-to-detonate
acp-to-disband
acp-to-enter-unit
acp-to-fire
acp-to-load
acp-to-move
acp-to-produce
acp-to-remove-terrain
acp-to-repair
acp-to-research
acp-to-toolup
acp-to-transfer-part
acp-to-unload
acp0
action-done
action-error
action-movies
action-narratives
action-notices
action-ok
action-priorities
action-priority
active
actual
add
add-terrain
adjacent-terrain-effect
adjective
advantage
advantage-default
advantage-max
advantage-min
after-action
after-event
after-turn
agreement
ai-control
ai-data
ai-type-name
all
already-seen
already-seen-independent
alt-blob-density
alt-blob-height
alt-blob-size
alt-percentile-max
alt-percentile-min
alt-smoothing
alter-terrain
alter-terrain-range
altitude-max
altitude-min
always
am
and
any
appear
append
applies-to
area
asleep
assign-number
attack
attack-range
attack-range-min
attack-stats
attack-terrain-effect
attrition
auto-repair
auto-repair-range
aux-terrain
aux-terrain-view
aux-terrain-view-dates
available
axial-tilt
base-consumption
base-game
base-module
base-production
battle
before-turn
blurb
body-height
border
bridge
build
build-range
by-bits
by-char
by-name
calendar
can-be-self
can-enter-independent
cannot-do
cannot-leave-world
capacity
capacity-negation
capitalize
capture
capture-chance
capture-failed
capture-succeeded
cell
cell-is-occupied
cell-width
change-on-exhaustion-chance
change-side
change-type
char
circumference
class
cloud-bottom-view
cloud-bottoms
cloud-height-view
cloud-heights
cloud-view
cloud-view-dates
clouds
clouds-max
clouds-min
coating
coating-depth-max
coating-depth-min
color
cond
config-name
connection
constant
construction-run
consumption-as-occupant
consumption-on-creation
consumption-per-add-terrain
consumption-per-attack
consumption-per-build
consumption-per-fire
consumption-per-move
consumption-per-repair
consumption-temperature-effect
control-range
control-sides
controlled-by
counterattack
countercapture
country-growth-chance
country-people-chance
country-radius-max
country-radius-min
country-separation-max
country-separation-min
country-takeover-chance
country-terrain-max
country-terrain-min
country-units-max
courage-max
courage-min
cp
cp-attrition
cp-on-creation
cp-per-build
cp-per-self-build
cp-to-self-build
create-at
create-in
create-range
create-units-from-specs
cxp
cxp-max
cxp-on-capture-effect
cxp-per-capture
cxp-per-combat
damage
damage-cxp-effect
day-length
daylight-fraction
default-base-module
default-doctrine
defend-terrain-effect
defensive
define
delayed
description-format
design-notes
destination-full
detonate
detonate-on-approach-range
detonate-on-capture
detonate-on-death
detonate-on-hit
detonation-accident-chance
detonation-damage-adjacent
detonation-damage-at
detonation-terrain-damage-chance
detonation-terrain-range
detonation-unit-range
direct-control
disappear
disband
display-name
do
do-action
doctrine
doctrines
doctrines-locked
drafters
draw
edge-road-density
edge-terrain
elapsed-real-time
elevation-max
elevation-min
elevations
else
embed
embed-at
embed-size
emblem-name
end
end-if
enforcement
enter
event-movies
event-narratives
event-notices
ever-active
evt
exploratory
extensions
extra-turn-chance
exu
eye-height
false
favored-terrain
feature-namers
feature-types
features
ferry-on-departure
ferry-on-entry
final-turn
finished-turn
fire-angle-max
fire-at
fire-attack-terrain-effect
fire-damage
fire-defend-terrain-effect
fire-hit-chance
fire-into
fire-into-outside-world
formation
free-acp
free-mp
gain-counts
game-ended
game-module
game-restarted
game-saved
game-started
generic-char
generic-name
goal
grammar
grid-color
growth-stop-chance
has-material-type
has-unit-type
has-unit-type-near
height
help
hit-at-max-range-effect
hit-by
hit-chance
hit-cxp-effect
hit-falloff-range
hit-position
hit-stats
hit-unit
hp
hp-max
hp-min
hp-per-detonation
hp-per-disband
hp-per-repair
hp-per-starve
hp-recovery
hp-to-garrison
hp-to-recover
hp-to-repair
if
image-name
imf
in
in-length
include
independent-capture-chance
independent-density
independent-growth-chance
independent-near-start
independent-people-chance
independent-takeover-chance
independent-units
init-tech
initial
initial-advantage
initial-center-at
initial-date
initial-date-max
initial-date-min
initial-day-part
initial-seen-radius
initial-turn
initial-year-part
instructions
insufficient-acp
insufficient-material
insufficient-mp
junky
keep-control-range
keep-formation
known-to
last-alliance-wins
last-side-wins
last-turn
latitude
liquid
list
load-max
locked
log-ended
log-started
long-name
longitude
looks-like
lose
lose-track-chance
loss-counts
lost-game
lost-revolt-chance
lost-surrender-chance
lost-vanish-chance
lost-wreck-chance
m
m*
make-countries
make-earthlike-terrain
make-fractal-percentile-terrain
make-independent-units
make-initial-materials
make-maze-terrain
make-random-date
make-random-terrain
make-rivers
make-roads
make-weather
mask
material
material-per-production
material-per-remove-terrain
material-to-act
material-to-add-terrain
material-to-attack
material-to-build
material-to-change-type
material-to-create
material-to-fire
material-to-move
material-to-produce
material-to-remove-terrain
material-to-repair
material-to-research
material-type
material-view
material-view-dates
maze-passage-density
maze-passage-occurrence
maze-room-density
maze-room-occurrence
mo
mono
morale-hit
morale-hit-by
morale-max
morale-on-creation
morale-recovery
morale-terrain-effect
move
move-dir
move-range
move-to
mp-to-enter-own
mp-to-enter-terrain
mp-to-enter-unit
mp-to-enter-zoc
mp-to-leave-terrain
mp-to-leave-unit
mp-to-leave-world
mp-to-leave-zoc
mp-to-traverse
mp-to-traverse-zoc
n
name
name-geographical-features
name-internal
name-units-randomly
namer
names-locked
nb
near
next-numbers
no-goal
no-x
non-material
non-terrain
non-unit
none
not
notes
noun
occupant-base-production
occupant-can-construct
occupant-can-have-occupants
occupant-combat
occupant-escape-chance
occupant-max
occupant-total-max
occupant-vision
occupy
occurrence
offensive
opinion-max
opinion-min
opinions
opinions-on-creation
or
original-module
original-variants
original-version
os
out-length
over-all
over-border
over-nothing
over-own
overrun
overrun-failed
overrun-succeeded
palette
parts-max
passive
password
people
people-consumption
people-max
people-production
people-see-chance
people-sides
people-surrender-chance
people-surrender-effect
pickup
picture-name
pixel-size
plan
player
player-sides-locked
plural-noun
point-value
positions-known
possible-sides
print
priority
produce
productivity
productivity-adjacent
productivity-max
productivity-min
program-version
projection
proposers
protection
quote
random
random-state
range
range-min
real-time
real-time-for-game
real-time-per-side
real-time-per-turn
rearm-percent
recycleable-material
reject
remove
remove-terrain
repair
repair-percent
research
reserve
reset
restrict
resupply
resupply-percent
retreat-chance
revolt-at-opinion-min
revolt-chance
river-chance
river-sink-terrain
river-x
road-chance
road-into-chance
road-to-edge-chance
road-x
s
scorefile-name
scorekeeper
scores
scuttle-chance
season-names
see-all
see-always
see-chance
see-chance-adjacent
see-chance-at
see-material-always
see-mistake-chance
see-occupants
see-others-if-captured
see-terrain-always
see-terrain-if-captured
see-weather-always
self-changeable
self-required
self-resurrects
self-unit
sentry
sequential
set
short-name
side
side-defaults
side-joined
side-library
side-lost
side-withdrew
side-won
sides
sides-max
sides-min
signers
speed
speed-damage-effect
speed-max
speed-min
speed-occupant-effect
speed-wind-effect
spot-action
spur-chance
spur-range
spy-chance
spy-quality
spy-range
spy-track-chance
stack-order
stack-protection
standing-order
start-with
state
status
subarea
subtype
subtype-x
sum
sun
supply-alarm
supply-is-low
supply-on-completion
supply-on-creation
supply-per-disband
surrender-chance
surrender-chance-per-attack
surrender-range
sym
synthesis-methods
t*
table
tasks
tech
tech-crossover
tech-from-ownership
tech-leakage
tech-max
tech-per-research
tech-per-turn-max
tech-to-build
tech-to-own
tech-to-see
tech-to-use
temperature-attrition
temperature-average
temperature-floor
temperature-floor-elevation
temperature-max
temperature-min
temperature-moderation-range
temperature-protection
temperature-variability
temperature-view
temperature-view-dates
temperature-year-cycle
temperatures
terms
terrain
terrain-capacity-x
terrain-consumption
terrain-damaged-type
terrain-exhaustion-type
terrain-initial-supply
terrain-production
terrain-seen
terrain-storage-x
terrain-type
terrain-view
terrain-view-dates
text
thickness
tile
timeouts
timeouts-used
title
too-far
too-near
toolup
total-time-used
tp
tp-attrition
tp-crossover
tp-damage
tp-max
tp-per-toolup
tp-to-build
track-chance
trades
transfer
transfer-part
trigger
triggered
trk
true
trusts
turn
turn-time-used
twilight-fraction
type-in-game-max
type-name
type-per-side-max
u*
ui-data
undefine
unit
unit-acquired
unit-assaulted
unit-capacity-x
unit-captured
unit-completed
unit-control-chance
unit-control-chance-adjacent
unit-control-chance-at
unit-control-range
unit-created
unit-damaged
unit-defaults
unit-died-from-temperature
unit-died-in-accident
unit-disbanded
unit-garrisoned
unit-gone
unit-growth-chance
unit-initial-supply
unit-killed
unit-left-world
unit-merged
unit-moved
unit-name-changed
unit-namers
unit-revolted
unit-size-as-occupant
unit-size-in-terrain
unit-starved
unit-storage-x
unit-surrendered
unit-takeover-chance
unit-type
unit-type-changed
unit-vanished
unit-view
unit-view-dates
unit-wrecked
unit-wrecked-in-accident
units
units-in-game-max
units-per-side-max
unload-max
unseen-char
unseen-color
unseen-image-name
use-side-priority
usual
valley-x
vanishes-on
variants
version
vicinity-is-held
vicinity-is-known
visibility
vision-bend
vision-night-effect
vision-range
wait
wait-transport
weapon-height
wet-blob-density
wet-blob-height
wet-blob-size
wet-percentile-max
wet-percentile-min
wet-smoothing
when
width
willing-to-draw
willing-to-sign
win
wind-force-average
wind-force-max
wind-force-min
wind-force-variability
wind-mix-range
wind-variability
wind-view
wind-view-dates
winds
withdraw-chance-per-attack
won-game
world
world-is-known
world-seen
world-size
wrecked-type
wrecks-on
x
xform
year-length
z
zoc-from-terrain-effect
zoc-into-terrain
zoc-range