XML Tags

## Projectiles

 <Projectile\_Grenade\_Gravity>
 <Projectile\_Grenade\_Gravity\_Lob\_Mod>
 <Projectile\_Texture\_Slot>

### Full Tag list: Move to table once the reference is complete

<Activate\_SFX>
<Activation\_Chance>
<Activation\_Max\_Range>
<Activation\_Min\_Range>
<Activation\_Style>
<Activation\_Time\_In\_Seconds>
<Activation\_Tracking\_Duration>
<Active\_By\_Default>
<ActiveGoals>
<Active\_Plot>
<ActiveStoryGoalCount>
<ActiveTradeRoutes>
<Additional\_Garrison\_Units>
<Additional\_Multiplier\_On\_Mining\_Colonies>
<Additional\_Population\_Capacity>
<AdditionalPopulationCapacity>
<Advisor\_Hint\_Duration>
<Advisor\_Hint\_Interval>
<Affects\_All\_Allied\_Sources>
<Affects\_All\_Allies>
<Affiliation>
<Aggressiveness>
<AI\_BuildTaskReservationSeconds>
<AI\_Combat\_Power>
<AI\_FogCellsPerThreatCell>
<AIGoalApplicationFlags>
<AI\_LandAreaThreatScaleFactor>
<AI\_LandEvaluatorRegionSize>
<AI\_LandThreatDistanceFactor>
<AI\_LandThreatLookAheadTime>
<AI\_LandThreatTurnRateFactor>
<AI\_Player\_Control>
<Air\_Vehicle\_Turret\_Target>
<AI\_SpaceAreaThreatScaleFactor>
<AI\_SpaceEvaluatorRegionSize>
<AI\_SpaceThreatDecayStep>
<AI\_SpaceThreatDistanceFactor>
<AI\_SpaceThreatLookAheadTime>
<AI\_SpaceThreatTurnRateFactor>
<AIUsesFogOfWarGalactic>
<AIUsesFogOfWarLand>
<AIUsesFogOfWarSpace>
<AI\_Victory\_Conditions>
<AI\_Victory\_Cycle\_Limit>
<Allies>
<Allow\_Idle\_When\_Moving>
<Allow\_Opportunity\_Fire\_When\_Idle>
<Allow\_Opportunity\_Fire\_When\_Targeting>
<Allow\_Particle\_Model\_Culling>
<Allow\_Reinforcement\_Percentage\_Normalized>
<Allows\_Special\_Weapon\_Use>
<Alpha>
<Alternate\_Description\_Text>
<Alternate\_Font\_Name>
<Alternate\_Icon\_Name>
<Alternate\_Icon\_Prefix>
<Alternate\_Max\_Rate\_Of\_Turn>
<Alternate\_Max\_Speed>
<Alternate\_Name\_Text>
<AlwaysBypassAutoResolve>
<Always\_Instantiate\_Galactic>
<Always\_Spawn\_In\_Orbit>
<Ambient\_SFXEvent\_Intermittent>
<Animate\_Back>
<Animate\_During\_Galactic\_Mode\_Pause>
<Animate\_Upper\_Effect>
<Anim\_FPS>
<Anim\_Frame\_Delay>
<AntiStealthEffectiveness>
<AnyCurrentThreats>
<Applicable\_Unit\_Categories>
<Applicable\_Unit\_Types>
<Apply\_Damage\_Right\_To\_Left>
<Apply\_To\_All\_Allies>
<Apply\_Y\_Turret\_Rotate\_To\_Axis>
<Apply\_Z\_Turret\_Rotate\_To\_Axis>
<ApproximationForwardDistance>
<ApproximationSmoothCosAngle>
<Arc\_Max\_Range>
<Arc\_Min\_Range>
<Arc\_Sweep\_Attack\_Ability>
<Arctic>
<Arc\_Width\_In\_Degrees>
<Area\_Effect\_Decal\_Distance>
<AreEnginesOnline>
<Armor\_Type>
<Armor\_Types>
<Asteroid\_Damage\_Hit\_Particles>
<Asteroid\_Field\_Damage>
<Asteroid\_Field\_Damage\_Rate>
<Attachment\_Bone>
<Attachment\_Frame>
<Attach\_To\_Flagship\_During\_Space\_Battle>
<Attack\_Accuracy\_Modifier>
<Attack\_Action>
<Attack\_Animation>
<Attack\_Animation\_Is\_Overlay>
<Attack\_Animation\_Speedup>
<Attack\_Animation\_Subindex>
<Attack\_Animation\_Type>
<Attack\_Anim\_Sub\_Index>
<Attack\_Category\_Restrictions>
<Attack\_Firing\_Bone\_Name>
<Attack\_Move\_Response\_Range>
<Attack\_Number\_Of\_Shots>
<Attack\_Priorities>
<Attack\_Projectile\_Type>
<Attack\_SFXEvent>
<Audio\_Galactic\_3D\_Listener\_Z\_Pullback\_Dist>
<Audio\_Galactic\_3D\_Rolloff\_Distance\_Mod>
<Audio\_Galactic\_3D\_Saturation\_Distance\_Mod>
<Audio\_Land\_3D\_Listener\_Z\_Pullback\_Dist>
<Audio\_Land\_3D\_Rolloff\_Distance\_Mod>
<Audio\_Land\_3D\_Saturation\_Distance\_Mod>
<Audio\_Space\_3D\_Listener\_Z\_Pullback\_Dist>
<Audio\_Space\_3D\_Rolloff\_Distance\_Mod>
<Audio\_Space\_3D\_Saturation\_Distance\_Mod>
<Auto\_Deploys>
<Auto\_Destruct\_Fade\_Time>
<Auto\_Destruct\_Time>
<AutomaticAutoResolve>
<Automatic\_Planetary\_Corruption\_Upgrade\_Type>
<Autonomous\_Move\_Extension\_Vs\_Attacker>
<AutoResolveAttritionAllowanceFactor>
<AutoResolveDisplayTime>
<AutoResolveLoserAttrition>
<Auto\_Resolve\_Tactical\_Multiplier>
<AutoResolveTransportLosses>
<AutoResolveVoteDefaultTimeOut>
<AutoResolveVoteDefaultToTactical>
<AutoResolveWinnerAttrition>
<Auto\_Rotate\_For\_Space\_Targeting>
<Available\_In\_Skirmish>
<AverageAgeOfGroundIntelligence>
<AverageAgeOfSpaceIntelligence>
<AverageBuildQueueDepth>
<AverageBuildTime>
<AverageGroundbase>
<AverageStarbase>
<Avoidance\_Disabled>
<Avoid\_Enemy\_Exclusion\_Range>
<Bank\_Turn\_Angle>
<Bar\_Overlay\_Name>
<Barrel\_Bone\_Name>
<Bar\_Texture\_Name>
<Base\_Cost\_Credits>
<BaseIncome>
<BaseIncomeNBTD>
<BaseIncomeNBTP>
<BaseIncomeUnnormalized>
<Base\_Income\_Value>
<Base\_Interval\_In\_Secs>
<Base\_Land\_Targeting\_Arc\_Angle\_Coefficient>
<Base\_Layer>
<Base\_Level>
<BaseLevel>
<Base\_Position>
<Base\_Power\_Ability>
<Base\_Shield\_Always\_Off>
<Base\_Shield\_Delay\_Time>
<Base\_Shield\_Penetration\_Particle>
<Base\_Shield\_Radius>
<Base\_Shield\_Speed\_Modifier>
<Base\_Shield\_Upgrade>
<Base\_Shield\_Vulnerability\_Modifier>
<Base\_Texture>
<Basic\_AI>
<BasicEmpire>
<BasicRebel>
<Battlefield\_Modifier\_Ability>
<Battle\_Load\_Planet\_Ambient>
<Battle\_Load\_Planet\_Direction>
<Battle\_Load\_Planet\_Viewport>
<Battle\_Pending\_Message\_Color>
<Battle\_Pending\_Message\_Font>
<Battle\_Pending\_Message\_Font\_Size>
<Battle\_Pending\_Message\_Pos\_X>
<Battle\_Pending\_Message\_Pos\_Y>
<Battle\_Pending\_Timeout\_Seconds>
<Beacon\_Lifetime\_In\_Secs>
<BeaconPlaceDelay>
<Beacon\_Radar\_Map\_Event\_Name>
<Beam\_Bone\_Name>
<Beam\_Color>
<Beam\_Effect\_Name>
<Beam\_Frames>
<Beam\_Texture\_Name>
<Beam\_Width>
<Begin\_Applying\_Damage\_Frame>
<Begin\_Control\_Transition\_Radar\_Event>
<Begin\_Turn\_Towards\_Distance>
<Behavior>
<Benefits\_From\_Corruption>
<Berserker\_Ability>
<Berserker\_Damage>
<Berserker\_Damage\_Range>
<Berserker\_Duration\_In\_Secs>
<Berserker\_Speed>
<BetweenFormationSpacing>
<Big\_Fleet\_Color>
<Bink\_Player\_Caption\_Font\_Name>
<Bink\_Player\_Caption\_Font\_Size>
<BlackMarketAbilitiesAvailable>
<Black\_Market\_Ability>
<Black\_Market\_Income\_Mult\_Max>
<Black\_Market\_Income\_Mult\_Min>
<BlackMarketMinimumAbilityPrice>
<BlackMarketPriceModifier>
<Blank\_Texture\_Name>
<Blast\_Ability>
<Blast\_Ability\_Fire\_Projectile\_Type>
<Blink\_Duration>
<Blink\_Fade>
<Blink\_Rate>
<Blob\_Color>
<Blob\_Intensity>
<Blob\_Material\_Name>
<Blob\_Radius>
<Blob\_Shadow\_Below\_Detail\_Level>
<Blob\_Shadow\_Bone\_Name>
<Blob\_Shadow\_Material\_Name>
<Blob\_Shadow\_Scale>
<Blockade\_Run\_Attrition\_Factor>
<Block\_Chance>
<Bloom>
<Bolt\_Creation\_Interval\_Max>
<Bolt\_Creation\_Interval\_Min>
<Bombardment\_Blob\_Size>
<Bombardment\_Distribution>
<Bombardment\_Initial\_Delay>
<Bombardment\_Lighting\_Color\_List>
<Bombardment\_Lighting\_Intensity\_List>
<Bombardment\_Lighting\_Seconds\_List>
<Bombardment\_Number\_Of\_Salvos>
<Bombardment\_Offset>
<Bombardment\_Particle>
<Bombardment\_Projectile>
<Bombardment\_Required\_Orbital\_Ships>
<Bombardment\_Salvo\_Delay>
<Bombardment\_Shadow\_Blob\_Material\_Name>
<Bombardment\_Shot\_Delay>
<Bombardment\_Shots\_Per\_Salvo>
<Bomb\_Countdown\_Seconds>
<Bomber>
<Bombing\_Run\_Blob\_Size>
<Bombing\_Run\_Prevention\_Radius>
<Bombing\_Run\_Reduction\_Per\_Squadron\_Percent>
<Bombing\_Run\_Shadow\_Blob\_Material\_Name>
<Bomb\_Type>
<Bone\_Names>
<Bottom\_Bounds\_Buffer>
<Bottom\_Color>
<Bounty\_On\_Faction\_Ability>
<Bounty\_Percentage\_Amount>
<Branch>
<Bribe\_Cost\_Multiplier>
<Bribed\_Color>
<Bribed\_Effect>
<Bribed\_Effect\_Small>
<Bribe\_Modifier\_On\_Corrupted\_Planets>
<Bribe\_Modifier\_On\_Uncorrupted\_Planets>
<Bribery\_Fleet\_Reveal\_Range>
<Budget>
<BudgetAllocation>
<BudgetFractionToBuild>
<Build>
<Build\_Advances\_Tech\_Level>
<Build\_Can\_Be\_Unlocked\_By\_Slicer>
<Build\_Cost\_Credits>
<Build\_Countdown\_Text\_ID>
<Build\_Countdown\_Text\_RGBA>
<Build\_Countdown\_Timer>
<Build\_Dial2\_Offset>
<Build\_Dial\_Offset>
<Build\_Initially\_Locked>
<Build\_Limit\_Current\_For\_All\_Allies>
<Build\_Limit\_Current\_Per\_Player>
<Build\_Limit\_Lifetime\_For\_All\_Allies>
<Build\_Limit\_Lifetime\_Per\_Player>
<Build\_Max\_Instances\_Per\_Planet>
<Build\_Music\_Completed>
<BuildPercentRemaining>
<BuildQueueDepth>
<BuildQueueTime>
<Build\_Requires\_Initial\_Placement>
<Build\_Speech\_Completed>
<Build\_Speech\_Countdowns>
<Build\_Speech\_Stopped>
<Build\_Speech\_Underway>
<Build\_Tab\_Heroes>
<Build\_Tab\_Land\_Units>
<Build\_Tab\_Outpost>
<Build\_Tab\_Space\_Station>
<Build\_Tab\_Space\_Units>
<Build\_Tab\_Special\_Structures>
<Build\_Texture\_Name>
<Build\_Time\_Delay\_Tolerance>
<Build\_Time\_Reduced\_By\_Multiple\_Factories>
<Build\_Time\_Seconds>
<Burning\_Damage\_Per\_Second>
<Button\_Left>
<Button\_Left\_Disabled>
<Button\_Left\_Mouse\_Over>
<Button\_Left\_Pressed>
<Button\_Middle>
<Button\_Middle\_Disabled>
<Button\_Middle\_Mouse\_Over>
<Button\_Middle\_Pressed>
<Button\_Right>
<Button\_Right\_Disabled>
<Button\_Right\_Mouse\_Over>
<Button\_Right\_Pressed>
<Buzz\_Droids\_Ability>
<Cable\_Ability>
<Cable\_End\_Speed\_Fraction>
<Cable\_Fadeout\_Time>
<Cable\_Length\_Fraction>
<Cable\_Render\_Mode>
<Cable\_Texture\_Name>
<Cable\_Width>
<Cache\_Crusher\_Boxes>
<Camera\_Aligned>
<Camera\_Distance>
<Camera\_FX\_Manager\_Letterbox\_Height>
<Camera\_Shift\_X>
<Camera\_Shift\_Y>
<Camera\_Stop\_Left>
<Camera\_Stop\_Right>
<Camera\_Z\_Position>
<Campaign\_Set>
<CanAdvanceTech>
<Can\_Animate>
<Can\_Be\_Neutralized\_By\_Major\_Heroes>
<Can\_Be\_Neutralized\_By\_Minor\_Heroes>
<Can\_Be\_Only\_One>
<CanCellStack>
<Cancel\_Special\_Ability>
<Can\_Contain\_Heroes\_During\_Ground\_Battle>
<Can\_Control\_Planets>
<Can\_Destroy\_Special\_Structure>
<Can\_Drag\_Stack>
<Can\_Hyperspace\_Without\_Activating\_Ability>
<Can\_Indigenous\_Unit\_Stop>
<Can\_Neutralize\_Major\_Heroes>
<Can\_Neutralize\_Minor\_Heroes>
<Cannot\_Skip>
<Can\_Participate\_In\_Space\_Battle>
<CanRetreat>
<Can\_Win\_By\_Destroying\_Super\_Weapon>
<Capital>
<Caption\_Duration>
<Caption\_Frame>
<Capture\_Point\_Radius>
<Capture\_Point\_Time\_Multiplier>
<Capture\_Point\_Transition\_Time\_Seconds>
<Carrier\_Icon\_Name>
<Cash\_Point\_Credits\_Per\_Second>
<Cash\_Point\_Radius>
<Cash\_Point\_Transition\_Time\_Seconds>
<CashPointValue>
<Catch\_Dist>
<Category>
<Category\_Exclusions>
<CategoryMask>
<Causes\_Despawn>
<Causes\_Infection>
<CB\_Flash\_Count>
<CB\_Flash\_Duration>
<CB\_Movie\_Color>
<CB\_Movie\_Offset>
<Chained\_SFXEvent>
<Chance\_Affinity\_Modifier>
<Chance\_Modifier\_By\_Base\_Level>
<Chance\_Modifier\_By\_Planet\_Difficulty>
<Chance\_To\_Win>
<Charged\_Effect>
<Charge\_Up\_Seconds>
<Charging\_Effect>
<Charging\_Time\_In\_Seconds>
<Chase\_Radius>
<Cheap\_Bribe\_Cost>
<Check\_Off>
<Check\_On>
<Choke>
<Cinematic\_Anim\_Blend\_Seconds>
<Cinematic\_Anim\_Index>
<Cinematic\_Anim\_Speed>
<Cinematic\_Object\_Only>
<Clash\_Actions>
<Clash\_Range>
<Clash\_Type>
<Clear>
<Click\_SFX>
<Click\_Shift>
<Close\_Enough\_Angle\_For\_Move\_Start>
<CloseEnoughAngleForMoveStart>
<Cluster\_Bomb\_Ability>
<Collidable\_By\_Projectile\_Dead>
<Collidable\_By\_Projectile\_Living>
<Collision\_Box\_Modifier>
<Collision\_Mesh>
<Color>
<Color\_End>
<Color\_Start>
<Color\_Zoomed\_In>
<Color\_Zoomed\_Out>
<Combat\_Bonus\_Ability>
<Combat\_Distance>
<Combo\_Box>
<Combo\_Box\_Left\_Cap>
<Combo\_Box\_Popdown\_Button>
<Combo\_Box\_Popdown\_Button\_Mouse\_Over>
<Combo\_Box\_Popdown\_Button\_Pressed>
<Combo\_Box\_Text\_Box>
<Command\_Bar\_Default\_Font\_Name>
<Command\_Bar\_Default\_Font\_Size>
<Commandbar\_Offset>
<Company\_Transport\_Unit>
<Company\_Units>
<Concentrate\_Fire\_Attack\_Ability>
<Confuse\_Effect>
<Confuse\_Range>
<Confuse\_Time\_In\_Secs>
<Confuse\_Travel\_Time\_In\_Secs>
<ConnectsIsolatedPlanetsByForce>
<ConnectsIsolatedPlanetsByLength>
<ConnectsLargestIslands>
<ContainerArrangement>
<ContainsHero>
<Contamination\_Object\_Name>
<Control\_Point\_Domination\_Condition\_Relevant>
<Control\_Point\_Domination\_Victory\_Time\_In\_Secs>
<Conversion\_Ability\_Changes\_To\_Enemy>
<Converted\_To\_Enemy\_Die\_Time\_Seconds>
<Corruption\_1\_Credit\_Cost>
<Corruption\_1\_Failure\_Bink\_Hologram\_Name>
<Corruption\_1\_Failure\_Speech\_Event>
<Corruption\_1\_Mission\_Briefing>
<Corruption\_1\_Mission\_Commencing\_Speech\_Event>
<Corruption\_1\_Required\_Mission\_Count>
<Corruption\_1\_Required\_Mission\_Type>
<Corruption\_1\_Required\_Unit\_Count>
<Corruption\_1\_Required\_Unit\_Type>
<Corruption\_1\_Success\_Bink\_Hologram\_Name>
<Corruption\_1\_Success\_Credit\_Bonus>
<Corruption\_1\_Success\_Speech\_Event>
<Corruption\_1\_Success\_Unlock\_Unit\_Type>
<Corruption\_1\_Tactical\_Game\_Mode>
<Corruption\_1\_Tactical\_Map\_Name>
<Corruption\_1\_Tactical\_Script\_Name>
<Corruption\_1\_Type>
<Corruption\_2\_Credit\_Cost>
<Corruption\_2\_Failure\_Bink\_Hologram\_Name>
<Corruption\_2\_Failure\_Speech\_Event>
<Corruption\_2\_Mission\_Briefing>
<Corruption\_2\_Required\_Mission\_Count>
<Corruption\_2\_Required\_Mission\_Type>
<Corruption\_2\_Required\_Unit\_Count>
<Corruption\_2\_Required\_Unit\_Type>
<Corruption\_2\_Success\_Bink\_Hologram\_Name>
<Corruption\_2\_Success\_Speech\_Event>
<Corruption\_2\_Success\_Unlock\_Unit\_Type>
<Corruption\_2\_Type>
<Corruption\_3\_Credit\_Cost>
<Corruption\_3\_Failure\_Bink\_Hologram\_Name>
<Corruption\_3\_Failure\_Speech\_Event>
<Corruption\_3\_Mission\_Briefing>
<Corruption\_3\_Required\_Mission\_Count>
<Corruption\_3\_Required\_Mission\_Type>
<Corruption\_3\_Required\_Unit\_Count>
<Corruption\_3\_Required\_Unit\_Type>
<Corruption\_3\_Success\_Bink\_Hologram\_Name>
<Corruption\_3\_Success\_Speech\_Event>
<Corruption\_3\_Type>
<Corruption\_Ability>
<Corruption\_Choice\_Benefit>
<Corruption\_Choice\_Encyclopedia>
<Corruption\_Choice\_Icon\_Name>
<Corruption\_Choice\_Income\_Percentage>
<Corruption\_Choice\_Name>
<Corruption\_Encyclopedia\_Backdrop>
<Corruption\_Encyclopedia\_Complete>
<Corruption\_Encyclopedia\_Header>
<Corruption\_Encyclopedia\_Incomplete>
<Corruption\_Encyclopedia\_Left\_Edge>
<Corruption\_Encyclopedia\_Money\_Icon>
<Corruption\_Encyclopedia\_Spacing>
<Corruption\_Galactic\_Production\_Price\_Multipliers>
<Corruption\_Galactic\_Production\_Time\_Multipliers>
<Corruption\_Hyperspace\_Bonus>
<Corruption\_Line\_Grow\_Seconds>
<Corruption\_Line\_Radius>
<Corruption\_Line\_Start\_End\_Offset>
<Corruption\_Mission\_Requirement\_Icon\_Name>
<Corruption\_Particle\_Line\_Name>
<Corruption\_Particle\_Name>
<Corruption\_Path\_Color>
<Corruption\_Path\_Offset>
<Corruption\_Path\_Width>
<Corruption\_Planet\_Icon>
<Corruption\_Planet\_Icon\_Encyclopedia\_Desc>
<Corruption\_Planet\_Icon\_Encyclopedia\_Name>
<Corruption\_Removal\_Cost\_Multiplier>
<Corruption\_Removal\_Time\_In\_Secs>
<Corruption\_Tactical\_Build\_Pad\_Price\_Multipliers>
<Corruption\_Tactical\_Build\_Pad\_Time\_Multipliers>
<Corruption\_Tactical\_Production\_Price\_Multipliers>
<Corruption\_Tactical\_Production\_Time\_Multipliers>
<Corrupt\_Planet\_Ability>
<Corrupt\_Side\_Leader\_Name>
<Corrupt\_Side\_Name>
<Corrupt\_Systems\_Ability>
<Corvette>
<Corvette\_Icon\_Name>
<Cost\_Affinity\_Modifier>
<Cost\_Mod\_By\_Base\_Level>
<Cost\_Mod\_By\_Planetary\_Corruption\_Level>
<Cost\_Mod\_By\_Previous\_Neutralizations>
<Cost\_Multiplier\_By\_Planet\_Tech\_Availability>
<CPUSpeed>
<Create\_Player\_In\_Multiplayer\_Games>
<Create\_Team>
<Create\_Team\_Type>
<Creation\_Delay\_In\_Seconds>
<Credit\_Cap\_Per\_Planet>
<Credit\_Gain\_Factor>
<Credit\_Multiplier>
<Credits\_Accumulation\_Factor>
<Credits\_Bottom\_Color>
<Credits\_Font>
<Credits\_Font\_Size>
<Credits\_Header\_Bottom\_Color>
<Credits\_Header\_Top\_Color>
<Credits\_Logo\_1\_Height>
<Credits\_Logo\_1\_Name>
<Credits\_Logo\_1\_Width>
<Credits\_Logo\_1\_Y\_Offset>
<Credits\_Logo\_2\_Height>
<Credits\_Logo\_2\_Name>
<Credits\_Logo\_2\_Width>
<Credits\_Logo\_2\_Y\_Offset>
<Credits\_Logo\_3\_Height>
<Credits\_Logo\_3\_Name>
<Credits\_Logo\_3\_Width>
<Credits\_Logo\_3\_Y\_Offset>
<Credits\_Margin>
<Credits\_Scroll\_Rate>
<Credits\_Spacing>
<Credits\_Top\_Color>
<CreditsUnnormalized>
<Cross\_Fade>
<Crouch\_Animation\_Speed>
<CrouchIdleWalkBlendTime>
<CrouchMoveBlendTime>
<Crouch\_Move\_Fire\_Angle\_Cutoff>
<CurrentPathCostCoefficientSpace>
<Custom\_Hard\_XExtent>
<Custom\_Hard\_XExtent\_Offset>
<Custom\_Hard\_YExtent>
<Custom\_Hard\_YExtent\_Deployed>
<Custom\_Hard\_YExtent\_Offset>
<Custom\_Soft\_Footprint\_Radius>
<Cycles\_Per\_Distance>
<Damage>
<Damage\_Absorb\_Amount>
<Damage\_Absorb\_Percentage>
<Damage\_Amount>
<Damage\_Application\_Time\_In\_Secs>
<Damage\_Arc\_In\_Degrees>
<Damage\_Bonus\_Percentage>
<Damage\_Decal>
<Damage\_Delay\_In\_Secs>
<Damaged\_Smoke\_Asset\_Name>
<Damage\_Frame\_Number>
<DAMAGE\_GROUND>
<Damage\_Hit\_Particles>
<Damage\_Interval\_In\_Secs>
<Damage\_Multiplier>
<Damage\_Particles>
<Damage\_Percentage>
<Damage\_Percent\_When\_Activated>
<Damage\_Per\_Frame>
<Damage\_Per\_Second>
<Damage\_Radius>
<Damage\_Range>
<Damage\_Sweep\_Time\_In\_Secs>
<Damage\_To\_Armor\_Mod>
<Damage\_Type>
<Damage\_Types>
<Dark>
<Death\_Breakoff\_Prop>
<Death\_By\_TSW\_Replacements>
<Death\_Clone>
<Death\_Clone\_Is\_Obstacle>
<Death\_Explosion\_Particles>
<Death\_Explosions>
<Death\_Explosions\_End>
<Death\_Explosion\_SFXEvent>
<Death\_Fade\_Time>
<Death\_Leave\_Hulk\_Behind>
<Death\_Persistence\_Duration>
<Death\_Projectiles>
<Death\_SFXEvent\_End\_Die>
<Death\_SFXEvent\_Start\_Die>
<Debris\_Attached\_Particle>
<Debris\_Facing\_Rotate\_Vector>
<Debris\_Max\_Lifetime\_Seconds>
<Debris\_Min\_Lifetime\_Seconds>
<Debris\_Movement\_Vector>
<Debug\_Ground\_Structures>
<Debug\_Hot\_Key\_Load\_Campaign>
<Debug\_Hot\_Key\_Load\_Map>
<Debug\_Hot\_Key\_Load\_Map\_Script>
<Default>
<Default\_Bounty\_By\_Category\_MP>
<Default\_Bounty\_By\_Category\_SP>
<Default\_Defense\_Adjust>
<DefaultGraphicDetailLevel>
<Default\_Hero\_Respawn\_Time>
<Default\_MSS\_DIG\_DS\_FRAGMENT\_CNT>
<Default\_MSS\_DIG\_DS\_MIX\_FRAGMENT\_CNT>
<Default\_Offset>
<Default\_Offset\_Widescreen>
<Default\_Transmission\_Message>
<Defeat\_Text>
<Defend\_Mode\_Weapon\_Delay\_Multiplier>
<Defense\_Bonus\_Percentage>
<Defense\_Duration\_In\_Secs>
<Delay\_Between\_Land\_Base\_Attack\_Announcement\_Seconds>
<Delay\_Between\_Space\_Base\_Attack\_Announcement\_Seconds>
<Demo\_Attract\_Map\_Cycle\_Delay\_Seconds>
<Demo\_Attract\_Maps>
<Demo\_Attract\_Start\_Timeout\_Seconds>
<Dense\_FOW\_Reveal\_Range\_Multiplier>
<Depleted\_Shield\_Damage\_Increment>
<Depleted\_Shield\_Disable\_Time>
<Depleted\_Shield\_Regen\_Cap>
<Deploy>
<DeployedBehavior>
<Deployed\_Max\_Attack\_Distance\_Multiplier>
<Deployed\_Turret\_Elevate\_Extent\_Degrees>
<Deployed\_Turret\_Rotate\_Extent\_Degrees>
<Deployed\_Walk\_Anim\_Speed>
<Deployed\_Walk\_Speed>
<Deployment\_Anim\_Rate>
<Deploys>
<Describe\_Advantage>
<Describe\_History>
<Describe\_Population>
<Describe\_Tactical>
<Describe\_Terrain>
<Describe\_Weather>
<Describe\_Wildlife>
<Description\_Text>
<Desert>
<DesiredLandFOWCellSize>
<DesiredSpaceFOWCellSize>
<Destination\_Collision\_Query\_Extension>
<DestinationSearchRadiusIncrementSpace>
<Destroyed\_Galactic\_Model\_Name>
<Destroyed\_Space\_Tactical\_Map>
<Destroy\_Previous\_Upgrade\_Level>
<Destroy\_When\_Child\_Dies>
<Destroy\_When\_Stunned\_Over\_Water>
<Destroy\_When\_Used\_As\_Corruption\_Prereq>
<Destruction\_Survivors>
<Detail>
<Detonation\_Time\_In\_Secs>
<Dial\_Left>
<Dial\_Middle>
<Dial\_Minus>
<Dial\_Minus\_Mouse\_Over>
<Dial\_Minus\_Pressed>
<Dialog\_Scene>
<Dial\_Plus>
<Dial\_Plus\_Mouse\_Over>
<Dial\_Plus\_Pressed>
<Dial\_Right>
<Dial\_Tab>
<Difficulty\_Adjustments>
<Diffuse>
<Diminishing\_Firepower>
<Disabled>
<Disable\_Darken>
<Disabled\_Offset>
<Disabled\_Texture\_Name>
<Disable\_Force\_Abilities\_Range>
<Disable\_Movement>
<Disable\_Reinforcement\_Vulnerability>
<Disallows\_Hyperspace\_Retreat>
<Displace>
<Display\_Bink\_Movie\_Frames>
<Display\_Contained\_Hero\_Grab\_Bars>
<Displayed\_Tech\_Level\_Adjustment>
<Display\_Font\_Color>
<Distance\_Default>
<Distance\_Max>
<Distance\_Min>
<Distance\_Per\_Mouse\_Unit>
<Distance\_Smooth\_Time>
<Distance\_Spline>
<Distance\_To\_Infect>
<DistanceToNearestEnemy>
<DistanceToNearestFriendly>
<Distribute\_Credit\_Quantum>
<DoubleClickMoveMaxSpeedRatio>
<Drag\_And\_Drop>
<Drag\_Back>
<Drag\_Select>
<Drain\_Effect\_Name>
<Drain\_Life\_Ability>
<Drain\_Radius>
<Drain\_Source\_Bone\_Name>
<Drain\_Target\_Bone\_Name>
<Droid\_Date\_Color>
<Droid\_Encyclopedia\_Offset>
<Droid\_Seperator\_Color>
<Droid\_Text\_Color>
<Drop\_Phase\_Duration>
<Duration>
<Duration\_In\_Seconds>
<Duration\_In\_Secs>
<Duration\_Of\_Infection>
<DynamicAvoidanceRectangleBound>
<DynamicLandComplexityQuota>
<DynamicLandQuotaResetInterval>
<DynamicLighting>
<DynamicObstacleOverlapPenalty>
<Dynamic\_Transform\_Delay\_Seconds>
<Dynamic\_Transform\_End\_Color>
<Dynamic\_Transform\_End\_Scale>
<Dynamic\_Transform\_Seconds>
<Dynamic\_Transform\_Start\_Color>
<Dynamic\_Transform\_Start\_Scale>
<Earthquake\_Attack\_Ability>
<Earthquake\_Shake\_Magnitude>
<Earthquake\_Shake\_Speed>
<Earthquake\_Transition\_Time>
<Ease\_Out\_Duration>
<Easily\_Bribed>
<Easy>
<Eat\_Attack\_Ability>
<Edit\_Box>
<Effective\_Radius>
<Effect\_Z\_Offset>
<Elevated\_Vulnerability\_Duration>
<Elevated\_Vulnerability\_Factor>
<Emboss>
<Emitter\_Intensity>
<Empire>
<Empire\_Story\_Name>
<Enable\_Ability>
<Enable\_Bombing\_Runs>
<Enable\_Planetary\_Bombardment>
<Enable\_Radar\_Ability>
<Enable\_Special\_Weapons>
<Encyclopedia\_Class\_Y\_Offset>
<Encyclopedia\_Cost\_Offset>
<Encyclopedia\_Delay>
<Encyclopedia\_Fade\_Rate>
<Encyclopedia\_Good\_Against>
<Encyclopedia\_Icon\_X\_Offset>
<Encyclopedia\_Icon\_Y\_Offset>
<Encyclopedia\_Min\_Display\_Time>
<Encyclopedia\_Name\_Offset>
<Encyclopedia\_Population\_Offset>
<Encyclopedia\_Text>
<Encyclopedia\_Unit\_Class>
<Encyclopedia\_Vulnerable\_To>
<Encyclopedia\_Weather\_Icon>
<Encyclopedia\_Weather\_Info>
<Encyclopedia\_Weather\_Name>
<End\_Control\_Transition\_Radar\_Event>
<Enemies>
<Enemy>
<Enemy\_Color>
<Enemy\_Damage\_Per\_Second>
<EnemyExternalConnectivity>
<EnemyForce>
<EnemyForceNBTD>
<EnemyForceUnnormalized>
<EnemyInternalConnectivity>
<Enemy\_Spawn\_Text>
<EnemyUnitConcentration>
<EnemyUnitConcentrationNBTD>
<EnemyUnitConcentrationUnnormalized>
<EnemyUnitsBitfield>
<Energy>
<Energy\_Beam\_Color>
<Energy\_Beam\_Frames>
<Energy\_Beam\_Texture>
<Energy\_Beam\_Width>
<Energy\_Capacity>
<Energy\_Pool\_Bonus\_Percentage>
<EnergyRechargeIntervalInSecs>
<Energy\_Refresh\_Rate>
<EnergyToShieldExchangeRate>
<Energy\_Weapon\_Attack\_Ability>
<Engine\_Particles>
<Engines\_Disabled\_Speed\_Modifier>
<Enhance\_Defense\_Ability>
<Enhancement\_Percentage>
<EnvironmentDetail>
<Evade\_Detection\_Chance>
<Evaluate>
<Evaluation\_Interval\_In\_Secs>
<Event\_Duration>
<Event\_Message\_Default\_Font\_Name>
<Event\_Message\_Default\_Font\_Size>
<Event\_Model\_Name>
<Event\_Model\_Scale>
<Event\_Param1>
<Event\_Param2>
<Event\_Param3>
<Event\_Param4>
<Event\_Param5>
<Event\_Param6>
<Event\_Param7>
<Event\_Persistent>
<Event\_Single\_Instance>
<Event\_Type>
<Evil\_Side\_Leader\_Name>
<Evil\_Side\_Name>
<Excluded\_Unit\_Types>
<Exclude\_From\_Distance\_Fade>
<Execute\_Script\_On\_Type>
<Exit\_Door\_Angle\_Degrees>
<Exit\_Door\_Distance>
<Expensive\_Bribe\_Cost>
<Expiration\_Seconds>
<Explode\_When\_Reached\_Target\_Radius>
<EXPLOSION>
<Explosion\_Jitter\_Factor>
<Explosion\_Scorch\_Mark>
<Explosion\_Type>
<Face\_Target>
<Faction>
<Faction\_Anim\_Subindex>
<Faction\_Leader>
<Faction\_Leader\_Company>
<Faction\_Super\_Weapon>
<fade\_begin\_distance>
<fade\_distance\_per\_second>
<fade\_end\_distance>
<Fadein\_End\_Frame>
<Fade\_In\_Seconds>
<Fadein\_Start\_Frame>
<Fadeout\_End\_Frame>
<Fade\_Out\_Previous\_Seconds>
<Fadeout\_Start\_Frame>
<Fadeout\_Time>
<Fadeout\_Time\_Max>
<Fadeout\_Time\_Min>
<Falloff\_Start>
<Far\_Clip>
<Fighter>
<Fighter\_Bay\_Flyout\_Distance>
<Fighter\_Icon\_Name>
<File>
<Files>
<FillRateMpsPS13>
<FillRateMpsPS14>
<FillRateMpsPS20>
<Finale\_Movie>
<Finale\_Movie\_2>
<FinalFacing180Penalty>
<FinalFormationFacingDeltaCoefficient>
<FinalFormationFacingMinimumAngle>
<Find\_Weakness\_Ability>
<Fine\_Tune\_Occupied\_Passability>
<Fire\_Bone\_A>
<Fire\_Bone\_B>
<Fire\_Category\_Restrictions>
<Fire\_Cone\_Height>
<Fire\_Cone\_Width>
<Fire\_Continuation>
<Fire\_Delay>
<Fire\_Frame>
<Fire\_Inaccuracy\_Distance>
<Fire\_Max\_Recharge\_Seconds>
<Fire\_Min\_Recharge\_Seconds>
<Fire\_Projectile\_Type>
<Fire\_Pulse\_Count>
<Fire\_Pulse\_Delay\_Seconds>
<Fire\_Range\_Bonus\_Percentage>
<Fire\_Range\_Distance>
<Fires\_Forward>
<Fire\_SFXEvent>
<Fire\_Time\_In\_Secs>
<Fire\_Weapon\_When\_Deployed>
<Fire\_Weapon\_When\_In\_Normal\_Attack\_Mode>
<Fire\_Weapon\_When\_In\_Rocket\_Attack\_Mode>
<Fire\_Weapon\_When\_Undeployed>
<Fire\_When\_Deployed>
<Fire\_When\_In\_Normal\_Attack\_Mode>
<Fire\_When\_In\_Power\_To\_Weapons\_Mode>
<Fire\_When\_In\_Rocket\_Attack\_Mode>
<Fire\_When\_Undeployed>
<Firing\_Cone>
<First\_Hero\_Conversation\_Anim\_Type>
<First\_Hero\_Damage\_Multiplier>
<First\_Hero\_Draw\_Anim\_Type>
<First\_Hero\_Lose\_Anim\_Type>
<First\_Hero\_Type>
<First\_Hero\_Win\_Anim\_Type>
<First\_Hero\_Win\_Exchange\_Chance>
<First\_Hero\_Win\_Speech>
<First\_Strike\_Extra\_Damage\_Percent>
<First\_Strike\_Particle>
<Fiscal\_Cycle\_Time\_In\_Secs>
<Flame\_Emitter\_Model\_Name>
<Flare>
<Flash\_Texture\_Name>
<Fleeing\_Infantry\_Speed\_Bonus>
<Fleet\_Hyperspace\_Band\_Texture\_Name>
<Fleet\_Icon\_Name>
<Fleet\_Maintenance\_Update\_Delay\_Seconds>
<Fleet\_Movement\_Line\_Texture\_Name>
<Focus>
<Fog\_Plane\_Interpolation\_Alpha>
<Font\_Character\_Padding>
<Font\_Name>
<Font\_Point\_Size>
<Font\_Size>
<Font\_Stretch\_Factor>
<Force>
<Force\_Ability\_Disable\_Time>
<Force\_Alignment>
<Force\_Cloak\_Ability>
<Force\_Cloak\_Color>
<Force\_Cloak\_Transition\_In\_Secs>
<Force\_Confuse\_Ability>
<Force\_Healing\_Ability>
<Force\_Lightning\_Ability>
<ForceNBTD>
<ForceNBTP>
<Force\_Sight\_Ability>
<Force\_Sight\_Duration\_In\_Secs>
<Force\_Strength>
<Force\_Telekinesis\_Ability>
<ForceUnnormalized>
<ForceVisibility>
<Force\_Whirlwind\_Ability>
<Forest>
<Formation\_Formup\_Wait\_Style>
<FormationGrouping>
<FormationMaximumSideError>
<FormationMinimumSideError>
<FormationOrder>
<Formation\_Priority>
<FormationRaggedness>
<FormationSpacing>
<Fov\_Default>
<Fov\_Max>
<Fov\_Min>
<Fov\_Per\_Mouse\_Unit>
<Fov\_Smooth\_Time>
<FOW\_Reveal\_Range\_Multiplier>
<Fraction>
<Frame\_Background>
<Frame\_Bottom>
<Frame\_Bottom\_Left>
<Frame\_Bottom\_Right>
<Frame\_Bottom\_Transition\_Left>
<Frame\_Bottom\_Transition\_Right>
<Frame\_Left>
<Frame\_Left\_Transition\_Bottom>
<Frame\_Left\_Transition\_Top>
<Frame\_Right>
<Frame\_Right\_Transition\_Bottom>
<Frame\_Right\_Transition\_Top>
<FramesPerCollisionCheck>
<FramesPerPositionApproximationRebuild>
<Frame\_Top>
<Frame\_Top\_Left>
<Frame\_Top\_Right>
<Frame\_Top\_Transition\_Left>
<Frame\_Top\_Transition\_Right>
<Friendly>
<Friendly\_Ability>
<Friendly\_Damage\_Amount>
<FriendlyExternalConnectivity>
<FriendlyForce>
<FriendlyForceNBTD>
<FriendlyForceUnnormalized>
<FriendlyInternalConnectivity>
<Friendly\_Spawn\_Text>
<FriendlyUnitConcentration>
<FriendlyUnitConcentrationNBTD>
<FriendlyUnitConcentrationUnnormalized>
<FriendlyUnitsBitfield>
<Frigate>
<Frigate\_Icon\_Name>
<Full\_Amount\_To\_Everyone>
<Full\_Salvo\_Weapon\_Delay\_Multiplier>
<Function>
<Galactic>
<Galactic\_Advisor\_Hints>
<Galactic\_AI\_Contrast\_Multiplier>
<Galactic\_AI\_Goal\_Cycle\_Sleep\_Duration>
<GalacticBehavior>
<Galactic\_Build\_Time\_Multiplier>
<Galactic\_Fleet\_Override\_Icon\_Index>
<Galactic\_Fleet\_Override\_Model\_Name>
<Galactic\_Influence\_Range>
<Galactic\_Model\_Name>
<Galactic\_Position>
<Galactic\_Right\_Button\_Scroll\_Speed\_Factor>
<Galactic\_Sabotage\_Ability>
<Galactic\_Scroll\_Plane>
<Galactic\_Stealth\_Ability>
<Galactic\_Zoom\_Acceleration>
<Galactic\_Zoom\_In\_Light\_Angle>
<Galactic\_Zoom\_In\_Station\_Offset>
<Galactic\_Zoom\_In\_Station\_Rotation>
<Galactic\_Zoom\_Light\_Level>
<Galactic\_Zoom\_Out\_Light\_Angle>
<Galaxy\_Wide>
<Galaxy\_Wide\_Upgrade\_Ability>
<Game>
<GameMode>
<Game\_Object\_Name\_Font\_Name>
<Game\_Object\_Name\_Font\_Size>
<Game\_Scoring\_Script\_Name>
<Garrison>
<Garrison\_Bone\_Names>
<Garrison\_Category>
<Garrisoned\_Max\_Attack\_Distance\_Multiplier>
<Garrison\_Enter\_Dist>
<Garrison\_Exit\_Dist>
<Garrison\_Radius>
<Garrison\_Reinforcement\_Delay\_Seconds>
<GarrisonSlotsAvailable>
<Garrison\_Upgrade\_Ability>
<Garrison\_Value>
<General\_Major\_Hero\_Cost\_Mod>
<General\_Minor\_Hero\_Cost\_Mod>
<Generic\_Attack\_Ability>
<Generic\_Win\_Movie>
<Ghost\_Base\_Only>
<Global>
<Global\_Default>
<Global\_Exclusions>
<Glory\_Cinematics>
<GMC\_Battle\_Fade\_Time>
<GMC\_Battle\_Zoom\_Time>
<GMC\_InitialPitchAngleDegrees>
<GMC\_InitialPullbackDistance>
<GMC\_ZoomedPitchAngleDegrees>
<GMC\_ZoomedPositionOffsetPlanetRadiusFractions>
<GMC\_ZoomedPullbackPlanetRadiusFraction>
<GMC\_ZoomTime>
<Goal>
<Goal\_Category>
<GoalProposalFunctionSets>
<Goals>
<Goal\_Type>
<GOOD\_GROUND>
<Good\_Ground\_Color\_Tint>
<Good\_Side\_Leader\_Name>
<Good\_Side\_Name>
<GraphicDetailSettingName>
<Gravity\_Control\_Field\_Effect>
<Gravity\_Control\_Field\_Range>
<Gravity\_Control\_Field\_Slow\_Fraction>
<Grenade\_Attack\_Ability>
<Grenade\_Explode\_Timer\_In\_Secs>
<Grenade\_Spawn\_Bone>
<Grenade\_Spawn\_Frame>
<Grenade\_Toss\_Anim>
<Grenade\_Type>
<GripperCombatGridSnapDistance>
<GrossIncomeNBPTM>
<GrossIncomeNBTF>
<GrossIncomeUnnormalized>
<Ground>
<Ground\_Base\_Icon\_Name>
<GroundbaseLevel>
<GroundbaseLevelUnnormalized>
<GroundbaseTotalUnnormalized>
<GroundDefendedPlanets>
<Ground\_Infantry\_Turret\_Target>
<GroundTotal>
<GroundTotalNBPTM>
<GroundTotalNBTD>
<GroundTotalNBTT>
<GroundTotalUnnormalized>
<Ground\_Transport\_Icon\_Name>
<Ground\_Vehicle\_Turret\_Target>
<Group>
<Guard\_Chase\_Range>
<GUI\_Activated\_Ability\_Name>
<GUI\_Angles>
<GUI\_Attack\_Move\_Command\_Ack\_Effect>
<GUI\_Attack\_Movement\_Click\_Radar\_Event\_Name>
<GUI\_Bounds\_Scale>
<GUI\_Bracket\_Size>
<GUI\_Cycle\_Color>
<GUI\_Cycle\_Speed>
<GUI\_Darken\_Level>
<GUI\_Distance>
<GUI\_Double\_Click\_Move\_Command\_Ack\_Effect>
<GUI\_Flash\_Duration>
<GUI\_Flash\_Level>
<GUI\_Guard\_Move\_Command\_Ack\_Effect>
<GUI\_Hide\_Health\_Bar>
<GUI\_Hilite\_Level>
<GUI\_Model\_Name>
<GUI\_Move\_Acknowledge\_Scale\_Land>
<GUI\_Move\_Acknowledge\_Scale\_Space>
<GUI\_Move\_Command\_Ack\_Effect>
<GUI\_Movement\_Click\_Radar\_Event\_Name>
<GUI\_Movement\_Double\_Click\_Radar\_Event\_Name>
<GUI\_Planet\_Fade\_Duration>
<GUI\_Planet\_Flash\_Level>
<GUI\_Rapid\_Flash\_Duration>
<GUI\_Row>
<GUI\_Strategic\_Countdown\_Timers\_Screen\_Spacing>
<GUI\_Strategic\_Countdown\_Timers\_Screen\_X>
<GUI\_Strategic\_Countdown\_Timers\_Screen\_Y>
<GUI\_Tactical\_Countdown\_Timers\_Screen\_Spacing>
<GUI\_Tactical\_Countdown\_Timers\_Screen\_X>
<GUI\_Tactical\_Countdown\_Timers\_Screen\_Y>
<GUI\_Velocity>
<GUI\_X\_Rot>
<Hack\_Ability>
<Hack\_Super\_Weapon\_Ability>
<Hack\_Super\_Weapon\_Cost>
<Hack\_Super\_Weapon\_Particle\_Effect>
<Hack\_Super\_Weapon\_Required\_Type>
<Halt\_Game\_Music>
<Harass\_Enemy\_Exclusion\_Range>
<Hard>
<HardPointHealth>
<Hard\_Point\_Priorities>
<Hardpoint\_Recharge\_Cutoff\_For\_Opportunity\_Fire>
<HardPoints>
<HardPoint\_Target\_Reticle\_Enemy\_Screen\_Size>
<HardPoint\_Target\_Reticle\_Enemy\_Texture>
<HardPoint\_Target\_Reticle\_Enemy\_Tracked\_Texture>
<HardPoint\_Target\_Reticle\_Friendly\_Disabled\_Texture>
<HardPoint\_Target\_Reticle\_Friendly\_Disabled\_Tracked\_Texture>
<HardPoint\_Target\_Reticle\_Friendly\_Repairing\_Texture>
<HardPoint\_Target\_Reticle\_Friendly\_Screen\_Size>
<HardPoint\_Target\_Reticle\_Friendly\_Texture>
<HardPoint\_Target\_Reticle\_Friendly\_Tracked\_Texture>
<HasBeenAttackedInSpace>
<HasBeenAttackedOnGround>
<HasBuiltObject>
<Has\_Credits>
<HasCreditSiphon>
<HasGroundbaseOfLevel>
<HasGroundForce>
<HasGroundUnitsBitfield>
<Has\_Header>
<HasIndigenousUnits>
<Has\_Land\_Evaluator>
<HasNearbyGroundForce>
<HasNearbySpaceForce>
<Has\_Pre\_Turn\_Anim>
<Has\_Space\_Evaluator>
<HasSpaceForce>
<HasSpaceUnitsBitfield>
<HasStarbaseOfLevel>
<HasStructure>
<HasTakenDamage>
<HasTechToProduce>
<HasUnit>
<Header\_Font\_Name>
<Header\_Font\_Size>
<Header\_Text\_IDs>
<Header\_Texture\_Height\_Pow\_2>
<Header\_Texture\_Width\_Pow\_2>
<Heal>
<Heal\_Amount>
<Heal\_Interval\_In\_Secs>
<Heal\_Percent>
<Heal\_Range>
<Heal\_Range\_Blob\_Material>
<Health>
<Health\_Bar\_Scale>
<Health\_Bar\_Spacing>
<Health\_Bonus\_Percentage>
<Health\_Critical\_Percent\_Threshold>
<Health\_Low\_Percent\_Threshold>
<Health\_Multiplier>
<Health\_Per\_Victim>
<HeatDistortions>
<Helper\_Icon\_Name>
<Hero>
<Hero\_Ability>
<Hero\_Protection\_Ability>
<Hidden>
<Hide>
<Hides\_When\_Built\_On>
<HIGH\_GROUND>
<High\_Ground\_Color\_Tint>
<Highlight\_Blob\_Material\_Name>
<High\_Threat\_Reachability\_Tolerance>
<Hints>
<HintSet>
<Hint\_Text\_Color>
<Holster\_Disable\_Engine\_Loops>
<Holster\_Drawn\_Bone\_Translation>
<Holster\_Holstered\_Bone\_Translation>
<Holster\_Minimum\_Drawn\_Time\_In\_Secs>
<Holster\_Transition\_Time\_In\_Secs>
<Holster\_Weapon\_Bone\_Name>
<Home\_Location>
<Home\_Planet>
<HomePlanet>
<Hot\_X>
<Hot\_Y>
<Hover\_Height>
<Hover\_Offset>
<HQ\_Win\_Condition\_Relevant>
<HS\_Speed\_Factor>
<Hull\_Vs\_Hard\_Points\_Health\_Constraint>
<Human\_Victory\_Conditions>
<Human\_Victory\_Planet\_Names>
<Hyperspace>
<Hyperspace\_Fleet\_Reveal\_Range>
<Hyperspace\_Speed>
<Hyperspace\_Speed\_Factor>
<Icon\_Alternate\_Texture\_Name>
<Icon\_Name>
<Icon\_Offset>
<Icons\_Per\_Column>
<Icon\_Texture\_Name>
<IDC\_>
<IDC\_BACK\_BUTTON\_MAIN>
<IDC\_BATTLE\_END\_PLANET\_STATIC>
<IDC\_BUTTON\_BASE\_CREDIT\_VALUE>
<IDC\_BUTTON\_KICK\_PLAYER0>
<IDC\_BUTTON\_KICK\_PLAYER1>
<IDC\_BUTTON\_KICK\_PLAYER2>
<IDC\_BUTTON\_KICK\_PLAYER3>
<IDC\_BUTTON\_KICK\_PLAYER4>
<IDC\_BUTTON\_KICK\_PLAYER5>
<IDC\_BUTTON\_KICK\_PLAYER6>
<IDC\_BUTTON\_KICK\_PLAYER7>
<IDC\_BUTTON\_LAND\_FLEETS>
<IDC\_BUTTON\_MINING\_FACILITY\_INCOME>
<IDC\_BUTTON\_PLANETARY>
<IDC\_BUTTON\_POP\_CAP>
<IDC\_BUTTON\_PRODUCING>
<IDC\_BUTTON\_SPACE\_FLEETS>
<IDC\_BUTTON\_TOTAL\_INCOME>
<IDC\_BUTTON\_TRADE\_ROUTE\_INCOME>
<IDC\_BUTTON\_UPGRADES>
<IDC\_CAMPAIGN\_DESCRIPTION>
<IDC\_CAPTION>
<IDC\_CUSTOM\_CAMPAIGN\_BUTTON>
<IDC\_DATA\_CHART\_RADIO>
<IDC\_DIALOG\_CLOSE\_BUTTON>
<IDC\_DROID\_LOG\_RADIO>
<IDC\_GAME\_OPTIONS\_CLIENT\_DISPLAY\_LEFT>
<IDC\_GAME\_OPTIONS\_CLIENT\_DISPLAY\_RIGHT>
<IDC\_GAME\_TYPE\_LIST>
<IDC\_GOAL\_LIST>
<IDC\_HINT\_LIST>
<IDC\_IMAGE>
<IDC\_INTERNET\_BUDDIES\_BUTTON>
<IDC\_INTERNET\_COMMUNITY\_BUTTON>
<IDC\_INTERNET\_CUSTOM\_MATCH\_BUTTON>
<IDC\_INTERNET\_EXIT\_BUTTON>
<IDC\_INTERNET\_GAME\_TYPE\_BUTTON>
<IDC\_INTERNET\_HOME\_BUTTON>
<IDC\_INTERNET\_HOST\_GAME\_BUTTON>
<IDC\_INTERNET\_IGNORE\_PLAYER\_BUTTON>
<IDC\_INTERNET\_JOIN\_GAME\_BUTTON>
<IDC\_INTERNET\_MAP\_NAME\_BUTTON>
<IDC\_INTERNET\_OPTIONS\_BUTTON>
<IDC\_INTERNET\_PING\_BUTTON>
<IDC\_INTERNET\_PLAYER\_PROFILE\_BUTTON>
<IDC\_INTERNET\_PLAYERS\_BUTTON>
<IDC\_INTERNET\_QUICK\_MATCH\_BUTTON>
<IDC\_INTERNET\_SERVER\_NAME\_BUTTON>
<IDC\_KEYBOARD\_OPTIONS\_1>
<IDC\_KEYBOARD\_OPTIONS\_2>
<IDC\_KEYBOARD\_OPTIONS\_3>
<IDC\_KEYBOARD\_OPTIONS\_4>
<IDC\_KEYBOARD\_OPTIONS\_5>
<IDC\_LAN\_COLOR\_SELECT>
<IDC\_LIST\_ADVANTAGE>
<IDC\_LIST\_REFERENCE>
<IDC\_LIST\_TACTICAL>
<IDC\_MAIN\_MENU\_RESUME\_GAME>
<IDC\_MAIN\_MENU\_TUTORIAL>
<IDC\_MAIN\_OPTIONS\_AUDIO>
<IDC\_MAIN\_OPTIONS\_GAMEPLAY>
<IDC\_MAIN\_OPTIONS\_KEYBOARD>
<IDC\_MAIN\_OPTIONS\_NETWORK>
<IDC\_MAIN\_OPTIONS\_VIDEO>
<IDC\_MENU\_CREDITS>
<IDC\_MULTIPLAYER\_INTERNET\_BUTTON>
<IDC\_MULTIPLAYER\_LAN\_BUTTON>
<IDC\_NEW\_CAMPAIGN\_BUTTON>
<IDC\_OK>
<IDC\_PLAYER\_COLOR\_0>
<IDC\_PLAYER\_COLOR\_1>
<IDC\_PLAYER\_COLOR\_2>
<IDC\_PLAYER\_COLOR\_3>
<IDC\_PLAYER\_COLOR\_4>
<IDC\_PLAYER\_COLOR\_5>
<IDC\_PLAYER\_COLOR\_6>
<IDC\_PLAYER\_COLOR\_7>
<IDC\_PLAYER\_COLOR\_8>
<IDC\_PLAYER\_NAME\_0>
<IDC\_PLAYER\_NAME\_1>
<IDC\_PLAYER\_NAME\_2>
<IDC\_PLAYER\_NAME\_3>
<IDC\_PLAYER\_NAME\_4>
<IDC\_PLAYER\_NAME\_5>
<IDC\_PLAYER\_NAME\_6>
<IDC\_PLAYER\_NAME\_7>
<IDC\_PLAY\_FACTION\_A\_BUTTON\_BIG>
<IDC\_RADIO\_ACTIVE>
<IDC\_RADIO\_BLANK>
<IDC\_RADIO\_BLANK2>
<IDC\_RADIO\_BLANK3>
<IDC\_RADIO\_COMPLETED>
<IDC\_RADIO\_CUSTOM\_EASY>
<IDC\_RADIO\_CUSTOM\_HARD>
<IDC\_RADIO\_CUSTOM\_MEDIUM>
<IDC\_RADIO\_EASY>
<IDC\_RADIO\_HARD>
<IDC\_RADIO\_MEDIUM>
<IDC\_REFRESH\_INFO\_BUTTON>
<IDC\_REMEMBER\_PASSWORD>
<IDC\_SELECT\_CUSTOM\_MAPS>
<IDC\_SELECT\_OFFICIAL\_MAPS>
<IDC\_SKIRMISH\_GAMES\_BUTTON>
<IDC\_STATIC>
<IDC\_STATIC\_BOUNTY>
<IDC\_STATIC\_INTERNET\_STAGING\_CAPTION>
<IDC\_STATIC\_NATIVE>
<IDC\_STATIC\_PLANET\_NAME>
<IDC\_STATIC\_SUMMARYA>
<IDC\_STATIC\_SUMMARYB>
<IDC\_STATIC\_TERRAIN>
<IDC\_STATIC\_WEATHER>
<IDC\_STATIC\_WILDLIFE>
<IDC\_STORY\_DIALOG\_CLOSE\_BUTTON>
<IDC\_SUMMARY\_SCREEN\_RADIO>
<IDC\_TECH\_TREE\_RADIO>
<IDC\_TIME\_STATIC>
<IDC\_TITLE\_STATIC>
<IDC\_UPNP\_DETAILS\_BUTTON>
<IDC\_VICTORY\_LIST>
<IDC\_VICTORY\_STATIC>
<IDD\_>
<IDD\_BATTLE\_END\_DIALOG>
<IDD\_CAMPAIGN\_ADVANCED\_OPTIONS\_DIALOG>
<IDD\_CAMPAIGN\_SCORE\_DIALOG>
<IDD\_INGAME\_CHAT\_DIALOG>
<IDD\_INTERNET\_HOME\_DIALOG>
<IDD\_INTERNET\_LOBBY\_DIALOG>
<IDD\_INTERNET\_STAGING\_DIALOG>
<IDD\_INTERNET\_STAGING\_DIALOG\_ADVANCED\_SKIRMISH\_OPTIONS>
<IDD\_LAND\_BATTLE\_LOAD\_DIALOG>
<IDD\_LAND\_MISSION\_LOAD\_DIALOG>
<IDD\_LAN\_LOBBY\_DIALOG>
<IDD\_LAN\_STAGING\_DIALOG>
<IDD\_MAIN\_CAMPAIGN\_DIALOG>
<IDD\_MAIN\_MENU\_DIALOG>
<IDD\_MAIN\_OPTIONS\_DIALOG>
<IDD\_MULTIPLAYER\_DIALOG>
<IDD\_PLANET\_INFO>
<IDD\_SINGLE\_PLAYER\_GAMES\_MENU\_DIALOG>
<IDD\_SKIRMISH\_BATTLE\_LOAD\_DIALOG>
<IDD\_SPACE\_BATTLE\_LOAD\_DIALOG>
<IDD\_SPACE\_MISSION\_LOAD\_DIALOG>
<IDD\_STORY\_DIALOG>
<Idle\_Anim\_00\_Rate\_Mod>
<Idle\_Chase\_Range>
<IdleMovementFrames>
<IdleWalkBlendTime>
<Ignore\_For\_Reoptimization>
<IME\_Edit\_Box>
<Immune\_To\_Damage>
<Inaccuracy\_Radius>
<In\_Background>
<Include\_In\_UI\_Map\_Header>
<Income>
<Income\_Additive\_Value>
<Income\_Multiplier>
<IncomeNBPTM>
<IncomeNBTD>
<IncomeNBTP>
<IncomePotentialUnnormalized>
<Income\_Redistribution>
<Income\_Stream\_Ability>
<Income\_Stream\_Mod\_Ability>
<IncomeUnnormalized>
<Indigenous\_Spawn\_Destruction\_Reward>
<Infantry>
<InfantryFormationRecruitmentDistance>
<Infantry\_Ground\_Color\_Tint>
<Infantry\_Icon\_Name>
<InfantryTurnBlendTime>
<Infection\_Ability>
<Infection\_CategoryMask>
<Infection\_Particle>
<Influences\_Capture\_Point>
<Influences\_Cash\_Point>
<In\_Game\_Cinematics>
<In\_Game\_Message\_Default\_Font\_Name>
<In\_Game\_Message\_Default\_Font\_Size>
<Initially\_Enabled>
<Initial\_State\_Visible\_Under\_FOW>
<In\_Midforeground>
<In\_Midground>
<Intensity>
<Internal\_Damage\_Type>
<Interval\_Multiplier>
<InterventionsEnabled>
<Involved\_Hero\_Types>
<Ion\_Cannon\_Shot\_Attack\_Ability>
<Ion\_Storm\_Shield\_Disable\_Time>
<Is\_2D>
<Is\_3D>
<Is\_Affected\_By\_Gravity\_Control\_Field>
<Is\_Ambient\_VO>
<Is\_Asteroid\_Field>
<Is\_Autoresolve\_Allowed>
<IsBombingRunAvailable>
<Is\_Branched\_Map\_Discardable>
<IsBuilding>
<IsBuildPad>
<IsCampaignGame>
<IsCashPoint>
<Is\_Combustible>
<Is\_Community\_Property>
<IsConnectedTo>
<IsConnectedToCorruption>
<IsContestable>
<IsCorrupted>
<IsCorruptionTransitionActive>
<IsDeathCloneObstacle>
<Is\_Debug\_Switchable\_To>
<Is\_Decoration>
<IsDefender>
<Is\_Destroyable>
<IsDifficulty>
<Is\_Discardable>
<Is\_Dummy>
<Is\_Editor\_Placed>
<IsEnemyStartLocation>
<Is\_Escort>
<IsFaction>
<Is\_Force\_Sensitive>
<IsFriendlyStartLocation>
<Is\_Generic\_Hero>
<Is\_GUI>
<Is\_Homogeneous>
<Is\_HUD\_VO>
<IsHumanControlled>
<Is\_Impassable\_Asteroid>
<Is\_Indigenous\_Unit\_Corruptible>
<IsInsideEnemyShield>
<IsInsideFriendlyShield>
<Is\_Ion\_Storm>
<IsLandControlGame>
<Is\_Like>
<Is\_Listed>
<Is\_Marker>
<Is\_Multiplayer>
<Is\_Named\_Hero>
<IsNamedHero>
<Is\_Nebula>
<Is\_Neutral>
<IsOrbitalBombardmentAvailable>
<Is\_Playable>
<Is\_Preset>
<Is\_Pulsing>
<Is\_Quickmatch\_Allowed>
<IsRetreating>
<IsSetupPhase>
<Is\_Skirmish\_Tactical\_Super\_Weapon>
<Is\_Special\_Weapon\_In\_Space>
<Is\_Squashable>
<Is\_Squashable\_By\_Supercrusher>
<Is\_Stationary\_When\_Attacking>
<Is\_Stealth\_Company>
<Is\_Story\_Campaign>
<IsStoryCampaign>
<Is\_Supercrusher>
<Is\_Super\_Weapon\_Killer>
<IsSurfaceAccessible>
<Is\_Targetable>
<Is\_Turret>
<IsType>
<Is\_Unit\_Response\_VO>
<IsValidBombingTarget>
<Is\_Valid\_Target>
<Is\_Visible\_On\_Enemy\_Radar>
<Is\_Visible\_On\_Radar>
<Japanese\_ST\_Line\_Percent>
<Kills\_Previous\_Object\_SFX>
<Land>
<Land\_Ability\_Targeting\_Range\_Overlay\_Material\_Name>
<Land\_Ability\_Targeting\_Range\_Overlay\_RGBA>
<Land\_Ability\_Targeting\_Range\_Overlay\_Scale\_Factor>
<Land\_Advisor\_Hints>
<Land\_AI\_Contrast\_Multiplier>
<Land\_AI\_Goal\_Cycle\_Sleep\_Duration>
<Land\_Area\_Effect\_Range\_Overlay\_Material\_Name>
<Land\_Area\_Effect\_Range\_Overlay\_RGBA>
<Land\_Area\_Effect\_Range\_Overlay\_Scale\_Factor>
<Land\_Auto\_Resolve\_Delay\_Seconds>
<Land\_Backdrop\_Texture\_Name>
<Land\_Base\_Destruction\_Forces\_Retreat>
<LandBehavior>
<Land\_Bomber\_Type>
<Land\_Build\_Time\_Multiplier>
<Land\_Capture\_Allowed\_Countdown\_Seconds>
<Land\_Collidable\_Grid\_Cull\_Size>
<Land\_Damage\_Alternates>
<Land\_Damage\_SFX>
<Land\_Damage\_Thresholds>
<LandDestinationProximity>
<LandedForceUnnormalized>
<Land\_FOW\_Color>
<LandFOWColor>
<LandFOWRegrowTime>
<Land\_FOW\_Reveal\_Range>
<Land\_Guard\_Range>
<Land\_Health\_Bar\_Scale>
<Landing\_Transport\_Variant>
<Land\_Is\_Guide\_Rectangle>
<Land\_Lose\_Image>
<Land\_Mode\_Garrison\_Selection\_Blob\_Material\_Name>
<Land\_Model\_Anim\_Override\_Name>
<Land\_Model\_Name>
<Land\_Mode\_Selection\_Blob\_Material\_Name>
<LandObjectTrackingInterval>
<LandObjectTrackingTreeCount>
<Land\_Override\_Population\_Value>
<Land\_Position\_LeftTop>
<LandPredictionTimeInterval>
<Land\_Retreat\_Allowed\_Countdown\_Seconds>
<Land\_Retreat\_Attrition\_Factor>
<Land\_Retreat\_Begin\_SFXEvent>
<Land\_Retreat\_Cancel\_SFXEvent>
<Land\_Retreat\_Countdown\_Color\_RGBA>
<Land\_Retreat\_Countdown\_Seconds>
<Land\_Retreat\_Countdown\_Text\_ID>
<Land\_Retreat\_Enemy\_Begin\_SFXEvent>
<Land\_Retreat\_Not\_Allowed\_Reason\_1\_SFXEvent>
<Land\_Retreat\_Not\_Allowed\_Reason\_2\_SFXEvent>
<Land\_Retreat\_Not\_Allowed\_Reason\_3\_SFXEvent>
<Land\_Retreat\_Not\_Allowed\_SFXEvent>
<Land\_Retreat\_Pursue\_Max\_Speed\_Mod\_Factor>
<Land\_Retreat\_Units\_Damaged\_Mod\_Factor>
<Land\_Skirmish\_AI\_Default\_Forces>
<Land\_Skirmish\_Unit\_Buy\_Credits>
<Land\_Skirmish\_Unit\_Cap\_By\_Player\_Count>
<Land\_Surrender\_SFXEvent>
<Land\_Tactical\_Camera\_Locked>
<Land\_Tactical\_Map>
<LandTemporaryDestinationProximity>
<Land\_Terrain\_Model\_Mapping>
<Land\_Upgrade\_Type>
<Land\_Victory\_Relevant>
<LandWaitOperatorSpeedCoefficient>
<Land\_Win\_Image>
<Large\_Coin\_Stack\_Size>
<Laser\_Beam\_Frames>
<Laser\_Beam\_Texture>
<Laser\_Beam\_Width>
<Laser\_Beam\_Z\_Scale\_Factor>
<Laser\_Color>
<Laser\_Defense\_Ability>
<Laser\_Kite\_Z\_Scale\_Factor>
<Last\_State\_Visible\_Under\_FOW>
<LateralAcceleration>
<Lava\_Ground\_Color\_Tint>
<Layer\_Z\_Adjust>
<Leech\_Effect>
<Leech\_Shields\_Ability>
<Left\_Justified>
<Left\_Queue\_Tint>
<LensFlare>
<Lift>
<Light>
<Lightning\_Effect\_Name>
<Lightning\_Intensity>
<Lightning\_Max\_Targets>
<Lightning\_Source\_Bone\_Name>
<Lightning\_Target\_Bone\_Name>
<Lightning\_Targets\_Radius>
<LightSource>
<Line\_Color>
<Line\_Width>
<List\_Box>
<Loads\_When\_Faction\_Present>
<Lobbing\_Superweapon\_Chargeup\_Frames>
<Lobbing\_Superweapon\_Chargeup\_Particle>
<Lobbing\_Superweapon\_Chargeup\_Particle\_Bone\_Name>
<Lobbing\_Superweapon\_SFXEvent\_Chargeup>
<Lobbing\_Superweapon\_SFXEvent\_Fire>
<Localize>
<Localized\_Description>
<Localized\_Menu\_Overlay>
<Localized\_Name>
<Localized\_Splash\_Screen>
<Localized\_UK\_English\_Splash\_Screen>
<Location>
<Location\_Follows\_Terrain>
<Location\_Height\_Down\_Smooth\_Time>
<Location\_Height\_Up\_Smooth\_Time>
<Locations>
<Locomotor\_Has\_Animation\_Priority>
<LOD\_Bias>
<Long\_Encyclopedia\_Delay>
<Loop>
<Loop\_Anim>
<Loop\_Fade\_In\_Seconds>
<Loop\_Fade\_Out\_Seconds>
<Loop\_Idle\_Anim\_00>
<LoopWaypointLineTextureName>
<Lose\_Message\_Color>
<Lower\_Effect\_Additive>
<Lower\_Effect\_Offset>
<Lower\_Effect\_Texture\_Name>
<Low\_Threat\_Reachability\_Tolerance>
<L\_Text>
<Lua\_Script>
<Lucky\_Shot\_Attack\_Ability>
<Main\_Menu\_Demo\_Attract\_Mode>
<Maintenance>
<Maintenance\_Cost>
<MaintenanceUnnormalized>
<Manual\_Hardpoint\_Firing\_Cooldown\_Secs>
<Manual\_Offset>
<Map\_Load\_Spawn\_Table>
<Map\_Preview\_Image\_Size>
<Marker\_For\_Specific\_Object\_Type>
<Markup>
<Markup\_Filename>
<Mass>
<MatchFacingDeltaSpace>
<MaxAllPlanetsIncomeUnnormalized>
<Max\_Bar\_Level>
<Max\_Bombard\_Interval\_Seconds>
<Max\_Bombing\_Run\_Interval\_Seconds>
<MaxBuildQueueDepth>
<MaxBuildQueueTime>
<MaxCombatAccuracyAlignmentBonus>
<MaxCombatDamageAlignmentBonus>
<MaxCombatSensorRangeAlignmentBonus>
<MaxCreditIncomeAlignmentBonus>
<MaxCreditIncomeAlignmentPenalty>
<Max\_Damage\_Per\_Victim>
<Max\_Distance\_From\_Spawner>
<Max\_Dist\_Walk\_While\_Deployed>
<Max\_Drain\_Victims>
<MaxedGroundbases>
<MaxedStarbases>
<MaxFacingLookAheadFrames>
<Max\_Formation\_Area>
<Max\_Galactic\_Zoom\_Distance>
<Max\_Galactic\_Zoom\_Speed>
<MaxGroundbaseLevel>
<MaxGroundbaseLevelUnnormalized>
<Max\_Ground\_Forces\_On\_Planet>
<Maximum\_Destruction\_Survivor\_Count>
<Maximum\_Firepower\_Attack\_Ability>
<MaximumFleetMovementDistance>
<MaximumGroundbaseLevel>
<MaximumPoliticalControl>
<MaximumSpecialStructures>
<MaximumSpecialStructuresLand>
<MaximumSpecialStructuresSpace>
<MaximumStarbaseLevel>
<Max\_Income\_Modifier>
<MaxInfluenceTransitionAlignmentBonus>
<MaxInfluenceTransitionAlignmentPenalty>
<Max\_Instances>
<MaxJiggleDistance>
<MaxLandFormationFormupFrames>
<Max\_Lift>
<Max\_Move\_Frame\_Delay>
<Max\_Number\_Of\_Pulses>
<Max\_Num\_Spawned\_Objects>
<MaxObstacleCostLand>
<MaxObstacleCostSpace>
<MaxOwnedPlanetsIncomeUnnormalized>
<Max\_Pitch>
<Max\_Predelay>
<Max\_Projectile\_Redirection\_Angle\_In\_Degrees>
<Max\_Rate\_Of\_Roll>
<Max\_Rate\_Of\_Turn>
<Max\_Remote\_Bombs\_Per\_Player>
<Max\_Respawn\_Time>
<Max\_Respawn\_Time\_Per\_Tech\_Level>
<Max\_Respawn\_Times>
<MaxRotationsSpace>
<MaxSecondaryTurnROTCoefficient>
<Max\_Secs\_For\_AE\_Delayed\_Damage>
<Max\_Siphon\_Percentage>
<Max\_Skirmish\_Credits>
<Max\_Space\_Base>
<Max\_Speed>
<Max\_Squad\_Size>
<MaxStarbaseLevel>
<MaxStarbaseLevelUnnormalized>
<MaxStructureSlots>
<MaxStructureSlotsUnnormalized>
<Max\_Tech\_Level>
<Max\_Text\_Width>
<Max\_Thrust>
<Max\_Volume>
<MaxWaypointsPerPath>
<Medium\_Coin\_Stack\_Size>
<Medium\_Threat\_Reachability\_Tolerance>
<Melee\_Cutoff\_Range>
<MeshDetail>
<Message\_Of\_The\_Day\_URL>
<Min\_Accuracy\_For\_Icon>
<Min\_Bombard\_Interval\_Seconds>
<Min\_Bombing\_Run\_Interval\_Seconds>
<Mine\_Type>
<Min\_Galactic\_Zoom\_Speed>
<min\_geometry\_lod>
<Min\_Health\_Bar\_Scale>
<Min\_Height\_Above\_Terrain>
<Minimum\_Destruction\_Survivor\_Count>
<MinimumDragDistance>
<MinimumDragSelectDistance>
<Minimum\_Follow\_Distance>
<MinimumPushReturnDistance>
<MinimumStoppedVsStoppedOverlapCoefficient>
<Minimum\_Tactical\_Overrun\_Time\_In\_Secs>
<Minimum\_Time\_Before\_Pad\_Can\_Build\_Again>
<Minimum\_Visible\_Base\_Level>
<Min\_Income\_Modifier>
<MinLandPredictionDistance>
<MinObstacleCostLand>
<MinObstacleCostSpace>
<Min\_Pitch>
<Min\_Predelay>
<Min\_Respawn\_Time>
<Min\_Respawn\_Time\_Per\_Tech\_Level>
<Min\_Respawn\_Times>
<MinSecondaryTurnROTCoefficient>
<Min\_Sight\_Range\_For\_Icon>
<Min\_Siphon\_Percentage>
<Min\_Skirmish\_Credits>
<Min\_Speed>
<Min\_Speed\_Fraction\_For\_Turn>
<Min\_Volume>
<Model\_Camera\_Bone\_Name>
<Model\_Name>
<Model\_Offset\_X>
<Model\_Offset\_Y>
<Model\_To\_Attach>
<Model\_Visible\_To\_Enemy>
<Mod\_Flag>
<Modifies\_Reveal\_Range>
<Mod\_Multiplier>
<Mouse\_Collide\_Override\_Sphere\_Radius>
<Mouse\_Over\_Highlight\_Scale>
<Mouse\_Over\_Offset>
<Mouse\_Over\_SFX>
<Mouse\_Over\_Texture\_Name>
<Move\_Action>
<Move\_Animation\_Override>
<Move\_Animation\_Speedup>
<Move\_Animation\_Subindex>
<Move\_Animation\_Type>
<MoveBlendTime>
<Move\_Max\_Distance>
<Movement\_Animation\_Speed>
<MovementBoxExpansionFactor>
<MovementClass>
<MovementClassType>
<Movement\_Directions\_Count>
<MovementPredictionInterval>
<MovementReevaluationFrameCount>
<Movement\_Speed\_Bonus\_Percentage>
<Move\_Min\_Distance>
<Move\_Speed>
<Move\_Type>
<Move\_Use\_Jetpack>
<Movie\_File>
<Movie\_Object>
<Movie\_Start\_Frame>
<MovingVsMovingLookAheadTime>
<MP\_Color\_Blue>
<MP\_Color\_Cyan>
<MP\_Color\_Eight>
<MP\_Color\_Gray>
<MP\_Color\_Green>
<MP\_Color\_Orange>
<MP\_Color\_Purple>
<MP\_Color\_Red>
<MP\_Color\_Yellow>
<MP\_Default\_Allow\_Auto\_Resolve>
<MP\_Default\_Allow\_Heroes>
<MP\_Default\_Allow\_Random\_Events>
<MP\_Default\_Allow\_SuperWeapons>
<MP\_Default\_Credits>
<MP\_Default\_Free\_Starting\_Units>
<MP\_Default\_Game\_Timer>
<MP\_Default\_Land\_Tactical\_Win\_Condition>
<MP\_Default\_Max\_Tech\_Level>
<MP\_Default\_Pre\_Built\_Base>
<MP\_Default\_Space\_Tactical\_Win\_Condition>
<MP\_Default\_Start\_Tech\_Level>
<MP\_Default\_Win\_Condition>
<MP\_Default\_Win\_Condition\_Float\_Param>
<MP\_Default\_Win\_Condition\_Int\_Param>
<MP\_Encyclopedia\_Text>
<MSS\_3D\_Provider\_Name>
<MSS\_Internal\_Loop>
<Multiplayer>
<Multiplayer\_Beacon\_Type>
<Multiplayer\_Campaign\_Heroes>
<Multiplayer\_Losing\_Team\_Bonus\_Credit\_Percentage>
<Multiplayer\_Map\_Preview\_Icon>
<MultiplayerStructureMarker>
<Multisample\_FOW\_Check>
<Music\_Event\_Battle\_End\_Summary\_Screen\_Lose>
<Music\_Event\_Battle\_End\_Summary\_Screen\_Win>
<Music\_Event\_Battle\_Load\_Screen>
<Music\_Event\_Land\_Ambient\_Super\_Weapon>
<Music\_Event\_Land\_Battle\_Super\_Weapon>
<Music\_Event\_List\_Ambient>
<Music\_Event\_List\_Battle>
<Music\_Event\_Space\_Ambient\_Super\_Weapon>
<Music\_Event\_Space\_Battle\_Super\_Weapon>
<Music\_Event\_Strategic\_Lose>
<Music\_Event\_Strategic\_Lose\_Vs\_Faction>
<Music\_Event\_Strategic\_Win>
<Music\_Event\_Strategic\_Win\_Vs\_Faction>
<Music\_Event\_Tactical\_Land\_Battle\_Pending>
<Music\_Event\_Tactical\_Lose>
<Music\_Event\_Tactical\_Lose\_Vs\_Faction>
<Music\_Event\_Tactical\_Space\_Battle\_Pending>
<Music\_Event\_Tactical\_Win>
<Music\_Event\_Tactical\_Win\_Vs\_Faction>
<Music\_Land\_Battle\_To\_Ambient\_Peace\_Seconds>
<Music\_Space\_Battle\_To\_Ambient\_Peace\_Seconds>
<Must\_Be\_Bought\_On\_Black\_Market>
<Must\_Face\_Target\_To\_Attack\_When\_Deployed>
<Name>
<Name\_Adjust>
<Native\_Icon\_Name>
<NearbyGroundTotal>
<NearbyOpenBuildPadCount>
<NearbySpaceTotal>
<Near\_Clip>
<Nebula\_Ability\_Disable\_Time>
<Nebula\_Effect\_Color>
<Needs\_To\_Rotate>
<NetIncomeNBPTM>
<NetIncomeNBTF>
<NetIncomeUnnormalized>
<Neutralization\_Cost>
<Neutralization\_Cost\_Multiplier>
<Neutralize\_Hero\_Ability>
<Neutral\_UI\_Color>
<Next\_Level\_Base>
<Next\_Upgrade\_Level\_Type>
<No\_Colorization\_Color>
<No\_Hidden\_Collision>
<None>
<No\_Particle\_Below\_Detail\_Level>
<No\_Reflection\_Below\_Detail\_Level>
<No\_Refraction\_Below\_Detail\_Level>
<Normal>
<No\_Shell>
<Not\_Really\_Selectable>
<Num\_Anim\_Frames>
<Number\_Bolts>
<Number\_Of\_Bombs>
<Number\_Of\_Mines>
<Num\_Garrison\_Guns>
<Num\_Garrison\_Slots>
<NumGroundbaseOfLevel>
<Num\_Slots>
<NumStarbaseOfLevel>
<NumStructure>
<Num\_Structures\_For\_Large\_Planet\_Name>
<Num\_Structures\_For\_Medium\_Planet\_Name>
<Object>
<Object\_Fade\_Begin>
<Object\_Fade\_End>
<Object\_Max\_Health\_Multiplier\_Land>
<Object\_Max\_Health\_Multiplier\_Space>
<Object\_Max\_Speed\_Multiplier\_Galactic>
<Object\_Max\_Speed\_Multiplier\_Land>
<Object\_Max\_Speed\_Multiplier\_Space>
<Object\_Type>
<Object\_Visual\_Status\_Particle\_Attach\_Bone\_Names>
<ObstacleAreaOverlapForMaxSpace>
<Obstacle\_Height>
<Obstacle\_Proxy\_Type>
<Obstacle\_Width>
<Obstacle\_X\_Offset>
<Obstacle\_Y\_Offset>
<Occlusion\_Silhouette\_Enabled>
<Occlusion\_Silhouettes\_Enabled>
<OccupationRadiusCoefficientSpace>
<OccupationStyle>
<OffMapCostPenalty>
<Offset>
<Offset\_Render>
<On\_Fire\_Speed\_Modifier>
<opacity>
<OpenBuildPadCount>
<OpenGroundCompanySlots>
<OpenStructureSlots>
<OpenStructureSlotsUnnormalized>
<Outline>
<Outlined\_Bar>
<Out\_Of\_Combat\_Defense\_Adjustment>
<Overall\_Length>
<Overall\_Width>
<Overlap\_Test>
<Overlay>
<Overlay2\_Offset>
<Overlay2\_Texture\_Name>
<Overlay\_Caption\_Text>
<Overlay\_Offset>
<Overlay\_Texture\_Name>
<OverrideAcceleration>
<Override\_Bounty\_MP>
<Override\_Bounty\_SP>
<Override\_Death\_Persistence\_Duration>
<OverrideDeceleration>
<OverridePassability>
<Overrun\_Auto\_Resolve\_Multiple>
<Own\_Damage\_Per\_Second>
<Owner>
<Owner\_Attachment\_Bone>
<Owner\_Income\_Percentage>
<Owner\_Light\_Effect\_Color>
<Owner\_Light\_Effect\_Color2>
<Owner\_Light\_Effect\_Duration>
<Owner\_Light\_Effect\_Pulse\_Count>
<Owner\_Light\_Effect\_Type>
<Owner\_Particle\_Bone\_Name>
<Owner\_Particle\_Effect>
<Owner\_Respawn\_Time\_In\_Secs>
<Ownership\_Sticks>
<Paralyze\_Phase\_Duration>
<Parameter\_Attenuator>
<Parameter\_Category>
<Parameter\_Count>
<Parameter\_Difficulty\_Level\_Type>
<Parameter\_Faction>
<Parameter\_Hard\_Point\_Type>
<Parameter\_Level>
<Parameter\_Name>
<Parameter\_Only\_Consider\_Complete>
<Parameter\_Queue\_Type>
<Parameter\_Range>
<Parameter\_Script\_Number>
<Parameter\_Script\_String>
<Parameter\_Time>
<Parameter\_Type>
<Particle\_Attach\_To\_Collision>
<Particle\_Brightness\_Per\_Corruption\_Level>
<ParticleDetail>
<Particle\_Effect>
<Particle\_Energy\_Per\_Corruption\_Level>
<Particle\_Lifetime\_Frames>
<Particle\_Scale\_Per\_Corruption\_Level>
<Passive\_Missile\_Shield\_Radius>
<PathFrameDelay>
<Pause\_During\_Cinematic\_Anim>
<Pause\_Game\_While\_Playing>
<Pay\_As\_You\_Go>
<Per\_Activation\_Failure\_Desire\_Adjust>
<Percentage\_Income\_Modifier>
<Per\_Failure\_Desire\_Adjust>
<Permanent>
<Permanent\_Weapon\_Swap\_Ability>
<Perpetual>
<Personal\_Flame\_Thrower\_Ability>
<Personality>
<PerTargetMaxBaseIncome>
<PerTargetMaxGroundForce>
<PerTargetMaxIncome>
<PerTargetMaxSpaceForce>
<Piracy\_Value\_Credits>
<Pirate>
<Pitch\_Default>
<Pitch\_Max>
<Pitch\_Min>
<Pitch\_Per\_Mouse\_Unit>
<Pitch\_Per\_Zoom\_Unit>
<Pitch\_Spline>
<Pitch\_When\_Zoomed\_In>
<Pitch\_Zoom\_Begin\_Fraction>
<Pixel\_Align>
<PixelShaderVersionHEX>
<Place\_Other\_Type\_At\_Every\_Specific\_Marker\_Position>
<Planet\_Ability\_Description>
<Planet\_Ability\_Icon>
<Planet\_Ability\_Icon\_Names>
<Planet\_Ability\_Name>
<Planet\_Ability\_RGBs>
<Planet\_Ability\_Text\_IDs>
<Planet\_Auto\_Reveal>
<Planet\_Black\_Market\_Influences>
<Planet\_Black\_Market\_Modifier>
<Planet\_Capture\_Bonus\_Reward>
<Planet\_Corruption\_Removal\_Base\_Cost>
<Planet\_Credit\_Value>
<Planet\_Destroyed\_Credit\_Value>
<Planet\_Destruction\_Ability>
<Planet\_Groundbase\_Stealth>
<Planet\_Icon\_Offset>
<Planet\_Icon\_Scale>
<Planet\_Income\_Bonus\_Ability>
<Planet\_Income\_Gambling\_Ability>
<Planet\_Is\_Destroyable\_By\_TSW>
<Planet\_Is\_Mining\_Colony>
<Planet\_Restricted\_Unit\_Categories>
<Planet\_Restricted\_Unit\_Types>
<Planet\_Retains\_Residual\_Influence>
<Planet\_Reveal\_Delay\_Time>
<PlanetsControlled>
<PlanetsControlledUnnormalized>
<PlanetsCorrupted>
<PlanetsCorruptedUnnormalized>
<Planet\_Slice\_Affinity\_Types>
<Planet\_Slice\_Difficulty\_Rating>
<Planet\_Starbase\_Stealth>
<Planet\_Surface\_Accessible>
<Planet\_Tech\_Availability\_Rating>
<Plans>
<Play\_Conversation\_Events>
<Play\_Count>
<Player>
<Player\_Color>
<PlayModeSwitchMovies>
<Play\_Sequentially>
<Play\_SFXEvent\_On\_Sighting>
<Point\_A>
<Point\_B>
<Political\_Control>
<Political\_Control\_Change\_Time\_Seconds>
<Political\_Control\_Gain>
<Political\_Control\_Protection\_Ability>
<Political\_Faction>
<Political\_Income\_Curve>
<Political\_Transition\_Bonus\_Ability>
<Polygon\_Shader\_Name>
<Polygon\_Tex\_Param\_Name>
<Population\_Value>
<Post\_Credits\_Movie>
<Post\_Samples>
<Potential\_Indigenous\_Power>
<Power\_To\_Weapons\_Mode\_Weapon\_Delay\_Multiplier>
<Preferred\_Pathfinder\_Types>
<Pre\_Lit>
<Prepare\_Strafe\_Height>
<Prereq>
<Pre\_Samples>
<Presence\_Induced\_Animations>
<Presence\_Range>
<Prevents\_Blockade\_Run\_Attrition>
<Prevents\_Story\_Campaign\_Autoresolve>
<Previous\_Upgrade\_Level\_Type>
<Prev\_Level\_Base>
<Price\_Modifier>
<Price\_Reduction\_Percentage>
<Primary\_Enemy>
<Primary\_Locomotor\_Name>
<Priority>
<Probability>
<Production\_Speed\_Factor>
<Production\_Speed\_Mod\_Base\_Vs\_Tech\_0>
<Production\_Speed\_Mod\_Base\_Vs\_Tech\_1>
<Production\_Speed\_Mod\_Base\_Vs\_Tech\_2>
<Production\_Speed\_Mod\_Base\_Vs\_Tech\_3>
<Production\_Speed\_Mod\_Base\_Vs\_Tech\_4>
<Progress\_Bar\_Left>
<Progress\_Bar\_Middle\_Off>
<Progress\_Bar\_Middle\_On>
<Progress\_Bar\_Right>
<Progressive\_Taxation>
<PROJECTILE>
<Projectile\_Absorbed\_By\_Shields\_Particle>
<Projectile\_Acceleration\_Per\_Frame>
<Projectile\_Appearance\_Delay\_Frames>
<Projectile\_Blast\_Area\_Damage>
<Projectile\_Blast\_Area\_Dropoff>
<Projectile\_Blast\_Area\_Dropoff\_Tiers>
<Projectile\_Blast\_Area\_Immune\_Faction>
<Projectile\_Blast\_Area\_Max\_Victims>
<Projectile\_Blast\_Area\_Range>
<Projectile\_Block\_Chance\_Modifier>
<Projectile\_Bomb\_Fall\_Accel\_Rate>
<Projectile\_Category>
<Projectile\_Cause\_Invulnerability\_Duration\_Frames>
<Projectile\_Cause\_Invulnerability\_Max\_Targets>
<Projectile\_Cause\_Invulnerability\_On\_Detonation>
<Projectile\_Cause\_Invulnerability\_Radius>
<Projectile\_Cause\_Invulnerability\_Spawn\_Effect>
<Projectile\_Cause\_Invulnerability\_Targets\_Category\_Mask>
<Projectile\_Combat\_Mod>
<Projectile\_Combat\_Mod\_Category\_Mask>
<Projectile\_Combat\_Mod\_Duration>
<Projectile\_Combat\_Mod\_Effect>
<Projectile\_Combat\_Mod\_Value>
<Projectile\_Convert\_Enemy\_On\_Detonation>
<Projectile\_Convert\_Enemy\_Radius>
<Projectile\_Convert\_Enemy\_Spawn\_Effect>
<Projectile\_Convert\_Enemy\_Targets\_Category\_Mask>
<Projectile\_Custom\_Render>
<Projectile\_Damage>
<Projectile\_Damage\_Delay\_Secs>
<Projectile\_Damages\_Random\_Hard\_Points>
<Projectile\_Disable\_Engines\_Duration>
<Projectile\_Disables\_Engines\_When\_Power\_Drained>
<Projectile\_Dist\_Travelled>
<Projectile\_Does\_Energy\_Damage>
<Projectile\_Does\_Hitpoint\_Damage>
<Projectile\_Does\_Shield\_Damage>
<Projectile\_Energy\_Per\_Shot>
<Projectile\_Fire\_Pulse\_Count>
<Projectile\_Fire\_Pulse\_Delay\_Seconds>
<Projectile\_Fire\_Recharge\_Seconds>
<Projectile\_Grenade\_Sticks\_On\_Collision>
<Projectile\_Ground\_Detonation\_Particle>
<Projectile\_Ground\_Detonation\_SurfaceFX>
<Projectile\_Instant\_Heal\_Health\_Increase>
<Projectile\_Instant\_Heal\_On\_Detonation>
<Projectile\_Instant\_Heal\_Radius>
<Projectile\_Instant\_Heal\_Spawn\_Effect>
<Projectile\_Instant\_Heal\_Targets\_Category\_Mask>
<Projectile\_Ion\_Stun\_Duration>
<Projectile\_Ion\_Stun\_On\_Detonation>
<Projectile\_Ion\_Stun\_Radius>
<Projectile\_Ion\_Stun\_Shot\_Rate\_Reduction\_Percent>
<Projectile\_Ion\_Stun\_Speed\_Reduction\_Percent>
<Projectile\_Ion\_Stun\_Stack\_Duration>
<Projectile\_Laser\_Color>
<Projectile\_Length>
<Projectile\_Lifetime\_Detonation\_Particle>
<Projectile\_Max\_Flight\_Distance>
<Projectile\_Max\_Lifetime>
<Projectile\_Max\_Scan\_Range>
<Projectile\_Object\_Armor\_Reduced\_Detonation\_Particle>
<Projectile\_Object\_Creation\_Particle>
<Projectile\_Object\_Detonation\_Particle>
<Projectile\_Redirect\_Chance\_Modifier>
<Projectile\_Rocket\_Curve\_Distance>
<Projectile\_Rocket\_Curve\_Offset>
<Projectile\_Rocket\_Straight\_Distance>
<Projectile\_SFXEvent\_Detonate>
<Projectile\_SFXEvent\_Detonate\_Reduced\_By\_Armor>
<Projectile\_Stun\_Duration\_Frames>
<Projectile\_Stun\_On\_Detonation>
<Projectile\_Stun\_Radius>
<Projectile\_Stun\_Spawn\_Effect>
<Projectile\_Stun\_Victims\_Category\_Mask>
<Projectile\_Stun\_Victims\_Unit\_Types>
<Projectile\_Target\_Point\_On\_Terrain>
<Projectile\_Texture\_Slot>
<Projectile\_Type>
<Projectile\_Types>
<Projectile\_Types\_Override>
<Projectile\_Types\_Targeted>
<Projectile\_Weaken\_Enemy\_Cause\_Damage\_Reduction\_Percent>
<Projectile\_Weaken\_Enemy\_Duration\_Seconds>
<Projectile\_Weaken\_Enemy\_On\_Detonation>
<Projectile\_Weaken\_Enemy\_Radius>
<Projectile\_Weaken\_Enemy\_Spawn\_Effect>
<Projectile\_Weaken\_Enemy\_Take\_Damage\_Increase\_Percent>
<Projectile\_Weaken\_Enemy\_Targets\_Category\_Mask>
<Projectile\_Width>
<Property\_Exclusions>
<Property\_Flags>
<Protection\_Radius>
<Proximity\_Mines\_Ability>
<Pull\_Phase\_Duration>
<Pulse\_Frequency\_Secs>
<Push\_Button>
<Push\_Scroll\_Speed\_Modifier>
<Quickmatch\_Map\_Exclusion\_List>
<Radar\_Clip\_To\_Visible\_Region>
<Radar\_Colorize\_Multiplayer\_Enemy>
<Radar\_Colorize\_Selected\_Units>
<Radar\_Icon\_Name>
<Radar\_Icon\_Scale\_Land>
<Radar\_Icon\_Scale\_Space>
<Radar\_Icon\_Size>
<Radar\_Multiplayer\_Enemy\_Color>
<Radar\_Range\_Icon\_Name>
<Radar\_Register\_As\_Foreground\_Object>
<Radar\_Rotate\_Icon>
<Radar\_Selected\_Units\_Color>
<Radar\_Show\_Facing>
<Radioactive\_Contaminate\_Ability>
<Radio\_Mouse\_Over>
<Radio\_Off>
<Radio\_On>
<Radius>
<Raid>
<Raid\_Force\_Free\_Object\_Category\_Mask>
<Raid\_Force\_Limited\_Object\_Category\_Mask>
<Raid\_Force\_Max\_Heros>
<Raid\_Force\_Max\_Limited\_Objects>
<Raid\_Force\_Required\_Faction>
<Randomize\_Between\_Fire\_Bones>
<Random\_Rotate>
<Random\_Size\_Offset>
<Random\_Story\_Empire\_Construction>
<Random\_Story\_Empire\_Destroy>
<Random\_Story\_Max\_Triggers>
<Random\_Story\_Rebel\_Construction>
<Random\_Story\_Rebel\_Destroy>
<Random\_Story\_Reward\_Empire\_Buildable>
<Random\_Story\_Reward\_Empire\_Unit>
<Random\_Story\_Reward\_Rebel\_Buildable>
<Random\_Story\_Reward\_Rebel\_Unit>
<Random\_Story\_Rewards>
<Random\_Story\_Triggers>
<Ranged\_Target\_Z\_Adjust>
<Ranking\_In\_Category>
<Reachability>
<Reaction\_Arc\_In\_Degrees>
<Rebel>
<Rebel\_Story\_Name>
<Recharge\_Seconds>
<Recharge\_Time\_In\_Seconds>
<Recharge\_Time\_In\_Secs>
<Redirect\_Blaster\_Ability>
<Redirect\_Chance>
<Redirect\_Damage\_To\_Teammates>
<Reduce\_Production\_Price\_Ability>
<Reduce\_Production\_Time\_Ability>
<Reduce\_Technology\_Price\_Ability>
<Reinforcement\_Deploy\_Time\_Multiplier>
<Reinforcement\_Enabling\_Radius>
<ReinforcementOverlayBadColor>
<ReinforcementOverlayGoodColor>
<Reinforcement\_Prevention\_Radius>
<Reinforcement\_Region\_Blob\_Name>
<Reinforcements\_Cancelled\_SFXEvent>
<Reinforcements\_Enroute\_SFXEvent>
<Reinforcements\_Pick\_Landing\_Zone\_SFXEvent>
<Reinforcements\_Ready\_SFXEvent>
<Reinforcements\_Requesting\_SFXEvent>
<Reinforcements\_Selection\_SFXEvent>
<Reinforcements\_Shadow\_Blob\_Material\_Name>
<ReinforcementsUnnormalized>
<Reinforcement\_Time\_Multiplier>
<Remote\_Bomb\_Ability>
<Remove\_Corruption\_Ability>
<Remove\_Upon\_Death>
<Render\_Mode>
<Repair\_Ability>
<Repair\_Amount\_Per\_Frame>
<Repair\_Cost\_Per\_Frame>
<Replace\_Faded>
<RepushDistance>
<Required\_Corruption\_Level>
<Required\_Ground\_Base\_Level>
<Required\_Orbiting\_Units>
<Required\_Planets>
<Required\_Special\_Structures>
<Required\_Star\_Base\_Level>
<Required\_Timeline>
<Requires\_Base\_Power>
<Requires\_Direct\_Player\_Command>
<Requires\_Manual\_Target\_Assignment>
<Reserve\_Spawned\_Units\_Tech\_0>
<Respawn\_Tied\_To\_Structure>
<Respawn\_Whole\_Team\_When\_Killed>
<Respects\_Skirmish\_Pre\_Build\_Bases\_Option>
<RetainsResidualInfluence>
<Retreat>
<RetreatAutoResolveLoserAttrition>
<RetreatAutoResolveWinnerAttrition>
<Retreat\_Prevention\_Ability>
<Retreat\_Self\_Destruct\_Explosion>
<Reveal\_During\_Setup\_Phase>
<Reveal\_During\_Setup\_Phase\_Only>
<Reveal\_For\_Attacker>
<Reveal\_For\_Defender>
<Reveal\_Range\_Modifier>
<Reverse\_Application\_Logic>
<Reward\_Param1>
<Reward\_Param10>
<Reward\_Param11>
<Reward\_Param12>
<Reward\_Param13>
<Reward\_Param14>
<Reward\_Param2>
<Reward\_Param3>
<Reward\_Param4>
<Reward\_Param5>
<Reward\_Param6>
<Reward\_Param7>
<Reward\_Param8>
<Reward\_Param9>
<Reward\_Type>
<Right\_Justified>
<Right\_Queue\_Tint>
<Rotate\_Formation\_Facing\_Moves>
<Rotation\_Animation\_Speed>
<Rotation\_Base\_Bone\_Name>
<Rotations\_Per\_Second>
<R\_Text>
<Saber\_Name>
<Saber\_Throw\_Ability>
<Sabotage\_Cost\_Credits>
<Sabotage\_Cost\_Increase\_Factor>
<Sabotage\_Particle\_Effect>
<Saliency\_Health>
<Saliency\_Power>
<Saliency\_Size>
<Saliency\_Speed>
<Saliency\_Targets>
<Saliency\_X>
<Saliency\_Y>
<Samples>
<Scale>
<Scale\_Duration>
<Scale\_Factor>
<Scanlines>
<Scatters\_From\_Crushers>
<Score\_Cost\_Credits>
<ScreenAALevel>
<ScreenResolutionHeight>
<ScreenResolutionWidth>
<Script>
<Scroll\_Acceleration\_Factor>
<Scroll\_Deceleration\_Factor>
<Scroll\_Down\_Button>
<Scroll\_Down\_Button\_Disabled>
<Scroll\_Down\_Button\_Mouse\_Over>
<Scroll\_Down\_Button\_Pressed>
<Scroll\_Middle>
<Scroll\_Middle\_Disabled>
<Scroll\_Tab>
<Scroll\_Tab\_Disabled>
<Scroll\_Up\_Button>
<Scroll\_Up\_Button\_Disabled>
<Scroll\_Up\_Button\_Mouse\_Over>
<Scroll\_Up\_Button\_Pressed>
<Secondary\_Locomotor\_Name>
<Secondary\_Objective>
<SecondaryOccupationPassability>
<SecondaryTurnAngle>
<SecondaryTurnInPlaceROTCoefficient>
<SecondaryTurnLookaheadDistance>
<Second\_Hero\_Conversation\_Anim\_Type>
<Second\_Hero\_Damage\_Multiplier>
<Second\_Hero\_Draw\_Anim\_Type>
<Second\_Hero\_Lose\_Anim\_Type>
<Second\_Hero\_Type>
<Second\_Hero\_Win\_Anim\_Type>
<Second\_Hero\_Win\_Exchange\_Chance>
<Second\_Hero\_Win\_Speech>
<Seconds\_To\_Infect>
<See\_Base\_Levels>
<See\_Credit\_Income>
<See\_Credit\_Income\_Breakdown>
<See\_Current\_Production>
<See\_Fleet\_Contents>
<See\_Force\_Sensitive\_Heroes>
<See\_Ground\_Company\_Contents>
<See\_Major\_Stealth\_Heroes>
<See\_Minor\_Stealth\_Heroes>
<See\_Most\_Powerful\_Ship>
<See\_Num\_Fleets>
<See\_Num\_Ground\_Companies>
<See\_Political\_Control>
<See\_Political\_Control\_Breakdown>
<See\_Special\_Structures>
<See\_Super\_Weapons>
<segment\_length>
<Select\_Box\_Scale>
<Select\_Box\_Z\_Adjust>
<Selected\_Alpha>
<Selected\_Texture\_Name>
<Selection\_Blob\_Material\_Name>
<Selection\_Blob\_RGBA>
<Self\_Destruct\_Radius>
<Sell>
<Selt\_Destruct\_SFXEvent\_Start\_Die>
<Sensor\_Jamming\_Ability>
<Sensor\_Jamming\_Time>
<SetupPhaseCountdownSeconds>
<SetupPhaseEnabled>
<SetupPhaseFOWColor>
<SetupPhaseInvalidDragColor>
<SFXEvent\_Activate>
<SFXEvent\_Ambient\_Loop>
<SFXEvent\_Ambient\_Moving>
<SFXEvent\_Ambient\_Moving\_Max\_Delay\_Seconds>
<SFXEvent\_Ambient\_Moving\_Min\_Delay\_Seconds>
<SFXEvent\_Arrive\_From\_Hyperspace>
<SFXEvent\_Assist\_Attack>
<SFXEvent\_Assist\_Move>
<SFXEvent\_Attack>
<SFXEvent\_Attack\_Hardpoint>
<SFXEvent\_Attack\_With\_Non\_Hero\_Ability>
<SFXEvent\_Base\_Shield\_Absorb\_Damage>
<SFXEvent\_Beacon\_Placed>
<SFXEvent\_Bombard\_Ally\_Available>
<SFXEvent\_Bombard\_Available>
<SFXEvent\_Bombard\_Cancelled>
<SFXEvent\_Bombard\_Enemy\_Available>
<SFXEvent\_Bombard\_Incoming>
<SFXEvent\_Bombard\_Select\_Target>
<SFXEvent\_Bombing\_Run\_Ally\_Available>
<SFXEvent\_Bombing\_Run\_Available>
<SFXEvent\_Bombing\_Run\_Begin\_Crosstalk>
<SFXEvent\_Bombing\_Run\_Cancelled>
<SFXEvent\_Bombing\_Run\_Enemy\_Available>
<SFXEvent\_Bomb\_Run\_Incoming>
<SFXEvent\_Bomb\_Run\_Select\_Target>
<SFXEvent\_Build\_Cancelled>
<SFXEvent\_Build\_Complete>
<SFXEvent\_Build\_Impossible\_Location\_Blockaded>
<SFXEvent\_Build\_Started>
<SFXEvent\_Bunker\_Garrisoned>
<SFXEvent\_Bunker\_Vacated>
<SFXEvent\_Command\_Bar\_Attack>
<SFXEvent\_Command\_Bar\_Attack\_Move>
<SFXEvent\_Command\_Bar\_Guard>
<SFXEvent\_Command\_Bar\_Move>
<SFXEvent\_Command\_Bar\_Stop>
<SFXEvent\_Command\_Bar\_Waypoint>
<SFXEvent\_Corruption\_Removed>
<SFXEvent\_Cough\_Override>
<SFXEvent\_Damaged\_By\_Asteroid>
<SFXEvent\_Debug\_Test\_Loop>
<SFXEvent\_Deploy>
<SFXEvent\_Draw\_Weapon>
<SFXEvent\_Enemy\_Damaged\_Health\_Critical\_Warning>
<SFXEvent\_Enemy\_Damaged\_Health\_Low\_Warning>
<SFXEvent\_Enemy\_Fleet\_Approaching\_Planet>
<SFXEvent\_Enemy\_Spotted>
<SFXEvent\_Engine\_Cinematic\_Focus\_Loop>
<SFXEvent\_Engine\_Idle\_Loop>
<SFXEvent\_Engine\_Moving\_Loop>
<SFXEvent\_Exit\_Into\_Hyperspace>
<SFXEvent\_Fail>
<SFXEvent\_Fire>
<SFXEvent\_Fleet\_Move>
<SFXEvent\_Frame>
<SFXEvent\_Group\_Attack>
<SFXEvent\_Group\_Move>
<SFXEvent\_Guard>
<SFXEvent\_GUI\_Enemy\_Toggle\_Non\_Hero\_Ability\_Off>
<SFXEvent\_GUI\_Enemy\_Toggle\_Non\_Hero\_Ability\_On>
<SFXEvent\_GUI\_Negative\_Feedback>
<SFXEvent\_GUI\_Start\_Campaign>
<SFXEvent\_GUI\_Toggle\_Non\_Hero\_Ability\_Off>
<SFXEvent\_GUI\_Toggle\_Non\_Hero\_Ability\_On>
<SFXEvent\_GUI\_Unit\_Ability\_Activated>
<SFXEvent\_GUI\_Unit\_Ability\_Deactivated>
<SFXEvent\_Hack\_Success>
<SFXEvent\_Hardpoint\_All\_Weapons\_Destroyed>
<SFXEvent\_Hardpoint\_Destroyed>
<SFXEvent\_Health\_Critical\_Warning>
<SFXEvent\_Health\_Low\_Warning>
<SFXEvent\_Hero\_Respawned>
<SFXEvent\_Holster\_Weapon>
<SFXEvent\_HUD\_Advisor\_Hint>
<SFXEvent\_HUD\_Advisor\_Message>
<SFXEvent\_HUD\_Advisor\_Urgent>
<SFXEvent\_HUD\_Base\_Shield\_Offline>
<SFXEvent\_HUD\_Base\_Shield\_Online>
<SFXEvent\_HUD\_Base\_Shield\_Penetrated>
<SFXEvent\_HUD\_Build\_Pad\_Captured>
<SFXEvent\_HUD\_Build\_Pad\_Lost>
<SFXEvent\_HUD\_Enemy\_Base\_Shield\_Offline>
<SFXEvent\_HUD\_Enemy\_Base\_Shield\_Online>
<SFXEvent\_HUD\_Enemy\_Base\_Shield\_Penetrated>
<SFXEvent\_HUD\_Enemy\_Special\_Weapon\_Charging>
<SFXEvent\_HUD\_Enemy\_Special\_Weapon\_Firing>
<SFXEvent\_HUD\_Enemy\_Special\_Weapon\_Ready>
<SFXEvent\_HUD\_Gravity\_Control\_Generator\_Off>
<SFXEvent\_HUD\_Gravity\_Control\_Generator\_On>
<SFXEvent\_HUD\_Landing\_Zone\_Captured>
<SFXEvent\_HUD\_Landing\_Zone\_Lost>
<SFXEvent\_HUD\_Last\_Landing\_Zone\_Lost>
<SFXEvent\_HUD\_Lost\_Land\_Battle>
<SFXEvent\_HUD\_Lost\_Land\_Battle\_Enemy\_TSW\_Present>
<SFXEvent\_HUD\_Lost\_Space\_Battle>
<SFXEvent\_HUD\_Lost\_Space\_Battle\_Enemy\_TSW\_Present>
<SFXEvent\_HUD\_Lost\_Tactical\_Corruption\_Mission>
<SFXEvent\_HUD\_Reinforcement\_Point\_Ally\_Owned\_05\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Ally\_Owned\_15\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Ally\_Owned\_30\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Ally\_Owned\_60\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Contested>
<SFXEvent\_HUD\_Reinforcement\_Point\_Enemy\_Owned\_05\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Enemy\_Owned\_15\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Enemy\_Owned\_30\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Enemy\_Owned\_60\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Owned\_05\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Owned\_15\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Owned\_30\_Seconds>
<SFXEvent\_HUD\_Reinforcement\_Point\_Owned\_60\_Seconds>
<SFXEvent\_HUD\_Repairing>
<SFXEvent\_HUD\_Special\_Weapon\_Charging>
<SFXEvent\_HUD\_Special\_Weapon\_Firing>
<SFXEvent\_HUD\_Special\_Weapon\_Ready>
<SFXEvent\_HUD\_Tactical\_Victory\_Near>
<SFXEvent\_HUD\_Won\_Land\_Battle>
<SFXEvent\_HUD\_Won\_Land\_Battle\_Enemy\_TSW\_Present>
<SFXEvent\_HUD\_Won\_Space\_Battle>
<SFXEvent\_HUD\_Won\_Space\_Battle\_Enemy\_TSW\_Present>
<SFXEvent\_HUD\_Won\_Tactical\_Corruption\_Mission>
<SFXEvent\_Land\_Base\_Under\_Attack\_Announcement>
<SFXEvent\_Land\_Invasion\_Commencing>
<SFXEvent\_Max\_Credits\_Limit\_Reached>
<SFXEvent\_Mission\_Added>
<SFXEvent\_Move>
<SFXEvent\_Move\_Into\_Asteroid\_Field>
<SFXEvent\_Move\_Into\_Nebula>
<SFXEvent\_Move\_Opposite>
<SFXEvent\_MP\_Give\_Teammate\_Credits>
<SFXEvent\_New\_Construction\_Options\_Available>
<SFXEvent\_Planet\_Capture\_Bonus\_Reward>
<SFXEvent\_Planet\_Corrupted>
<SFXEvent\_Planet\_Gained\_Control>
<SFXEvent\_Planet\_Lost\_Control>
<SFXEvent\_Planet\_Revealed>
<SFXEvent\_Player\_Taunt>
<SFXEvent\_Powered\_Active\_Loop>
<SFXEvent\_Radioactive>
<SFXEvent\_Sabotage\_Success>
<SFXEvent\_Select>
<SFXEvent\_Slice\_Failure>
<SFXEvent\_Slice\_Success>
<SFXEvent\_Sold\_Tactical>
<SFXEvent\_Space\_Base\_Under\_Attack\_Announcement>
<SFXEvent\_Special\_Ability\_Loop>
<SFXEvent\_Special\_Weapon\_Ready>
<SFXEvent\_Starbase\_Ally\_Upgraded>
<SFXEvent\_Starbase\_Enemy\_Upgraded>
<SFXEvent\_Starbase\_Upgraded>
<SFXEvent\_Stop>
<SFXEvent\_Strategic\_Pop\_Cap\_Reached>
<SFXEvent\_Success>
<SFXEvent\_Tactical\_Build\_Cancelled>
<SFXEvent\_Tactical\_Build\_Complete>
<SFXEvent\_Tactical\_Build\_Started>
<SFXEvent\_Tactical\_Corruption\_Mission\_Commencing>
<SFXEvent\_Tactical\_Gain\_Enemy\_Control>
<SFXEvent\_Tactical\_Gain\_Friendly\_Control>
<SFX\_Event\_Tactical\_Land\_Battle\_Pending>
<SFXEvent\_Tactical\_Lose\_Enemy\_Control>
<SFXEvent\_Tactical\_Lose\_Friendly\_Control>
<SFXEvent\_Tactical\_Object\_Building\_Complete>
<SFXEvent\_Tactical\_Object\_Building\_Loop>
<SFXEvent\_Tactical\_Object\_Building\_Started>
<SFXEvent\_Tactical\_Object\_Sold>
<SFXEvent\_Tactical\_Pop\_Cap\_Reached>
<SFX\_Event\_Tactical\_Space\_Battle\_Pending>
<SFXEvent\_Tactical\_Unit\_Cap\_Reached>
<SFXEvent\_Target\_Ability>
<SFXEvent\_Target\_Affected>
<SFXEvent\_Turret\_Rotating\_Loop>
<SFXEvent\_Unit\_Lost>
<SFXEvent\_Unit\_Summoned>
<SFXEvent\_Unit\_Type\_Spotted>
<SFXEvent\_Unit\_Under\_Attack>
<SFXEvent\_Weather\_Begin>
<SFXEvent\_Weather\_End>
<ShaderDetailLevel>
<Shadow>
<ShadowDetail>
<ShadowVolumes>
<Share\_Damage\_With\_Teammates>
<Shield>
<Shield\_Armor\_Type>
<Shield\_Bonus\_Percentage>
<Shield\_Damage\_Per\_Second>
<Shield\_Drain\_Per\_Second>
<Shielded\_Only\_When\_Deployed>
<Shield\_Flare\_Ability>
<Shield\_Flash\_Duration>
<Shield\_Flash\_Scale>
<Shield\_Hit\_Particles>
<Shield\_Multiplier>
<Shield\_Normal\_Color>
<Shield\_Off\_Anim>
<Shield\_On\_Anim>
<Shield\_Points>
<ShieldRechargeIntervalInSecs>
<Shield\_Refresh\_Rate>
<Shield\_Requires\_Base\_Power>
<Shield\_Sub\_Mesh>
<Shield\_Upgraded\_Color>
<Ship\_Class>
<Ship\_Icon\_Name>
<ShipNameTextFiles>
<Shoot\_Anim>
<Short\_Range\_Attack\_Formation\_Coefficient>
<Should\_Attacker\_Hold\_Fire\_For\_Special\_Ability>
<Should\_Be\_Destroyed\_When\_All\_Hardpoints\_Destroyed>
<Should\_Cause\_Limited\_Turrets\_To\_Turn>
<Should\_Death\_Clone\_Play\_Idle>
<ShouldDisplayPotentialPath>
<ShouldDisplayPredictionPaths>
<ShouldDisplaySyncedPaths>
<Should\_Ghost>
<Should\_Heal>
<ShouldInfantryTeamsSplitAcrossFormations>
<Should\_Reinforcements\_Move>
<Should\_Render\_At\_Drag\_Pos>
<ShouldSkipLandFormup>
<ShouldUseSpaceIdleMovement>
<Show\_Completed\_Tab>
<Show\_Hero\_Head>
<Show\_In\_Sidebar\_Tray>
<Show\_In\_Sidebar\_When\_Complete>
<Show\_In\_Sidebar\_While\_Building>
<Show\_Name>
<ShowUnitAIPlanAttachment>
<Side\_Bounds\_Buffer>
<Single\_Target\_Heal>
<Siphon\_Credits\_Ability>
<Siphon\_Duration\_In\_Cycles>
<Size>
<Size\_Value>
<Skirmish\_Buy\_Credits>
<Skirmish\_Land\_Bomber>
<Skirmish\_Reinforcement\_Delay\_Frames>
<Slice\_Cost\_Credits>
<Slicer\_Ability>
<Slot\_Scale>
<Slot\_X>
<Slot\_Y>
<SLOW\_GROUND>
<Slow\_Ground\_Color\_Tint>
<Small\_Frame\_Background>
<Small\_Frame\_Bottom>
<Small\_Frame\_Bottom\_Left>
<Small\_Frame\_Bottom\_Right>
<Small\_Frame\_Left>
<Small\_Frame\_Right>
<Small\_Frame\_Top>
<Small\_Frame\_Top\_Left>
<Small\_Frame\_Top\_Right>
<Smooth\_Bar>
<Snap\_Drag>
<Snap\_Location>
<Snap\_Movement\_Orders\_To\_Center>
<SoftShadows>
<Solo\_Attack\_Range>
<Sort\_Order>
<Space>
<Space\_Advisor\_Hints>
<Space\_AI\_Contrast\_Multiplier>
<Space\_AI\_Goal\_Cycle\_Sleep\_Duration>
<Space\_Asteroid\_Field\_Border\_Color>
<Space\_Asteroid\_Field\_Color>
<Space\_Auto\_Resolve\_Delay\_Seconds>
<SpaceAutoResolveHitRate>
<SpaceAutoResolveStunRate>
<Space\_Backdrop\_Texture\_Name>
<SpaceBehavior>
<Space\_Build\_Time\_Multiplier>
<Space\_Capture\_Allowed\_Countdown\_Seconds>
<Space\_Collidable\_Grid\_Cull\_Size>
<SpaceDefendedPlanets>
<Space\_Elevated\_Vulnerability\_Duration>
<Space\_Elevated\_Vulnerability\_Factor>
<Space\_Escort\_Unit\_Types>
<Space\_Forced\_Retreat\_Due\_To\_Superweapon>
<Space\_FOW\_Color>
<SpaceFOWColor>
<SpaceFOWHeight>
<SpaceFOWRegrowTime>
<Space\_FOW\_Reveal\_Range>
<Space\_Full\_Stop\_Command>
<Space\_Guard\_Range>
<SpaceIdleMovementSpeed>
<SpaceIdlePathCullCoefficient>
<Space\_Is\_Guide\_Rectangle>
<Space\_Large\_Ship\_Grid\_Cull\_Size>
<Space\_Layer>
<SpaceLocomotorFacingLookaheadAcc>
<Space\_Lose\_Image>
<Space\_Mode\_Garrison\_Selection\_Blob\_Material\_Name>
<Space\_Model\_Name>
<Space\_Mode\_Selection\_Blob\_Material\_Name>
<SpaceObjectTrackingInterval>
<SpaceObjectTrackingTreeCount>
<Space\_Obstacle\_Offset>
<Space\_Obstacle\_Radius>
<Space\_Override\_Population\_Value>
<SpacePathFailureDistanceCutoffCoefficient>
<SpacePathFailureForwardExpansionIncrement>
<SpacePathFailureMaxExpansionsCoefficient>
<SpacePathFailureRotationExpansionIncrement>
<SpacePathfindFrameDelayDelta>
<SpacePathfindMaxExpansions>
<SpacePathingTries>
<Space\_Position\_LeftTop>
<SpaceReinforceFeedbackOnlyWhileDragging>
<SpaceReinforceFOWColor>
<Space\_Reinforcement\_Collision\_Check\_Distance>
<Space\_Retreat\_Allowed\_Countdown\_Seconds>
<Space\_Retreat\_Attrition\_Factor>
<Space\_Retreat\_Begin\_SFXEvent>
<Space\_Retreat\_Cancel\_SFXEvent>
<Space\_Retreat\_Countdown\_Color\_RGBA>
<Space\_Retreat\_Countdown\_Seconds>
<Space\_Retreat\_Countdown\_Text\_ID>
<Space\_Retreat\_Enemy\_Begin\_SFXEvent>
<Space\_Retreat\_Flight\_Move\_Increment>
<Space\_Retreat\_Not\_Allowed\_Reason\_1\_SFXEvent>
<Space\_Retreat\_Not\_Allowed\_Reason\_2\_SFXEvent>
<Space\_Retreat\_Not\_Allowed\_Reason\_3\_SFXEvent>
<Space\_Retreat\_Not\_Allowed\_SFXEvent>
<Space\_Retreat\_Off\_Map\_Dest\_Pos>
<Space\_Retreat\_Pursue\_Max\_Speed\_Mod\_Factor>
<Space\_Retreat\_Unit\_Increment\_Wait\_Frames>
<Space\_Retreat\_Units\_Damaged\_Mod\_Factor>
<Space\_Skirmish\_AI\_Default\_Forces>
<Space\_Skirmish\_Unit\_Buy\_Credits>
<SpaceStaticObstacleAvoidanceBonusDistance>
<Space\_Station\_Destruction\_Forces\_Retreat>
<Space\_Surrender\_SFXEvent>
<Space\_Tactical\_Camera\_Locked>
<Space\_Tactical\_Map>
<Space\_Tactical\_Unit\_Cap>
<SpaceTotal>
<SpaceTotalNBPTM>
<SpaceTotalNBTD>
<SpaceTotalNBTT>
<SpaceTotalUnnormalized>
<Space\_Upgrade\_Type>
<Space\_Victory\_Relevant>
<Space\_Win\_Image>
<Spawn\_Ability>
<Spawn\_Bone>
<Spawn\_Bone\_Name>
<Spawned\_Indigenous\_Pack\_Type>
<Spawned\_Indigenous\_Units\_Delay\_Seconds>
<Spawned\_Indigenous\_Units\_Quantity>
<Spawned\_Indigenous\_Units\_Type>
<Spawned\_Object\_Type>
<Spawned\_Squadron\_Delay\_Seconds>
<Spawned\_Squadron\_Location\_Bones>
<Spawned\_Squadron\_Location\_Flyout\_Distances>
<Spawn\_Frame>
<Spawn\_Garrison\_On\_Load>
<Spawn\_Indigenous\_Units\_Chance>
<Spawn\_Indigenous\_Units\_In\_Packs>
<Spawn\_Indigenous\_Units\_Radius>
<Special\_Ability\_Action>
<Special\_Ability\_Name>
<SpecialAlignedOperatorBonus>
<Special\_Case\_Production>
<Special\_Structures>
<Special\_Structures\_Land>
<Special\_Structures\_Space>
<Special\_Weapon\_Index>
<Special\_Weapon\_Target\_Action\_Index>
<Special\_Weapon\_Valid\_Targets>
<Specific\_Death\_Anim\_Index>
<Specific\_Death\_Anim\_Type>
<Specific\_Faction>
<Specific\_Mod\_Source\_Text>
<SpeechEvent\_Frame>
<SpeechEvent\_Super\_Weapon\_Enemy\_Moved\_Into\_Range>
<SpeechEvent\_Super\_Weapon\_Enemy\_Moving\_Into\_Range>
<SpeechEvent\_Super\_Weapon\_Enemy\_Moving\_Range\_05\_Seconds>
<SpeechEvent\_Super\_Weapon\_Enemy\_Moving\_Range\_15\_Seconds>
<SpeechEvent\_Super\_Weapon\_Enemy\_Moving\_Range\_30\_Seconds>
<SpeechEvent\_Super\_Weapon\_Enemy\_Moving\_Range\_60\_Seconds>
<SpeechEvent\_Super\_Weapon\_Moved\_Into\_Range>
<SpeechEvent\_Super\_Weapon\_Moving\_Into\_Range>
<SpeechEvent\_Super\_Weapon\_Moving\_Range\_05\_Seconds>
<SpeechEvent\_Super\_Weapon\_Moving\_Range\_15\_Seconds>
<SpeechEvent\_Super\_Weapon\_Moving\_Range\_30\_Seconds>
<SpeechEvent\_Super\_Weapon\_Moving\_Range\_60\_Seconds>
<SpeechEvent\_Tactical\_Intro\_Land\_Attacker>
<SpeechEvent\_Tactical\_Intro\_Land\_Attacker\_Conditional\_Or>
<SpeechEvent\_Tactical\_Intro\_Land\_Attacker\_Last\_Location>
<SpeechEvent\_Tactical\_Intro\_Land\_Defender>
<SpeechEvent\_Tactical\_Intro\_Land\_Defender\_Conditional\_Or>
<SpeechEvent\_Tactical\_Intro\_Land\_Defender\_Last\_Location>
<SpeechEvent\_Tactical\_Intro\_Land\_Raid\_Attacker>
<SpeechEvent\_Tactical\_Intro\_Land\_Raid\_Defender>
<SpeechEvent\_Tactical\_Intro\_Space\_Attacker>
<SpeechEvent\_Tactical\_Intro\_Space\_Attacker\_Conditional\_And>
<SpeechEvent\_Tactical\_Intro\_Space\_Attacker\_Conditional\_Or>
<SpeechEvent\_Tactical\_Intro\_Space\_Defender>
<SpeechEvent\_Tactical\_Intro\_Space\_Defender\_Conditional\_And>
<SpeechEvent\_Tactical\_Intro\_Space\_Defender\_Conditional\_Or>
<Speech\_Text\_Color>
<Speed>
<Spin\_Away\_On\_Death>
<Spin\_Away\_On\_Death\_Chance>
<Spin\_Away\_On\_Death\_Explosion>
<Spin\_Away\_On\_Death\_SFXEvent\_Start\_Die>
<Spin\_Away\_On\_Death\_Time>
<Spline\_Steps>
<Split\_Favors\_Owner>
<Split\_Income\_With\_Allies>
<Spray\_Time\_In\_Secs>
<Spread\_Out\_Spacing\_Coefficient>
<Squadron\_Capacity>
<Squadron\_Formation\_Error\_Tolerance>
<Squadron\_Icon\_Name>
<Squadron\_Offsets>
<Squadron\_Units>
<Squash\_Damage\_Type>
<Stackable>
<Stacking\_Category>
<Standalone\_Space\_Maps\_Special\_Weapon\_A>
<Standalone\_Space\_Maps\_Special\_Weapon\_B>
<Star\_Base\_Icon\_Name>
<StarbaseLevel>
<StarbaseLevelUnnormalized>
<StarbaseTotalUnnormalized>
<Starbase\_Upgrade\_Ability>
<Starting\_Active\_Player>
<Starting\_Credits>
<Starting\_Forces>
<Starting\_Galactic\_Camera\_Position>
<Starting\_Spawned\_Units\_Tech\_0>
<Starting\_Tech\_Level>
<Start\_Lightning\_Frame\_Number>
<Stationary\_Space\_Layer>
<Stay\_In\_Transport\_During\_Ground\_Battle>
<Stealth\_Ability>
<Stealth\_Color>
<Stealth\_Duration\_Multiplier>
<Stealth\_Transition\_Time>
<Stopped\_Rate\_Of\_Turn>
<Stop\_When\_Activated>
<Story\_Chapter>
<Story\_Dialog>
<Story\_Dialog\_Popup>
<Story\_Tag>
<StoryTrigger>
<Strafe\_Distance>
<Strategic\_Edge\_Scroll\_Region>
<Strategic\_Map\_Music\_Event>
<Strategic\_Max\_Scroll\_Speed>
<Strategic\_Min\_Scroll\_Speed>
<Strategic\_Offscreen\_Scroll\_Region>
<Strategic\_Queue\_Tactical\_Battles>
<Stretch\_Factor>
<StructureCount>
<Stun\_Ability>
<Stunned\_Effect>
<Stun\_Range>
<Stun\_Time\_In\_Secs>
<Stun\_Travel\_Time\_In\_Secs>
<Summon\_Ability>
<Super>
<Super\_Laser\_Ability>
<Superweapon\_Win\_Movie>
<Supports\_Autofire>
<Supports\_Custom\_Settings>
<SurfaceFX\_Name>
<Surface\_Type\_Cover\_Damage\_Shield>
<Suspend>
<Sustained\_IO\_MSS\_DIG\_DS\_FRAGMENT\_CNT>
<Sustained\_IO\_MSS\_DIG\_DS\_MIX\_FRAGMENT\_CNT>
<Swamp>
<Swap\_Texture>
<SyncedFrameInterval>
<System\_Spy\_Ability>
<System\_Text\_Color>
<Tactical\_Additional\_Structure\_Type>
<Tactical\_Bribe\_Cost>
<Tactical\_Budget\_Allowance>
<Tactical\_Buildable\_Constructed>
<Tactical\_Buildable\_Objects\_Campaign>
<Tactical\_Buildable\_Objects\_Multiplayer>
<Tactical\_Build\_Attachment\_Bone\_Name>
<Tactical\_Build\_Cost\_Campaign>
<Tactical\_Build\_Cost\_Multiplayer>
<Tactical\_Build\_Increments\_Tech\_Level>
<Tactical\_Build\_Prerequisites>
<Tactical\_Build\_Start\_Lower\_Z>
<Tactical\_Build\_Time\_Multiplier>
<Tactical\_Build\_Time\_Seconds>
<TacticalBuiltStructureCount>
<TacticalCamera>
<Tactical\_Destruction\_Decrements\_Tech\_Level>
<Tactical\_Edge\_Scroll\_Region>
<Tactical\_Health>
<Tactical\_Intro\_Command\_Bar\_Movie\_Name>
<Tactically\_Built\_Child\_Object\_Persists>
<Tactical\_Max\_Scroll\_Speed>
<Tactical\_Min\_Scroll\_Speed>
<Tactical\_Offscreen\_Scroll\_Region>
<Tactical\_Overrun\_Multiple>
<Tactical\_Overview\_Clicks>
<Tactical\_Overview\_Click\_Time>
<Tactical\_Overview\_Distance>
<Tactical\_Overview\_Distance2>
<Tactical\_Overview\_Pitch>
<Tactical\_Overview\_Pitch2>
<Tactical\_Production\_Queue>
<Tactical\_Respawn\_Time\_In\_Secs>
<Target\_Bones>
<Target\_Damage\_Increase\_Percent>
<Target\_Destruction\_Frame>
<Target\_Faction\_Names>
<Target\_Grabbed\_Animation>
<Targeting\_Allowed\_When\_Burning>
<Targeting\_Fire\_Inaccuracy>
<Targeting\_Fire\_Inaccuracy\_Fixed\_Radius>
<Targeting\_Fire\_Inaccuracy\_Fixed\_Radius\_Override>
<Targeting\_Land\_Model\_Stay\_Horiz\_Flat>
<Targeting\_Max\_Attack\_Distance>
<Targeting\_Min\_Attack\_Distance>
<Targeting\_Priority\_Set>
<Targeting\_Stickiness\_Time\_Threshold>
<Target\_Light\_Effect\_Color>
<Target\_Light\_Effect\_Color2>
<Target\_Light\_Effect\_Duration>
<Target\_Light\_Effect\_Pulse\_Count>
<Target\_Light\_Effect\_Type>
<Target\_Particle\_Bone\_Name>
<Target\_Particle\_Effect>
<TargetPlayerID>
<TargetPoliticalControl>
<Target\_Position\_Z\_Offset>
<Target\_Respawn\_Time\_In\_Secs>
<Target\_Speed\_Decrease\_Percent>
<Target\_Stealth\_Units>
<Target\_Stream\_Source>
<Target\_Types>
<Task\_Text\_Color>
<TeamCrouchMoveBlendTime>
<Team\_Healthbar\_Offset>
<Team\_Member\_With\_Ability>
<TeamMoveBlendTime>
<Tech\_Level>
<TechLevel>
<Tech\_Level\_Adjustment>
<Tech\_Level\_Icon\_Name>
<Tech\_Tree\_Dialog\_Name>
<Telekinesis\_Hover\_Height>
<Telekinesis\_Max\_Bob\_Height>
<Telekinesis\_Max\_Wobble\_Angle>
<Telekinesis\_SFXEvent\_Damage>
<Telekinesis\_SFXEvent\_Loop>
<Telekinesis\_SFXEvent\_Slam>
<Telekinesis\_Transition\_Time>
<Telekinesis\_Wobble\_Cycle\_Time>
<Telekinesis\_Wobble\_Fade\_Time>
<Temperate>
<Templates>
<Terminate\_Effect\_On\_Move\_Command>
<Terrain>
<Terrain\_Damage>
<Terrain\_Damage\_Delay>
<Terrain\_Resurface\_Rand>
<Terrain\_Resurface\_Tolerance>
<Terrain\_Texture\_Modifier\_Join\_Distance>
<Terrain\_Texture\_Modifier\_Material>
<Terrain\_Texture\_Modifier\_Square>
<Test\_Disable\_Weapon\_Fire\_SFX>
<Test\_Hint\_Set>
<Text\_Button\_Default\_Font\_Name>
<Text\_Button\_Default\_Font\_Size>
<Text\_Color>
<Text\_Color2>
<Text\_Crawl\_Name>
<Text\_Crawl\_Start\_Frame>
<Text\_Emboss>
<Text\_ID>
<Text\_IDs>
<Text\_Nickname\_ID>
<Text\_Offset>
<Text\_Offset2>
<Text\_Outline>
<Text\_Reveal\_Rate>
<Texture\_Height\_Pow\_2>
<TextureMemory>
<TextureMipLevel>
<texture\_name>
<Texture\_Name>
<Texture\_Repeat>
<Texture\_Scroll>
<Texture\_Width\_Pow\_2>
<The\_Force>
<ThreatExpansionDistance>
<TimeLastSeen>
<TimeLastSeenUnnormalized>
<Time\_Limit>
<Timeline>
<Time\_Reduction\_Percentage>
<TimeSinceConversion>
<TimeSinceCorruptionChange>
<TimeSinceGroundAttacker>
<TimeSinceGroundConflict>
<TimeSinceGroundDefender>
<TimeSinceSpaceAttacker>
<TimeSinceSpaceConflict>
<TimeSinceSpaceDefender>
<TimeSinceStoryPopup>
<Toggle>
<Token>
<Tooltip\_Delay>
<Tool\_Tip\_Font\_Name>
<Tool\_Tip\_Font\_Size>
<Tool\_Tip\_Small\_Font\_Name>
<Tool\_Tip\_Small\_Font\_Size>
<Tooltip\_Text>
<Top\_Bounds\_Buffer>
<Top\_Color>
<Toss\_Anim>
<Trackbar\_Scroll\_Down\_Button>
<Trackbar\_Scroll\_Down\_Button\_Disabled>
<Trackbar\_Scroll\_Down\_Button\_Mouse\_Over>
<Trackbar\_Scroll\_Down\_Button\_Pressed>
<Trackbar\_Scroll\_Middle>
<Trackbar\_Scroll\_Middle\_Disabled>
<Trackbar\_Scroll\_Tab>
<Trackbar\_Scroll\_Tab\_Disabled>
<Trackbar\_Scroll\_Up\_Button>
<Trackbar\_Scroll\_Up\_Button\_Disabled>
<Trackbar\_Scroll\_Up\_Button\_Mouse\_Over>
<Trackbar\_Scroll\_Up\_Button\_Pressed>
<Tracking\_Duration>
<Tractor\_Beam\_Attack\_Ability>
<Tractor\_Beam\_Color>
<Tractor\_Beam\_Frames>
<Tractor\_Beam\_Texture>
<Tractor\_Beam\_Width>
<TradeRouteMovementFactor>
<Trade\_Routes>
<TradeRoutes>
<Transition\_Time\_In\_Secs>
<Travel\_Time\_In\_Secs>
<Tread\_Scroll\_Rate>
<Trigger>
<Trigger\_Radius>
<TSW\_Attack\_Anim\_Duration\_Seconds>
<TSW\_Attack\_Distance\_From\_Target>
<TSW\_Explosion\_Debris\_Creation\_Frame\_Delay>
<TSW\_MusicEvent\_Activation\_Start>
<TSW\_Post\_Destruction\_Wait\_Frames>
<TSW\_Post\_Music\_Wait\_Frames>
<TSW\_Power\_Up\_Countdown\_Seconds>
<TSW\_SFXEvent\_Activate\_Voice>
<TSW\_SFXEvent\_GUI\_Bttton\_Press>
<TSW\_SFXEvent\_Weapon\_Power\_Up>
<TSW\_Start\_Distance\_From\_Target>
<TSW\_Start\_Pos\_Match\_Targets\_Z>
<TSW\_Z\_Adjust\_Relative\_To\_Target\_Pos>
<TurnInPlaceSlowdownCapital>
<TurnInPlaceSlowdownCorvette>
<TurnInPlaceSlowdownFrigate>
<Turn\_Off>
<Turn\_On>
<Turn\_Rate>
<Turn\_To\_Face\_Unblockable\_Shots>
<Turret\_Bone\_Name>
<Turret\_Deployed\_Rest\_Angle>
<Turret\_Elevate\_Extent\_Degrees>
<Turret\_Rest\_Angle>
<Turret\_Rotate\_Extent\_Degrees>
<Turret\_Rotate\_Speed>
<Turret\_Rotation\_Offset>
<Turret\_Targets\_Air\_Vehicles>
<Turret\_Targets\_Anything\_Else>
<Turret\_Targets\_Ground\_Infantry>
<Turret\_Targets\_Ground\_Vehicles>
<Turret\_XY\_Only>
<Tutorial>
<Tutorial\_Base\_Cost\_Credits>
<Tutorial\_Sabotage\_Cost\_Credits>
<Tutorial\_Scene>
<Tutorial\_Tech\_Level>
<Type>
<Uncommon\_Price\_Multiplier>
<Under\_Construction\_Damage\_Multiplier>
<Underworld>
<Underworld\_Story\_Name>
<Unique\_Ground\_Unit>
<Unique\_Space\_Unit>
<Unit\_Abilities\_Data>
<Unit\_Ability>
<UnitAbilityType>
<UnitCollisionClass>
<Unit\_Command\_Rankings\_By\_Category>
<Unit\_Exclusions>
<UnitSpaceAvailable>
<Unit\_Strength\_Category>
<Un\_Trigger>
<Update\_All>
<Upper\_Effect\_Offset>
<Urban>
<Used\_By\_Units>
<Use\_Event\_System>
<UseLinearCollisionChecks>
<Use\_Neutral\_UI\_Color>
<Use\_Preset>
<User\_Bound\_Max>
<User\_Bound\_Min>
<Use\_Reinforcement\_Points>
<UseSecondaryFacing>
<Uses\_Multiple\_Locomotors>
<Use\_Special\_Submit\_Rules>
<Use\_Splines>
<Use\_Transported\_Object\_Bounds\_For\_Landing\_Z>
<UV\_Slot>
<Variable\_Enemy>
<Variable\_Human>
<Variable\_Location>
<Variable\_Self>
<Variable\_Target>
<Variant\_Of\_Existing\_Type>
<Vehicle>
<VehicleFormationRecruitmentDistance>
<Vehicle\_Icon\_Name>
<Vehicle\_Thief\_Ability>
<Vehicle\_Thief\_Inside\_Clone>
<VendorIDHEX>
<VertexRateMvsVS11>
<VertexShaderVersionHEX>
<Victory\_Relevant>
<Victory\_Text>
<Visible\_Line\_Name>
<Visible\_On\_Radar\_When\_Fogged>
<Visible\_To\_Enemies\_When\_Empty>
<Volcanic>
<Volume\_Percent>
<Volume\_Saturation\_Distance>
<Wait\_For\_Finish\_If\_Target\_Using\_Jetpack>
<WaitOperatorBaseFrameTime>
<WaitOperatorCostCoefficient>
<WaitOperatorSpeedCoefficient>
<WalkAnimationCutoff>
<Walk\_Animation\_Speed>
<Walk\_Transition>
<Wall>
<Water\_Clip\_Plane\_Offset>
<WaterDetailLevel>
<Water\_Render\_Target\_Resolution>
<WaypointFlagModelName>
<WaypointLineLandDashLength>
<WaypointLineLandDashVelocity>
<WaypointLineLandGapLength>
<WaypointLineTextureName>
<Weapon\_Index>
<Weather\_Category>
<Weatherproof\_Ability>
<Weather\_SFXEvent\_Intermittent>
<Weather\_SFXEvent\_Loop>
<width>
<Width>
<Width\_Max>
<Width\_Min>
<Wind\_Disturbance\_Radius>
<Wind\_Disturbance\_Sphere\_Alpha>
<Wind\_Disturbance\_Strength>
<Win\_Lose\_Message\_Font>
<Win\_Lose\_Message\_Font\_Size>
<Win\_Message\_Color>
<WorstIslandFractionOfLargest>
<XYExpansionDistanceLand>
<XYExpansionDistanceSpace>
<Yaw\_Default>
<Yaw\_Max>
<Yaw\_Min>
<Yaw\_Per\_Mouse\_Unit>
<Z\_Angle>
<Zap\_SFXEvent>
<Zero>
<Zoomed\_Terrain\_Index>