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write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write prefer

ences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the appli
cation #
x_res 1280; # x_res <int32>, Fixed window width #
y_res 800; # y_res <int32>, Fixed window height #
x_pos 0; # x_pos <int32>, Window position #
y_pos 0; # y_pos <int32>, Window position #
vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test <bool>, unit test (for daily build) #
campaign_unit_multiplier 1; # campaign_unit_multiplier <float>, Set default unit
multiplier for campaign #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory 268435456; # gfx_video_memory <int>, Override available video m
emory (bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen
or not #
gfx_vsync false; # gfx_vsync <bool>, vertical synchronization #
gfx_hdr false; # gfx_hdr <bool>, Use high dynamic range rendering pipeline #
gfx_low_quality_shaders false; # gfx_low_quality_shaders <bool>, Use SM2 pixel
shader code with SM3 vertex shaders and instancing. #
gfx_shadermodel 0; # gfx_shadermodel <int>, Set shader model, 0-2.0, 1-3.0 #
gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 3-8x #
gfx_texture_filtering 5; # gfx_texture_filtering <int>, Set texture filtering, 0
-bilinear, 5- anisotropic 16x #
gfx_texture_quality 1; # gfx_texture_quality <int>, Set the quality of textures.
0 - lowest, 3 - ultra #
gfx_volumetric_effect false; # gfx_volumemtric_effect <bool>, volumetric fog on
sea battle #
gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer
#
gfx_distortion false; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field false; # gfx_depth_of_field <bool>, Enable Depth of Field eff
ects #
gfx_hardware_shadows false; # gfx_hardware_shadows <bool>, Enable hardware shado
w mapping #
gfx_sky_quality 0; # gfx_sky_quality <int>, Set the quality of sky. 0 - lowest,
3 - ultra #
gfx_unit_quality 1; # gfx_unit_quality <int>, Set the quality of units. 0 - lowe
st, 3 - ultra #
gfx_ship_quality 1; # gfx_ship_quality <int>, Set the quality of ships. 0 - lowe
st, 3 - ultra #
gfx_building_quality 1; # gfx_building_quality <int>, Set the quality of buildin
gs. 0 - lowest, 3 - ultra #
gfx_water_quality 1; # gfx_water_quality <int>, Set the quality of water. 0 - lo
west, 3 - ultra #
gfx_unit_scale 0; # gfx_unit_scale <int>, Set unit scale. 0 - lowest, 3 - ultra
#
gfx_shadow_quality 1; # gfx_shadow_quality <int>, Set unit scale. 0 - off, 4 - u
ltra #
gfx_tree_quality 0; # gfx_tree_quality <int>, Set unit scale. 0 - off, 4 - ultra
#
gfx_grass_quality 1; # gfx_grass_quality <int>, Set unit scale. 0 - off, 4 - ult
ra #
gfx_terrain_quality 0; # gfx_terrain_quality <int>, Set unit scale. 0 - low, 1 high #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_hardware_shadows false; # gfx_hardware_shadows <bool>, Enable hardware shado
w mapping #

gfx_disable_terrain_ao_gpu false; # gfx_disable_terrain_ao_gpu <bool>, Disable t


errain ambient occlusion term. Supported only on ShaderModel 3.0 #
gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to
where save screenshots relative to Empire directory #
gfx_fixed_env_map ; # gfx_fixed_env_map <filename>, cubemap for fixed env.map #
camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
default_camera_type 0; # default_battle_camera <card32>, default battle camera:
0-totalwar 1-rts 2-debug #
enable_sound true; # enable_sound <bool>, enables all audio content (default = t
rue). If disabled none of the database or sound pack files are loaded. #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sens
itivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up
/down #
invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning le
ft/right #
local_player_name ; # local_player_name <name>, Name used to identify the local
player on network and local battles #
minimised_ui false; # minimised_ui <true|false>, show minimised ui #
ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with min
imised ui. 0 = always, 1 = slide on, 2 = never #
show_selection_markers true; # show_selection_markers <true|false>, Show the sel
ection markers under the units #
show_path_markers true; # show_path_markers <true|false>, Show paths in naval ba
ttles #
show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
ui_order_button_mode 0; # ui_order_button_mode <0|1|2>, Only applicable with min
imised ui. 0 = always, 1 = slide on, 2 = never #
ui_card_mode 0; # ui_card_mode <0|1|2>, Only applicable with minimised ui. 0 = a
lways, 1 = slide on, 2 = never #
ui_radar_mode 0; # ui_radar_mode <0|1|2>, Only applicable with minimised ui. 0 =
always, 1 = slide on, 2 = never #
ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2
= never #
ui_naval_unit_ids 0; # ui_naval_unit_ids <0|1|2>, 0 = always, 1 = on mouse over,
2 = never #
ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling o
f the map by putting the cursor at the edge of the screen #
battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for
each battle. -1 for unlimited #
battle_difficulty 0; # battle_difficulty <int>, Sets the handicap for battles. P
ositive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for
battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is har
d, 0 normal, 1 easy #
campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campai
gns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the bat
tle game #
campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the
campaign game #
campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes)
for each round of the campaign. -1 for unlimited #
show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of th
e ai pieces on the campaign map #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage t
axes etc in players regions #

limitless_ammo true; # show_cpu_moves <true|false>, Enable/disable Infinite ammo


on battlefields #
occupiable_building_markers true; # show_occupiable_building_markers <true|false
>, Enable/disable occupiable building markers on battlefields #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Ru
n the battle model on a separate thread #
subtitles false; # subtitles <true|false>, Display subtitles during movies #
sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100
#
sound_music_volume 100; # sound_music_volume <int>, music sound volume 0-100 #
sound_speech_volume 100; # sound_speech_volume <int>, speech sound volume 0-100
#
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound ena
bled #
sound_music_enabled true; # sound_music_enabled <true|false>, music sound enable
d #
sound_speech_enabled true; # sound_speech_enabled <true|false>, speech sound ena
bled #
sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabl
ed #
sound_provider 0; # sound_provider <int>, sound provider index (0-?) #
sound_file_caching false; # sound_file_caching <bool>, Sounds are preloaded at s
tart of battle and campaign. increase performance. Default = true #
sound_variations 2; # sound_variations <int>, Number of sound variations (0 == 2
or less, 1 = half variations, 2 = all variations. Fewer variations means fewer
sounds but faster performance. #
audio_memory_size_in_megabytes 100; # audio_memory_size_in_megabytes <int>, Audi
o memory size in megabytes. Default = (100MB). More memory means faster performa
nce. #
sound_channels 128; # sound_channels <int>, Number of sound channels. Fewer chan
nels means fewer sounds but faster performance. #
voice_chat_enable false; # voice_chat_enable <bool>, Enables VOIP functionality
in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_m
icrophone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>
, Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
voice_chat_quality 2; # voice_chat_quality <int>, Voice chat quality (0-2, 0 = l
ow, 1 = medium, 2 = high). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_
key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always
trasnmitting). #
bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous u
pdate, increased performance on some systems, decreased on others. (default = tr
ue) #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 automatic, >0 = explicit number #