write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write preferences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the application #
x_res 1920; # x_res <int32>, Fixed window width #
y_res 1080; # 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) #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
gfx_vsync false; # gfx_vsync <bool>, vertical synchronization #
explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #
enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread #
gfx_hdr 0; #  gfx_hdr <int>, Set high dynamic range rendering quality #
gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA, 2 = MSAA2X, 3 = MSAA4X, 4 = MSAA8X #
gfx_texture_filtering 0; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 2; # gfx_texture_quality <int>, Set the quality of textures. 0 - small, 3 - ultra #
gfx_device_type 1; # gfx_device_type <int>, Set device type, 0-D3D9, 1-D3D11, 2-GL3 #
gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 1 - on #
gfx_unlimited_video_memory false; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #
gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #
gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_gpu_select 0; # gfx_gpu <int>, Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #
gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #
gfx_sky_quality 2; # gfx_sky_quality <int>, Set the quality of sky. 0 - max performance, 3 - max quality #
gfx_unit_quality 2; # gfx_unit_quality <int>, Set the quality of units. 0 - max performance, 3 - max quality #
gfx_building_quality 2; # gfx_building_quality <int>, Set the quality of buildings. 0 - max performance, 3 - max quality #
gfx_water_quality 2; # gfx_water_quality <int>, Set the quality of water. 0 - max performance, 3 - max quality #
gfx_shadow_quality 2; # gfx_shadow_quality <int>, Set shadow quality. 0 - max performance, 3 - max quality #
gfx_tree_quality 2; # gfx_tree_quality <int>, Set tree quality. 0 - max performance, 3 - max quality #
gfx_grass_quality 2; # gfx_grass_quality <int>, Set grass quality. 0 - max performance, 3 - max quality #
gfx_terrain_quality 2; # gfx_terrain_quality <int>, Set terrain quality. 0 - max performance, 3 - max quality #
gfx_unit_size 2; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
gfx_screen_space_reflections 1; # gfx_screen_space_reflections <int>, Enable Screen Space Reflections, 0 - off, 3 - max quality #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1; # gfx_brightness_setting <float>, Set brightness #
gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
gfx_gpu ""NVIDIA GeForce GT 1030""; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 2; # gfx_effects_quality <int>, Set effects quality. 0 - max performance, 3 - max quality #
gfx_vignette false; # gfx_vignette <true|false>, Enable vignette #
gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
batter_meter false; # battery meter <bool>, Show battery status #
external_browser false; # external_browser <bool>, Use external browser for encylopaedia, internal browser if set to false #
porthole_3d true; # porthole_3d <bool>, If true, portholes in UI use 3d models. Otherwise use 2d images. #
camera_move_speed 105; # 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 #
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 sensitivity: <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 left/right #
lock_cursor_to_window false; # lock_cursor_to_window <true|false>, If true, cursor will be clamped to confines of game window #
show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units #
show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles #
show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
show_projectile_trails true; # show_projectile_trails <true|false>, Show projectile trails... #
ui_show_help_markers true; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions #
ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) #
ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or minimised #
ui_radar_mode true; # ui_radar_mode <bool>, Determines if radar panel shown or minimised #
ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar #
ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen #
chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #
browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen #
browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #
browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #
ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
ui_unit_id_scale 0; # ui_unit_id_scale <float>, Sets scale of unit banners #
ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
battle_realism_mode false; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
ui_onscreen_kb false; # ui_onscreen_kb <true|false>, Enable on-screen keyboard for touch #
battle_threat_icons true; # battle_threat_icons <true|false>, Show the threat of a unit on the unit id when a single unit is selected #
unit_info_expanded true; # unit_info_expanded <true|false>, If true, unit info panel will show all stats #
unit_info_shown_in_battle true; # unit_info_shown_in_battle <true|false>, If true, unit info panel is shown in battle #
alliance_faction_colours true; # alliance_faction_colours <true|false>, If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart #
battle_time_limit -1; # 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. Positive 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 hard, 0 normal, 1 easy #
campaign_difficulty 1; # campaign_difficulty <int>, Sets the handicap for campaigns.  Positive gives advantage.  -2 is vhard, -1 is hard, 0 normal, 1 easy #
battle_advice_level 0; # battle_advice_level <int>, Sets advice level in the battle game #
campaign_advice_level 0; # campaign_advice_level <int>, Sets advice level in the campaign game #
advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
adc_enabled true; # adc_enabled <bool>, Determines if aide de camp is enabled #
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_level 1; # show_cpu_moves_level <int>, Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
battle_camera_shake_enabled true; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
subtitles true; # subtitles <true|false>, Display subtitles during movies #
force_large_armies_enabled false; # force_large_armies_enabled <true|false>, If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. #
sound_setting_version 2; # sound_setting_state <int>, Version of current audio settings to handle reseting some default values between updates #
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_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-100 #
sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled #
sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #
sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #
audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute game audio when not in focus #
audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #
voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_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_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 update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number  #
number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache.  This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number  #
campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>, Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #
campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #
proximity_fading true; # proximity_fading <bool>, When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #
twitch_remember_account true; # twitch_remember_account <bool>, Determines whether game should remember twitch account #
twitch_user_name ""; # twitch_user_name <user name>, Twitch account user name that is remembered #
twitch_user_password_encrypted ""; # twitch_user_password_encrypted <user name>, Twitch account password that is remembered and encrypted #
twitch_stream_title "Total War: Attila"; # twitch_stream_title <stream title>, Title of stream show on website for viewers #
twitch_server_name ""; # twitch_server_name <server name>, Name of ingest server to use for twitch. If non will use default as dictated by twitch #
twitch_game_volume 1; # twitch_game_volume <float>, Volume of system to be sent through twitch stream (0-1) #
twitch_mic_volume 1; # twitch_mic_volume <float>, Volume of microphone to be sent through twitch stream (0-1) #
twitch_fps 30; # twitch_fps <int>, Twitch frames-per-second for broadcast (10-60) #
twitch_bitrate 1500; # twitch_bitrate <int>, Twitch streaming bit rate, max kbps (230 - 3500) #
controller_selection_precision 10; # controller_selection_precision <int>, Set how accurate the cursor position needs to be to activate game objects and UI: 0 - 50 #
