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  1. @code{                               #                              }@br
  2. @code{                               /=                             }@br
  3. @code{                               <                              }@br
  4. @code{                               <=                             }@br
  5. @code{                               =                              }@br
  6. @code{                               >                              }@br
  7. @code{                               >=                             }@br
  8. @code{                               @                              }@br
  9. @code{                               a                              }@br
  10. @code{                               aa                             }@br
  11. @code{                           zzz-abt                            }@br
  12. @code{                    detonation-accident-chance                }@br
  13. @code{                               accident-damage                }@br
  14. @code{                               accident-hit-chance            }@br
  15. @code{                               accident-vanish-chance         }@br
  16. @code{                               accidents-in-terrain           }@br
  17. @code{                  insufficient-acp                            }@br
  18. @code{                          free-acp                            }@br
  19. @code{                               acp                            }@br
  20. @code{                               acp-at-midsummer               }@br
  21. @code{                               acp-at-midwinter               }@br
  22. @code{                         night-acp-effect                     }@br
  23. @code{                               acp-max                        }@br
  24. @code{                               acp-min                        }@br
  25. @code{                               acp-per-move                   }@br
  26. @code{                               acp-per-turn                   }@br
  27. @code{                               acp-to-add-terrain             }@br
  28. @code{                               acp-to-attack                  }@br
  29. @code{                               acp-to-be-fired-on             }@br
  30. @code{                               acp-to-build                   }@br
  31. @code{                               acp-to-capture                 }@br
  32. @code{                               acp-to-change-side             }@br
  33. @code{                               acp-to-change-type             }@br
  34. @code{                               acp-to-create                  }@br
  35. @code{                               acp-to-defend                  }@br
  36. @code{                               acp-to-detonate                }@br
  37. @code{                               acp-to-disband                 }@br
  38. @code{                               acp-to-enter-unit              }@br
  39. @code{                               acp-to-fire                    }@br
  40. @code{                               acp-to-load                    }@br
  41. @code{                               acp-to-move                    }@br
  42. @code{                               acp-to-move-part               }@br
  43. @code{                               acp-to-produce                 }@br
  44. @code{                               acp-to-remove-terrain          }@br
  45. @code{                               acp-to-repair                  }@br
  46. @code{                               acp-to-research                }@br
  47. @code{                               acp-to-toolup                  }@br
  48. @code{                               acp-to-unload                  }@br
  49. @code{                               acp0                           }@br
  50. @code{                   material-to-act                            }@br
  51. @code{                               act                            }@br
  52. @code{                           see-action                         }@br
  53. @code{                            do-action                         }@br
  54. @code{                               action-done                    }@br
  55. @code{                               action-error                   }@br
  56. @code{                               action-ok                      }@br
  57. @code{                               action-priority                }@br
  58. @code{                               actions-are-buffered           }@br
  59. @code{                               active                         }@br
  60. @code{                               add                            }@br
  61. @code{                               add-terrain                    }@br
  62. @code{                        acp-to-add-terrain                    }@br
  63. @code{                        vision-adjacent                       }@br
  64. @code{                     sp-vision-adjacent                       }@br
  65. @code{             detonation-damage-adjacent                       }@br
  66. @code{                control-chance-adjacent                       }@br
  67. @code{                               adjacent-terrain-effect        }@br
  68. @code{                               adjective                      }@br
  69. @code{                               agreement                      }@br
  70. @code{                               ai                             }@br
  71. @code{                               ai-type-name                   }@br
  72. @code{                           see-all                            }@br
  73. @code{                          over-all                            }@br
  74. @code{                               already-seen                   }@br
  75. @code{                               already-seen-independent       }@br
  76. @code{                               alt-blob-density               }@br
  77. @code{                               alt-blob-height                }@br
  78. @code{                               alt-blob-size                  }@br
  79. @code{                               alt-percentile-max             }@br
  80. @code{                               alt-percentile-min             }@br
  81. @code{                               alt-smoothing                  }@br
  82. @code{                               alter-terrain                  }@br
  83. @code{                               alter-terrain-range            }@br
  84. @code{                               altitude-max                   }@br
  85. @code{                               altitude-min                   }@br
  86. @code{                           see-always                         }@br
  87. @code{                   see-terrain-always                         }@br
  88. @code{                               am                             }@br
  89. @code{                               ambush-chance                  }@br
  90. @code{                               and                            }@br
  91. @code{                               append                         }@br
  92. @code{                               applies-to                     }@br
  93. @code{                   detonate-on-approach                       }@br
  94. @code{                               approach                       }@br
  95. @code{                       actions-are-buffered                   }@br
  96. @code{                               area                           }@br
  97. @code{                     unit-size-as-occupant                    }@br
  98. @code{                   consumption-as-occupant                    }@br
  99. @code{                         mp-to-ascend                         }@br
  100. @code{                          ever-ask-side                       }@br
  101. @code{                          unit-assaulted                      }@br
  102. @code{                               assign-number                  }@br
  103. @code{                        repair-at                             }@br
  104. @code{                          fire-at                             }@br
  105. @code{                        create-at                             }@br
  106. @code{             detonation-damage-at                             }@br
  107. @code{                control-chance-at                             }@br
  108. @code{                         rearm-at                             }@br
  109. @code{                      resupply-at                             }@br
  110. @code{                     sp-vision-at                             }@br
  111. @code{                        vision-at                             }@br
  112. @code{                     sp-vision-at-max-range                   }@br
  113. @code{                        vision-at-max-range                   }@br
  114. @code{                     elevation-at-max-range                   }@br
  115. @code{                            hp-at-max-speed                   }@br
  116. @code{                           acp-at-midsummer                   }@br
  117. @code{                   temperature-at-midsummer                   }@br
  118. @code{                   temperature-at-midwinter                   }@br
  119. @code{                           acp-at-midwinter                   }@br
  120. @code{                            hp-at-min-speed                   }@br
  121. @code{                          fire-at-too-far                     }@br
  122. @code{               consumption-per-attack                         }@br
  123. @code{          surrender-chance-per-attack                         }@br
  124. @code{           withdraw-chance-per-attack                         }@br
  125. @code{                        acp-to-attack                         }@br
  126. @code{                               attack                         }@br
  127. @code{                               attack-commit-down-max??       }@br
  128. @code{                               attack-commit-max??            }@br
  129. @code{                               attack-commit-min??            }@br
  130. @code{                               attack-commit-up-max??         }@br
  131. @code{                               attack-down-penalty??          }@br
  132. @code{                               attack-range                   }@br
  133. @code{                               attack-range-min               }@br
  134. @code{                               attack-terrain-effect          }@br
  135. @code{                               attack-up-penalty??            }@br
  136. @code{                      loss-per-attack??                       }@br
  137. @code{              theft-chance-per-attack??                       }@br
  138. @code{                            tp-attrition                      }@br
  139. @code{                               attrition                      }@br
  140. @code{                               attrition-in-terrain           }@br
  141. @code{                               aux-terrain                    }@br
  142. @code{                               available                      }@br
  143. @code{                   temperature-average                        }@br
  144. @code{                               avoid-bad-terrain              }@br
  145. @code{                               axial-tilt                     }@br
  146. @code{                           zzz-b                              }@br
  147. @code{                         avoid-bad-terrain                    }@br
  148. @code{                       terrain-base-consumption               }@br
  149. @code{                        people-base-consumption               }@br
  150. @code{                               base-consumption               }@br
  151. @code{                               base-game                      }@br
  152. @code{                               base-module                    }@br
  153. @code{                        people-base-production                }@br
  154. @code{                               base-production                }@br
  155. @code{                       terrain-base-production                }@br
  156. @code{                               battle                         }@br
  157. @code{                           zzz-bb                             }@br
  158. @code{                           zzz-bcw                            }@br
  159. @code{                        acp-to-be-fired-on                    }@br
  160. @code{                           can-be-self                        }@br
  161. @code{                        vision-bend                           }@br
  162. @code{                     sp-vision-bend                           }@br
  163. @code{                           zzz-bhw                            }@br
  164. @code{                            by-bits                           }@br
  165. @code{                           alt-blob-density                   }@br
  166. @code{                           wet-blob-density                   }@br
  167. @code{                           wet-blob-height                    }@br
  168. @code{                           alt-blob-height                    }@br
  169. @code{                           alt-blob-size                      }@br
  170. @code{                           wet-blob-size                      }@br
  171. @code{                               blurb                          }@br
  172. @code{                          over-border                         }@br
  173. @code{                               border                         }@br
  174. @code{                               bridge                         }@br
  175. @code{                   actions-are-buffered                       }@br
  176. @code{                         tp-to-build                          }@br
  177. @code{                        acp-to-build                          }@br
  178. @code{                   cp-per-self-build                          }@br
  179. @code{                        cp-per-build                          }@br
  180. @code{                   material-to-build                          }@br
  181. @code{                               build                          }@br
  182. @code{                    cp-to-self-build                          }@br
  183. @code{                 tech-level-to-build                          }@br
  184. @code{               consumption-per-build                          }@br
  185. @code{                 separation-to-build-max                      }@br
  186. @code{                          unit-built                          }@br
  187. @code{                           zzz-bw                             }@br
  188. @code{                    controlled-by                             }@br
  189. @code{                           hit-by                             }@br
  190. @code{                               by-bits                        }@br
  191. @code{                               by-char                        }@br
  192. @code{                               by-name                        }@br
  193. @code{                           zzz-c                              }@br
  194. @code{                               calendar                       }@br
  195. @code{                               can-be-self                    }@br
  196. @code{                               can-command                    }@br
  197. @code{                      occupant-can-construct                  }@br
  198. @code{                               can-enter-independent          }@br
  199. @code{                      occupant-can-have-occupants             }@br
  200. @code{                               cannot-do                      }@br
  201. @code{                               cannot-leave-world             }@br
  202. @code{                               capacity                       }@br
  203. @code{                               capacity-negation              }@br
  204. @code{                       terrain-capacity-x                     }@br
  205. @code{                          unit-capacity-x                     }@br
  206. @code{                       cxp-per-capture                        }@br
  207. @code{                        cxp-on-capture                        }@br
  208. @code{                   detonate-on-capture                        }@br
  209. @code{                        acp-to-capture                        }@br
  210. @code{                               capture                        }@br
  211. @code{                               capture-chance                 }@br
  212. @code{                               capture-unit                   }@br
  213. @code{                           zzz-cc                             }@br
  214. @code{                               cell                           }@br
  215. @code{                               cell-is-occupied               }@br
  216. @code{                               cell-width                     }@br
  217. @code{                     sp-lockon-chance                         }@br
  218. @code{                  accident-hit-chance                         }@br
  219. @code{                       scuttle-chance                         }@br
  220. @code{                     road-into-chance                         }@br
  221. @code{                    extra-turn-chance                         }@br
  222. @code{                          road-chance                         }@br
  223. @code{                   unit-growth-chance                         }@br
  224. @code{                        ambush-chance                         }@br
  225. @code{           detonation-accident-chance                         }@br
  226. @code{                         river-chance                         }@br
  227. @code{                 unit-takeover-chance                         }@br
  228. @code{                        revolt-chance                         }@br
  229. @code{                  friendly-hit-chance                         }@br
  230. @code{               occupant-escape-chance                         }@br
  231. @code{                   growth-stop-chance                         }@br
  232. @code{                       control-chance                         }@br
  233. @code{                     surrender-chance                         }@br
  234. @code{                           hit-chance                         }@br
  235. @code{            independent-growth-chance                         }@br
  236. @code{          independent-takeover-chance                         }@br
  237. @code{                        lockon-chance                         }@br
  238. @code{                  construction-chance                         }@br
  239. @code{                country-growth-chance                         }@br
  240. @code{                    compromise-chance                         }@br
  241. @code{                country-people-chance                         }@br
  242. @code{               accident-vanish-chance                         }@br
  243. @code{              people-surrender-chance                         }@br
  244. @code{          change-on-exhaustion-chance                         }@br
  245. @code{                           spy-chance                         }@br
  246. @code{              country-takeover-chance                         }@br
  247. @code{                       capture-chance                         }@br
  248. @code{            independent-people-chance                         }@br
  249. @code{                       control-chance-adjacent                }@br
  250. @code{                       control-chance-at                      }@br
  251. @code{                      withdraw-chance-per-attack              }@br
  252. @code{                     surrender-chance-per-attack              }@br
  253. @code{                         theft-chance-per-attack??            }@br
  254. @code{                               change-on-exhaustion-chance    }@br
  255. @code{                        acp-to-change-side                    }@br
  256. @code{                               change-side                    }@br
  257. @code{                        acp-to-change-type                    }@br
  258. @code{                               change-type                    }@br
  259. @code{                          self-changeable                     }@br
  260. @code{                        unseen-char                           }@br
  261. @code{                            by-char                           }@br
  262. @code{                               char                           }@br
  263. @code{                               circumference                  }@br
  264. @code{                               class                          }@br
  265. @code{                               clouds                         }@br
  266. @code{                           zzz-cm                             }@br
  267. @code{                               coating                        }@br
  268. @code{                               coating-depth-max              }@br
  269. @code{                               coating-depth-min              }@br
  270. @code{                          grid-color                          }@br
  271. @code{                        unseen-color                          }@br
  272. @code{                               color                          }@br
  273. @code{                               color-scheme                   }@br
  274. @code{                               colors                         }@br
  275. @code{                      occupant-combat                         }@br
  276. @code{                       cxp-per-combat                         }@br
  277. @code{                           see-combat                         }@br
  278. @code{                               combat-visibility              }@br
  279. @code{                               comfort-zone-max               }@br
  280. @code{                               comfort-zone-min               }@br
  281. @code{                           can-command                        }@br
  282. @code{                        defend-commit-down-max??              }@br
  283. @code{                        attack-commit-down-max??              }@br
  284. @code{                        defend-commit-max??                   }@br
  285. @code{                        attack-commit-max??                   }@br
  286. @code{                        defend-commit-min??                   }@br
  287. @code{                        attack-commit-min??                   }@br
  288. @code{                        defend-commit-up-max??                }@br
  289. @code{                        attack-commit-up-max??                }@br
  290. @code{                     supply-on-completion                     }@br
  291. @code{                               compromise-chance              }@br
  292. @code{                               config-name                    }@br
  293. @code{                               connection                     }@br
  294. @code{                  occupant-can-construct                      }@br
  295. @code{                               construction-chance            }@br
  296. @code{                               construction-mix               }@br
  297. @code{                          base-consumption                    }@br
  298. @code{                   people-base-consumption                    }@br
  299. @code{                  terrain-base-consumption                    }@br
  300. @code{                               consumption-as-occupant        }@br
  301. @code{                               consumption-on-creation        }@br
  302. @code{                               consumption-per-attack         }@br
  303. @code{                               consumption-per-build          }@br
  304. @code{                               consumption-per-move           }@br
  305. @code{                               consumption-per-repair         }@br
  306. @code{                               control-chance                 }@br
  307. @code{                               control-chance-adjacent        }@br
  308. @code{                               control-chance-at              }@br
  309. @code{                               control-distance-max           }@br
  310. @code{                               controlled-by                  }@br
  311. @code{                               count                          }@br
  312. @code{                          make-countries                      }@br
  313. @code{                               country-growth-chance          }@br
  314. @code{                               country-people-chance          }@br
  315. @code{                               country-radius-max             }@br
  316. @code{                               country-radius-min             }@br
  317. @code{                               country-separation-max         }@br
  318. @code{                               country-separation-min         }@br
  319. @code{                               country-takeover-chance        }@br
  320. @code{                               country-terrain-max            }@br
  321. @code{                               country-terrain-min            }@br
  322. @code{                               country-units-max              }@br
  323. @code{                               cp                             }@br
  324. @code{                               cp-on-creation                 }@br
  325. @code{                               cp-per-build                   }@br
  326. @code{                               cp-per-self-build              }@br
  327. @code{                               cp-to-self-build               }@br
  328. @code{                        acp-to-create                         }@br
  329. @code{                   material-to-create                         }@br
  330. @code{                               create-at                      }@br
  331. @code{                               create-in                      }@br
  332. @code{                 separation-to-create-max                     }@br
  333. @code{                     supply-on-creation                       }@br
  334. @code{                         cp-on-creation                       }@br
  335. @code{                consumption-on-creation                       }@br
  336. @code{                            tp-crossover                      }@br
  337. @code{                          tech-crossover                      }@br
  338. @code{                               cxp                            }@br
  339. @code{                               cxp-hit-minus-max??            }@br
  340. @code{                               cxp-hit-plus-max??             }@br
  341. @code{                               cxp-max                        }@br
  342. @code{                               cxp-on-capture                 }@br
  343. @code{                               cxp-per-capture                }@br
  344. @code{                               cxp-per-combat                 }@br
  345. @code{                      accident-damage                         }@br
  346. @code{                               damage                         }@br
  347. @code{                    detonation-damage-adjacent                }@br
  348. @code{                    detonation-damage-at                      }@br
  349. @code{                       initial-date                           }@br
  350. @code{                   make-random-date                           }@br
  351. @code{                     unit-view-dates                          }@br
  352. @code{                               day-length                     }@br
  353. @code{                       initial-day-part                       }@br
  354. @code{                               day-part-names                 }@br
  355. @code{                   detonate-on-death                          }@br
  356. @code{                    player-mix-default                        }@br
  357. @code{                          unit-defaults                       }@br
  358. @code{                          side-defaults                       }@br
  359. @code{                        acp-to-defend                         }@br
  360. @code{                               defend-commit-down-max??       }@br
  361. @code{                               defend-commit-max??            }@br
  362. @code{                               defend-commit-min??            }@br
  363. @code{                               defend-commit-up-max??         }@br
  364. @code{                               defend-terrain-effect          }@br
  365. @code{                               defensive                      }@br
  366. @code{                               define                         }@br
  367. @code{                     maze-room-density                        }@br
  368. @code{                      wet-blob-density                        }@br
  369. @code{                      alt-blob-density                        }@br
  370. @code{                  maze-passage-density                        }@br
  371. @code{                   independent-density                        }@br
  372. @code{                      ferry-on-departure                      }@br
  373. @code{                       coating-depth-max                      }@br
  374. @code{                       coating-depth-min                      }@br
  375. @code{                         mp-to-descend                        }@br
  376. @code{                               description                    }@br
  377. @code{                               design-notes                   }@br
  378. @code{                               destination-full               }@br
  379. @code{                               destination-too-far            }@br
  380. @code{                        acp-to-detonate                       }@br
  381. @code{                               detonate                       }@br
  382. @code{                               detonate-on-approach           }@br
  383. @code{                               detonate-on-capture            }@br
  384. @code{                               detonate-on-death              }@br
  385. @code{                               detonate-on-hit                }@br
  386. @code{                        hp-per-detonation                     }@br
  387. @code{                               detonation-accident-chance     }@br
  388. @code{                               detonation-damage-adjacent     }@br
  389. @code{                               detonation-damage-at           }@br
  390. @code{                               detonation-range               }@br
  391. @code{                          move-dir                            }@br
  392. @code{                               disband                        }@br
  393. @code{                    supply-per-disband                        }@br
  394. @code{                        acp-to-disband                        }@br
  395. @code{                        hp-per-disband                        }@br
  396. @code{                               display-name                   }@br
  397. @code{                 tech-level-to-dissect                        }@br
  398. @code{                tech-level-per-dissection                     }@br
  399. @code{                       control-distance-max                   }@br
  400. @code{                               do                             }@br
  401. @code{                        cannot-do                             }@br
  402. @code{                               do-action                      }@br
  403. @code{                               doctrine                       }@br
  404. @code{                               doctrines                      }@br
  405. @code{                               doctrines-locked               }@br
  406. @code{                        action-done                           }@br
  407. @code{                 defend-commit-down-max??                     }@br
  408. @code{                 attack-commit-down-max??                     }@br
  409. @code{                        attack-down-penalty??                 }@br
  410. @code{                    willing-to-draw                           }@br
  411. @code{                               draw                           }@br
  412. @code{                           zzz-dw                             }@br
  413. @code{                          make-earthlike-terrain              }@br
  414. @code{                               edge-terrain                   }@br
  415. @code{                attack-terrain-effect                         }@br
  416. @code{                defend-terrain-effect                         }@br
  417. @code{                     night-acp-effect                         }@br
  418. @code{              adjacent-terrain-effect                         }@br
  419. @code{                               elapsed-real-time              }@br
  420. @code{             temperature-floor-elevation                      }@br
  421. @code{                               elevation-at-max-range         }@br
  422. @code{                               elevation-max                  }@br
  423. @code{                               elevation-min                  }@br
  424. @code{                               elevations                     }@br
  425. @code{                               emblem-name                    }@br
  426. @code{                          game-ended                          }@br
  427. @code{                           log-ended                          }@br
  428. @code{                               enforcement                    }@br
  429. @code{                               enter                          }@br
  430. @code{                           can-enter-independent              }@br
  431. @code{                         mp-to-enter-terrain                  }@br
  432. @code{                         mp-to-enter-unit                     }@br
  433. @code{                        acp-to-enter-unit                     }@br
  434. @code{                         mp-to-enter-zoc                      }@br
  435. @code{                      ferry-on-entry                          }@br
  436. @code{                          move-error                          }@br
  437. @code{                        action-error                          }@br
  438. @code{                      occupant-escape-chance                  }@br
  439. @code{                               eval                           }@br
  440. @code{                        random-events                         }@br
  441. @code{                               ever-ask-side                  }@br
  442. @code{                               everywhere                     }@br
  443. @code{                               evt                            }@br
  444. @code{                           zzz-ew                             }@br
  445. @code{                               exact                          }@br
  446. @code{                     change-on-exhaustion-chance              }@br
  447. @code{                       terrain-exhaustion-type                }@br
  448. @code{                               expendability                  }@br
  449. @code{                               exploratory                    }@br
  450. @code{                               extensions                     }@br
  451. @code{                               extra-turn-chance              }@br
  452. @code{                            sp-eye-height                     }@br
  453. @code{                               eye-height                     }@br
  454. @code{                       overrun-failed                         }@br
  455. @code{                               false                          }@br
  456. @code{               destination-too-far                            }@br
  457. @code{                   fire-at-too-far                            }@br
  458. @code{                 fire-into-too-far                            }@br
  459. @code{                               favored-terrain                }@br
  460. @code{                               feature-namers                 }@br
  461. @code{                               feature-types                  }@br
  462. @code{                               features                       }@br
  463. @code{             name-geographical-features                       }@br
  464. @code{                               feelings                       }@br
  465. @code{                               ferry-on-departure             }@br
  466. @code{                               ferry-on-entry                 }@br
  467. @code{                   material-to-fight                          }@br
  468. @code{                               fill-percentage                }@br
  469. @code{                               finished-turn                  }@br
  470. @code{                        acp-to-fire                           }@br
  471. @code{                               fire-at                        }@br
  472. @code{                               fire-at-too-far                }@br
  473. @code{                               fire-into                      }@br
  474. @code{                               fire-into-outside-world        }@br
  475. @code{                               fire-into-too-far              }@br
  476. @code{                     acp-to-be-fired-on                       }@br
  477. @code{                               flag                           }@br
  478. @code{                   temperature-floor                          }@br
  479. @code{                   temperature-floor-elevation                }@br
  480. @code{                     real-time-for-game-max                   }@br
  481. @code{                           zzz-fr                             }@br
  482. @code{                          make-fractal-percentile-terrain     }@br
  483. @code{                               free-acp                       }@br
  484. @code{                               free-mp                        }@br
  485. @code{                               friendly-hit-chance            }@br
  486. @code{                   destination-full                           }@br
  487. @code{                          base-game                           }@br
  488. @code{                           won-game                           }@br
  489. @code{                          lost-game                           }@br
  490. @code{                               game-ended                     }@br
  491. @code{                       type-in-game-max                       }@br
  492. @code{                 real-time-for-game-max                       }@br
  493. @code{                      units-in-game-max                       }@br
  494. @code{                               game-module                    }@br
  495. @code{                               game-started                   }@br
  496. @code{                         hp-to-garrison                       }@br
  497. @code{                               generic-name                   }@br
  498. @code{                          name-geographical-features          }@br
  499. @code{                               goal                           }@br
  500. @code{                               grammar                        }@br
  501. @code{                               grid-color                     }@br
  502. @code{                       country-growth-chance                  }@br
  503. @code{                          unit-growth-chance                  }@br
  504. @code{                   independent-growth-chance                  }@br
  505. @code{                               growth-stop-chance             }@br
  506. @code{                               has-material-type              }@br
  507. @code{                               has-unit-type                  }@br
  508. @code{                               has-unit-type-near             }@br
  509. @code{                  occupant-can-have-occupants                 }@br
  510. @code{                           eye-height                         }@br
  511. @code{                        sp-eye-height                         }@br
  512. @code{                      alt-blob-height                         }@br
  513. @code{                      wet-blob-height                         }@br
  514. @code{                               height                         }@br
  515. @code{                   vicinity-is-held                           }@br
  516. @code{                               help                           }@br
  517. @code{                   detonate-on-hit                            }@br
  518. @code{                               hit-by                         }@br
  519. @code{                      accident-hit-chance                     }@br
  520. @code{                               hit-chance                     }@br
  521. @code{                      friendly-hit-chance                     }@br
  522. @code{                           cxp-hit-minus-max??                }@br
  523. @code{                           cxp-hit-plus-max??                 }@br
  524. @code{                               hit-position                   }@br
  525. @code{                               hit-unit                       }@br
  526. @code{                               hp                             }@br
  527. @code{                               hp-at-max-speed                }@br
  528. @code{                               hp-at-min-speed                }@br
  529. @code{                               hp-max                         }@br
  530. @code{                               hp-min                         }@br
  531. @code{                               hp-per-detonation              }@br
  532. @code{                               hp-per-disband                 }@br
  533. @code{                               hp-per-repair                  }@br
  534. @code{                               hp-per-starve                  }@br
  535. @code{                               hp-recovery                    }@br
  536. @code{                               hp-to-garrison                 }@br
  537. @code{                               hp-to-repair                   }@br
  538. @code{                               if                             }@br
  539. @code{                        unseen-image-name                     }@br
  540. @code{                               image-name                     }@br
  541. @code{                           not-implemented-yet                }@br
  542. @code{                               in                             }@br
  543. @code{                        create-in                             }@br
  544. @code{                         units-in-game-max                    }@br
  545. @code{                          type-in-game-max                    }@br
  546. @code{                               in-length                      }@br
  547. @code{                     attrition-in-terrain                     }@br
  548. @code{                     unit-size-in-terrain                     }@br
  549. @code{                     accidents-in-terrain                     }@br
  550. @code{                 material-size-in-terrain                     }@br
  551. @code{                 material-size-in-unit                        }@br
  552. @code{                               include                        }@br
  553. @code{                  already-seen-independent                    }@br
  554. @code{                     can-enter-independent                    }@br
  555. @code{                               independent-density            }@br
  556. @code{                               independent-growth-chance      }@br
  557. @code{                               independent-near-start         }@br
  558. @code{                               independent-people-chance      }@br
  559. @code{                               independent-takeover-chance    }@br
  560. @code{                          make-independent-units              }@br
  561. @code{                               independent-units              }@br
  562. @code{                               init-tech                      }@br
  563. @code{                               initial                        }@br
  564. @code{                               initial-date                   }@br
  565. @code{                               initial-day-part               }@br
  566. @code{                          make-initial-materials              }@br
  567. @code{                               initial-seen-radius            }@br
  568. @code{                               initial-strength               }@br
  569. @code{                          unit-initial-supply                 }@br
  570. @code{                       terrain-initial-supply                 }@br
  571. @code{                               initial-year-part              }@br
  572. @code{                               instructions                   }@br
  573. @code{                               insufficient-acp               }@br
  574. @code{                               insufficient-mp                }@br
  575. @code{                               insufficient-supply            }@br
  576. @code{                        supply-interdiction??                 }@br
  577. @code{                          name-internal                       }@br
  578. @code{                          fire-into                           }@br
  579. @code{                          road-into-chance                    }@br
  580. @code{                          fire-into-outside-world             }@br
  581. @code{                           zoc-into-terrain                   }@br
  582. @code{                          fire-into-too-far                   }@br
  583. @code{                      vicinity-is-held                        }@br
  584. @code{                         world-is-known                       }@br
  585. @code{                      vicinity-is-known                       }@br
  586. @code{                          cell-is-occupied                    }@br
  587. @code{                          side-joined                         }@br
  588. @code{                               junky                          }@br
  589. @code{                     positions-known                          }@br
  590. @code{                      world-is-known                          }@br
  591. @code{                   vicinity-is-known                          }@br
  592. @code{                               known-to                       }@br
  593. @code{                               last-side-wins                 }@br
  594. @code{                               last-turn                      }@br
  595. @code{                               latitude                       }@br
  596. @code{                    tech-level-leakage                        }@br
  597. @code{                         mp-to-leave-terrain                  }@br
  598. @code{                         mp-to-leave-unit                     }@br
  599. @code{                        cannot-leave-world                    }@br
  600. @code{                         mp-to-leave-world                    }@br
  601. @code{                         mp-to-leave-zoc                      }@br
  602. @code{                          year-length                         }@br
  603. @code{                           out-length                         }@br
  604. @code{                            in-length                         }@br
  605. @code{                           day-length                         }@br
  606. @code{                          tech-level-leakage                  }@br
  607. @code{                          tech-level-max                      }@br
  608. @code{                          tech-level-names                    }@br
  609. @code{                          tech-level-per-dissection           }@br
  610. @code{                          tech-level-per-research             }@br
  611. @code{                          tech-level-per-turn-max             }@br
  612. @code{                          tech-level-to-build                 }@br
  613. @code{                          tech-level-to-dissect               }@br
  614. @code{                          tech-level-to-see                   }@br
  615. @code{                          tech-level-to-use                   }@br
  616. @code{                          side-library                        }@br
  617. @code{                          task-limit                          }@br
  618. @code{                               liquid                         }@br
  619. @code{                               list                           }@br
  620. @code{                        acp-to-load                           }@br
  621. @code{                               load-max                       }@br
  622. @code{                               locked                         }@br
  623. @code{                         names-locked                         }@br
  624. @code{                     doctrines-locked                         }@br
  625. @code{                  player-sides-locked                         }@br
  626. @code{                               lockon-chance                  }@br
  627. @code{                            sp-lockon-chance                  }@br
  628. @code{                               log-ended                      }@br
  629. @code{                               log-started                    }@br
  630. @code{                               long-name                      }@br
  631. @code{                               longitude                      }@br
  632. @code{                               lose                           }@br
  633. @code{                               loss-per-attack??              }@br
  634. @code{                          side-lost                           }@br
  635. @code{                          unit-lost                           }@br
  636. @code{                               lost-game                      }@br
  637. @code{                               m                              }@br
  638. @code{                               m*                             }@br
  639. @code{                               make-countries                 }@br
  640. @code{                               make-earthlike-terrain         }@br
  641. @code{                               make-fractal-percentile-terrain}@br
  642. @code{                               make-independent-units         }@br
  643. @code{                               make-initial-materials         }@br
  644. @code{                               make-maze-terrain              }@br
  645. @code{                               make-random-date               }@br
  646. @code{                               make-random-terrain            }@br
  647. @code{                               make-rivers                    }@br
  648. @code{                               make-roads                     }@br
  649. @code{                               material                       }@br
  650. @code{                   recycleable-material                       }@br
  651. @code{                           non-material                       }@br
  652. @code{                               material-per-production??      }@br
  653. @code{                               material-size-in-terrain       }@br
  654. @code{                               material-size-in-unit          }@br
  655. @code{                               material-to-act                }@br
  656. @code{                               material-to-build              }@br
  657. @code{                               material-to-create             }@br
  658. @code{                               material-to-fight              }@br
  659. @code{                               material-to-move               }@br
  660. @code{                               material-to-repair             }@br
  661. @code{                           has-material-type                  }@br
  662. @code{                               material-type                  }@br
  663. @code{                     stealable-material??                     }@br
  664. @code{                  make-initial-materials                      }@br
  665. @code{                wet-percentile-max                            }@br
  666. @code{            real-time-per-side-max                            }@br
  667. @code{                         parts-max                            }@br
  668. @code{            real-time-for-game-max                            }@br
  669. @code{                           cxp-max                            }@br
  670. @code{           separation-to-build-max                            }@br
  671. @code{                occupant-total-max                            }@br
  672. @code{                           acp-max                            }@br
  673. @code{                      occupant-max                            }@br
  674. @code{               country-terrain-max                            }@br
  675. @code{            country-separation-max                            }@br
  676. @code{                         sides-max                            }@br
  677. @code{                       players-max                            }@br
  678. @code{                country-radius-max                            }@br
  679. @code{              control-distance-max                            }@br
  680. @code{                          load-max                            }@br
  681. @code{                  productivity-max                            }@br
  682. @code{                 survival-zone-max                            }@br
  683. @code{                 type-per-side-max                            }@br
  684. @code{                 country-units-max                            }@br
  685. @code{                  comfort-zone-max                            }@br
  686. @code{                         speed-max                            }@br
  687. @code{                 coating-depth-max                            }@br
  688. @code{                    tech-level-max                            }@br
  689. @code{                        people-max                            }@br
  690. @code{                     elevation-max                            }@br
  691. @code{           tech-level-per-turn-max                            }@br
  692. @code{                  type-in-game-max                            }@br
  693. @code{                   temperature-max                            }@br
  694. @code{                      altitude-max                            }@br
  695. @code{                alt-percentile-max                            }@br
  696. @code{                            tp-max                            }@br
  697. @code{                            hp-max                            }@br
  698. @code{          separation-to-create-max                            }@br
  699. @code{                units-per-side-max                            }@br
  700. @code{                 units-in-game-max                            }@br
  701. @code{                        unload-max                            }@br
  702. @code{                     vision-at-max-range                      }@br
  703. @code{                  elevation-at-max-range                      }@br
  704. @code{                  sp-vision-at-max-range                      }@br
  705. @code{                         hp-at-max-speed                      }@br
  706. @code{            defend-commit-down-max??                          }@br
  707. @code{                 cxp-hit-minus-max??                          }@br
  708. @code{                 attack-commit-max??                          }@br
  709. @code{            attack-commit-down-max??                          }@br
  710. @code{                 defend-commit-max??                          }@br
  711. @code{              attack-commit-up-max??                          }@br
  712. @code{                  cxp-hit-plus-max??                          }@br
  713. @code{              defend-commit-up-max??                          }@br
  714. @code{                               maze-passage-density           }@br
  715. @code{                               maze-passage-occurrence        }@br
  716. @code{                               maze-room-density              }@br
  717. @code{                               maze-room-occurrence           }@br
  718. @code{                          make-maze-terrain                   }@br
  719. @code{                     synthesis-methods                        }@br
  720. @code{                temperature-at-midsummer                      }@br
  721. @code{                        acp-at-midsummer                      }@br
  722. @code{                        acp-at-midwinter                      }@br
  723. @code{                temperature-at-midwinter                      }@br
  724. @code{                         sides-min                            }@br
  725. @code{                     elevation-min                            }@br
  726. @code{                   temperature-min                            }@br
  727. @code{                wet-percentile-min                            }@br
  728. @code{                         range-min                            }@br
  729. @code{                  productivity-min                            }@br
  730. @code{                      altitude-min                            }@br
  731. @code{                            hp-min                            }@br
  732. @code{                       players-min                            }@br
  733. @code{                alt-percentile-min                            }@br
  734. @code{                           acp-min                            }@br
  735. @code{            country-separation-min                            }@br
  736. @code{                country-radius-min                            }@br
  737. @code{                 coating-depth-min                            }@br
  738. @code{               country-terrain-min                            }@br
  739. @code{                         speed-min                            }@br
  740. @code{                 survival-zone-min                            }@br
  741. @code{                  attack-range-min                            }@br
  742. @code{                  comfort-zone-min                            }@br
  743. @code{                         hp-at-min-speed                      }@br
  744. @code{                 defend-commit-min??                          }@br
  745. @code{                 attack-commit-min??                          }@br
  746. @code{                       cxp-hit-minus-max??                    }@br
  747. @code{                  construction-mix                            }@br
  748. @code{                        player-mix-default                    }@br
  749. @code{                        player-mix-required                   }@br
  750. @code{                               moderation-range               }@br
  751. @code{                          base-module                         }@br
  752. @code{                          game-module                         }@br
  753. @code{               consumption-per-move                           }@br
  754. @code{                   material-to-move                           }@br
  755. @code{                       acp-per-move                           }@br
  756. @code{                        acp-to-move                           }@br
  757. @code{                               move                           }@br
  758. @code{                               move-dir                       }@br
  759. @code{                               move-error                     }@br
  760. @code{                        acp-to-move-part                      }@br
  761. @code{                               move-parts                     }@br
  762. @code{                               move-range                     }@br
  763. @code{                        supply-move-rate??                    }@br
  764. @code{                               move-to                        }@br
  765. @code{                          unit-moved                          }@br
  766. @code{                           see-movement                       }@br
  767. @code{                          free-mp                             }@br
  768. @code{                  insufficient-mp                             }@br
  769. @code{                               mp-per-occupant                }@br
  770. @code{                               mp-to-ascend                   }@br
  771. @code{                               mp-to-descend                  }@br
  772. @code{                               mp-to-enter-terrain            }@br
  773. @code{                               mp-to-enter-unit               }@br
  774. @code{                               mp-to-enter-zoc                }@br
  775. @code{                               mp-to-leave-terrain            }@br
  776. @code{                               mp-to-leave-unit               }@br
  777. @code{                               mp-to-leave-world              }@br
  778. @code{                               mp-to-leave-zoc                }@br
  779. @code{                               mp-to-traverse                 }@br
  780. @code{                               mp-to-traverse-zoc             }@br
  781. @code{                           zzz-mrs                            }@br
  782. @code{                               n                              }@br
  783. @code{                        config-name                           }@br
  784. @code{                       display-name                           }@br
  785. @code{                        emblem-name                           }@br
  786. @code{                            by-name                           }@br
  787. @code{                       generic-name                           }@br
  788. @code{                         image-name                           }@br
  789. @code{                          long-name                           }@br
  790. @code{                       ai-type-name                           }@br
  791. @code{                     sp-vision-name                           }@br
  792. @code{                       picture-name                           }@br
  793. @code{                               name                           }@br
  794. @code{                          type-name                           }@br
  795. @code{                  unseen-image-name                           }@br
  796. @code{                         short-name                           }@br
  797. @code{                               name-geographical-features     }@br
  798. @code{                               name-internal                  }@br
  799. @code{                               name-units-randomly            }@br
  800. @code{                               namer                          }@br
  801. @code{                          unit-namers                         }@br
  802. @code{                       feature-namers                         }@br
  803. @code{                     year-part-names                          }@br
  804. @code{                      day-part-names                          }@br
  805. @code{                    tech-level-names                          }@br
  806. @code{                               names-locked                   }@br
  807. @code{                 has-unit-type-near                           }@br
  808. @code{                   independent-near-start                     }@br
  809. @code{                      capacity-negation                       }@br
  810. @code{                       respect-neutrality                     }@br
  811. @code{                               next-numbers                   }@br
  812. @code{                               night-acp-effect               }@br
  813. @code{                               night-vision??                 }@br
  814. @code{                               nm                             }@br
  815. @code{                               non-material                   }@br
  816. @code{                               non-terrain                    }@br
  817. @code{                               non-unit                       }@br
  818. @code{                               none                           }@br
  819. @code{                               not                            }@br
  820. @code{                               not-implemented-yet            }@br
  821. @code{                        design-notes                          }@br
  822. @code{                               notes                          }@br
  823. @code{                          over-nothing                        }@br
  824. @code{                               noun                           }@br
  825. @code{                        plural-noun                           }@br
  826. @code{                               number                         }@br
  827. @code{                        assign-number                         }@br
  828. @code{                          next-numbers                        }@br
  829. @code{                        mp-per-occupant                       }@br
  830. @code{                  unit-size-as-occupant                       }@br
  831. @code{                consumption-as-occupant                       }@br
  832. @code{                               occupant-can-construct         }@br
  833. @code{                               occupant-can-have-occupants    }@br
  834. @code{                               occupant-combat                }@br
  835. @code{                               occupant-escape-chance         }@br
  836. @code{                               occupant-max                   }@br
  837. @code{                               occupant-production            }@br
  838. @code{                               occupant-total-max             }@br
  839. @code{                            sp-occupant-vision                }@br
  840. @code{                               occupant-vision                }@br
  841. @code{             occupant-can-have-occupants                      }@br
  842. @code{                           see-occupants                      }@br
  843. @code{                       cell-is-occupied                       }@br
  844. @code{                               occupy                         }@br
  845. @code{                               occurrence                     }@br
  846. @code{                     maze-room-occurrence                     }@br
  847. @code{                  maze-passage-occurrence                     }@br
  848. @code{                               offensive                      }@br
  849. @code{                        action-ok                             }@br
  850. @code{                        wrecks-on                             }@br
  851. @code{                      vanishes-on                             }@br
  852. @code{               acp-to-be-fired-on                             }@br
  853. @code{                      detonate-on-approach                    }@br
  854. @code{                      detonate-on-capture                     }@br
  855. @code{                           cxp-on-capture                     }@br
  856. @code{                        supply-on-completion                  }@br
  857. @code{                   consumption-on-creation                    }@br
  858. @code{                            cp-on-creation                    }@br
  859. @code{                        supply-on-creation                    }@br
  860. @code{                      detonate-on-death                       }@br
  861. @code{                         ferry-on-departure                   }@br
  862. @code{                         ferry-on-entry                       }@br
  863. @code{                        change-on-exhaustion-chance           }@br
  864. @code{                      detonate-on-hit                         }@br
  865. @code{                               or                             }@br
  866. @code{                         stack-order                          }@br
  867. @code{                               out-length                     }@br
  868. @code{                     fire-into-outside-world                  }@br
  869. @code{                               over-all                       }@br
  870. @code{                               over-border                    }@br
  871. @code{                               over-nothing                   }@br
  872. @code{                               over-own                       }@br
  873. @code{                               overrun                        }@br
  874. @code{                               overrun-failed                 }@br
  875. @code{                          over-own                            }@br
  876. @code{                   initial-day-part                           }@br
  877. @code{                   acp-to-move-part                           }@br
  878. @code{                  initial-year-part                           }@br
  879. @code{                           day-part-names                     }@br
  880. @code{                          year-part-names                     }@br
  881. @code{                          move-parts                          }@br
  882. @code{                               parts-max                      }@br
  883. @code{                          maze-passage-density                }@br
  884. @code{                          maze-passage-occurrence             }@br
  885. @code{                               passive                        }@br
  886. @code{                               password                       }@br
  887. @code{                   attack-down-penalty??                      }@br
  888. @code{                     attack-up-penalty??                      }@br
  889. @code{                               people                         }@br
  890. @code{                 visibility-to-people                         }@br
  891. @code{                               people-base-consumption        }@br
  892. @code{                               people-base-production         }@br
  893. @code{                   independent-people-chance                  }@br
  894. @code{                       country-people-chance                  }@br
  895. @code{                               people-max                     }@br
  896. @code{                               people-sabotage-rate??         }@br
  897. @code{                               people-sides                   }@br
  898. @code{                               people-surrender-chance        }@br
  899. @code{              surrender-chance-per-attack                     }@br
  900. @code{                   consumption-per-attack                     }@br
  901. @code{               withdraw-chance-per-attack                     }@br
  902. @code{                          loss-per-attack??                   }@br
  903. @code{                  theft-chance-per-attack??                   }@br
  904. @code{                            cp-per-build                      }@br
  905. @code{                   consumption-per-build                      }@br
  906. @code{                           cxp-per-capture                    }@br
  907. @code{                           cxp-per-combat                     }@br
  908. @code{                            hp-per-detonation                 }@br
  909. @code{                        supply-per-disband                    }@br
  910. @code{                            hp-per-disband                    }@br
  911. @code{                    tech-level-per-dissection                 }@br
  912. @code{                           acp-per-move                       }@br
  913. @code{                   consumption-per-move                       }@br
  914. @code{                            mp-per-occupant                   }@br
  915. @code{                      material-per-production??               }@br
  916. @code{                   consumption-per-repair                     }@br
  917. @code{                            hp-per-repair                     }@br
  918. @code{                    tech-level-per-research                   }@br
  919. @code{                            cp-per-self-build                 }@br
  920. @code{                          type-per-side-max                   }@br
  921. @code{                         units-per-side-max                   }@br
  922. @code{                     real-time-per-side-max                   }@br
  923. @code{                            hp-per-starve                     }@br
  924. @code{                            tp-per-toolup                     }@br
  925. @code{                           acp-per-turn                       }@br
  926. @code{                    tech-level-per-turn-max                   }@br
  927. @code{                          fill-percentage                     }@br
  928. @code{                           wet-percentile-max                 }@br
  929. @code{                           alt-percentile-max                 }@br
  930. @code{                           alt-percentile-min                 }@br
  931. @code{                           wet-percentile-min                 }@br
  932. @code{                  make-fractal-percentile-terrain             }@br
  933. @code{                               pickup                         }@br
  934. @code{                               picture-name                   }@br
  935. @code{                               plan                           }@br
  936. @code{                               player                         }@br
  937. @code{                               player-mix-default             }@br
  938. @code{                               player-mix-required            }@br
  939. @code{                               player-sides-locked            }@br
  940. @code{                               players-max                    }@br
  941. @code{                               players-min                    }@br
  942. @code{                               plural-noun                    }@br
  943. @code{                       cxp-hit-plus-max??                     }@br
  944. @code{                               point-value                    }@br
  945. @code{                           hit-position                       }@br
  946. @code{                               positions-known                }@br
  947. @code{                               possible-sides                 }@br
  948. @code{                            ui-prefs                          }@br
  949. @code{                               print                          }@br
  950. @code{                               priority                       }@br
  951. @code{                        action-priority                       }@br
  952. @code{                      use-side-priority                       }@br
  953. @code{                               produce                        }@br
  954. @code{                        acp-to-produce                        }@br
  955. @code{                          base-production                     }@br
  956. @code{                      occupant-production                     }@br
  957. @code{                   people-base-production                     }@br
  958. @code{                  terrain-base-production                     }@br
  959. @code{                  material-per-production??                   }@br
  960. @code{                               productivity                   }@br
  961. @code{                               productivity-max               }@br
  962. @code{                               productivity-min               }@br
  963. @code{                               program-version                }@br
  964. @code{                               proposer                       }@br
  965. @code{                               protect                        }@br
  966. @code{                   temperature-protection                     }@br
  967. @code{                           spy-quality                        }@br
  968. @code{                               quote                          }@br
  969. @code{                  initial-seen-radius                         }@br
  970. @code{                       country-radius-max                     }@br
  971. @code{                       country-radius-min                     }@br
  972. @code{                               random                         }@br
  973. @code{                          make-random-date                    }@br
  974. @code{                               random-events                  }@br
  975. @code{                               random-state                   }@br
  976. @code{                          make-random-terrain                 }@br
  977. @code{                    name-units-randomly                       }@br
  978. @code{                   temperature-randomness                     }@br
  979. @code{                               range                          }@br
  980. @code{                        attack-range                          }@br
  981. @code{              sp-vision-at-max-range                          }@br
  982. @code{                          move-range                          }@br
  983. @code{                    moderation-range                          }@br
  984. @code{                           zoc-range                          }@br
  985. @code{              elevation-at-max-range                          }@br
  986. @code{                     sp-vision-range                          }@br
  987. @code{                 vision-at-max-range                          }@br
  988. @code{                 alter-terrain-range                          }@br
  989. @code{                           spy-range                          }@br
  990. @code{                        vision-range                          }@br
  991. @code{                    detonation-range                          }@br
  992. @code{                     surrender-range                          }@br
  993. @code{                        attack-range-min                      }@br
  994. @code{                               range-min                      }@br
  995. @code{                   supply-move-rate??                         }@br
  996. @code{               people-sabotage-rate??                         }@br
  997. @code{                       elapsed-real-time                      }@br
  998. @code{                               real-time-for-game-max         }@br
  999. @code{                               real-time-per-side-max         }@br
  1000. @code{                               real-time-used                 }@br
  1001. @code{                               real-timeout                   }@br
  1002. @code{                               rearm-at                       }@br
  1003. @code{                            hp-recovery                       }@br
  1004. @code{                               recycleable-material           }@br
  1005. @code{                               reject                         }@br
  1006. @code{                               remove                         }@br
  1007. @code{                               remove-terrain                 }@br
  1008. @code{                        acp-to-remove-terrain                 }@br
  1009. @code{                   material-to-repair                         }@br
  1010. @code{                        hp-per-repair                         }@br
  1011. @code{                               repair                         }@br
  1012. @code{                        acp-to-repair                         }@br
  1013. @code{               consumption-per-repair                         }@br
  1014. @code{                         hp-to-repair                         }@br
  1015. @code{                               repair-at                      }@br
  1016. @code{                          self-required                       }@br
  1017. @code{                    player-mix-required                       }@br
  1018. @code{                               research                       }@br
  1019. @code{                tech-level-per-research                       }@br
  1020. @code{                        acp-to-research                       }@br
  1021. @code{                               reset                          }@br
  1022. @code{                               respect-neutrality             }@br
  1023. @code{                               resupply                       }@br
  1024. @code{                               resupply-at                    }@br
  1025. @code{                          self-resurrects                     }@br
  1026. @code{                         units-revolt                         }@br
  1027. @code{                               revolt-chance                  }@br
  1028. @code{                               river-chance                   }@br
  1029. @code{                               river-sink-terrain             }@br
  1030. @code{                               river-x                        }@br
  1031. @code{                          make-rivers                         }@br
  1032. @code{                               road-chance                    }@br
  1033. @code{                               road-into-chance               }@br
  1034. @code{                               road-x                         }@br
  1035. @code{                          make-roads                          }@br
  1036. @code{                          maze-room-density                   }@br
  1037. @code{                          maze-room-occurrence                }@br
  1038. @code{                               s                              }@br
  1039. @code{                        people-sabotage-rate??                }@br
  1040. @code{                         color-scheme                         }@br
  1041. @code{                               scorekeeper                    }@br
  1042. @code{                               scores                         }@br
  1043. @code{                               scuttle-chance                 }@br
  1044. @code{                 tech-level-to-see                            }@br
  1045. @code{                               see-action                     }@br
  1046. @code{                               see-all                        }@br
  1047. @code{                               see-always                     }@br
  1048. @code{                               see-combat                     }@br
  1049. @code{                               see-movement                   }@br
  1050. @code{                               see-occupants                  }@br
  1051. @code{                               see-terrain-always             }@br
  1052. @code{                       terrain-seen                           }@br
  1053. @code{                         world-seen                           }@br
  1054. @code{                       already-seen                           }@br
  1055. @code{                       already-seen-independent               }@br
  1056. @code{                       initial-seen-radius                    }@br
  1057. @code{                        can-be-self                           }@br
  1058. @code{                         cp-to-self-build                     }@br
  1059. @code{                        cp-per-self-build                     }@br
  1060. @code{                               self-changeable                }@br
  1061. @code{                               self-required                  }@br
  1062. @code{                               self-resurrects                }@br
  1063. @code{                               self-unit                      }@br
  1064. @code{                               sentry                         }@br
  1065. @code{                       country-separation-max                 }@br
  1066. @code{                       country-separation-min                 }@br
  1067. @code{                               separation-to-build-max        }@br
  1068. @code{                               separation-to-create-max       }@br
  1069. @code{                               set                            }@br
  1070. @code{                               short-name                     }@br
  1071. @code{                               side                           }@br
  1072. @code{                 acp-to-change-side                           }@br
  1073. @code{                        change-side                           }@br
  1074. @code{                      ever-ask-side                           }@br
  1075. @code{                               side-defaults                  }@br
  1076. @code{                               side-joined                    }@br
  1077. @code{                               side-library                   }@br
  1078. @code{                               side-lost                      }@br
  1079. @code{                      type-per-side-max                       }@br
  1080. @code{                 real-time-per-side-max                       }@br
  1081. @code{                     units-per-side-max                       }@br
  1082. @code{                           use-side-priority                  }@br
  1083. @code{                          last-side-wins                      }@br
  1084. @code{                               side-withdrew                  }@br
  1085. @code{                               side-won                       }@br
  1086. @code{                      possible-sides                          }@br
  1087. @code{                        people-sides                          }@br
  1088. @code{                        player-sides-locked                   }@br
  1089. @code{                               sides-max                      }@br
  1090. @code{                               sides-min                      }@br
  1091. @code{                    willing-to-sign                           }@br
  1092. @code{                               signers                        }@br
  1093. @code{                         river-sink-terrain                   }@br
  1094. @code{                      wet-blob-size                           }@br
  1095. @code{                      alt-blob-size                           }@br
  1096. @code{                         world-size                           }@br
  1097. @code{                          unit-size-as-occupant               }@br
  1098. @code{                          unit-size-in-terrain                }@br
  1099. @code{                      material-size-in-terrain                }@br
  1100. @code{                      material-size-in-unit                   }@br
  1101. @code{                           alt-smoothing                      }@br
  1102. @code{                           wet-smoothing                      }@br
  1103. @code{                               sp-eye-height                  }@br
  1104. @code{                               sp-lockon-chance               }@br
  1105. @code{                               sp-occupant-vision             }@br
  1106. @code{                               sp-visibility                  }@br
  1107. @code{                               sp-vision-adjacent             }@br
  1108. @code{                               sp-vision-at                   }@br
  1109. @code{                               sp-vision-at-max-range         }@br
  1110. @code{                               sp-vision-bend                 }@br
  1111. @code{                               sp-vision-name                 }@br
  1112. @code{                               sp-vision-range                }@br
  1113. @code{                     hp-at-max-speed                          }@br
  1114. @code{                     hp-at-min-speed                          }@br
  1115. @code{                               speed                          }@br
  1116. @code{                               speed-max                      }@br
  1117. @code{                               speed-min                      }@br
  1118. @code{                               spy-chance                     }@br
  1119. @code{                               spy-quality                    }@br
  1120. @code{                               spy-range                      }@br
  1121. @code{                               stack-order                    }@br
  1122. @code{              independent-near-start                          }@br
  1123. @code{                               start-with                     }@br
  1124. @code{                           log-started                        }@br
  1125. @code{                          unit-started                        }@br
  1126. @code{                          game-started                        }@br
  1127. @code{                        hp-per-starve                         }@br
  1128. @code{                        random-state                          }@br
  1129. @code{                               status                         }@br
  1130. @code{                               stealable-material??           }@br
  1131. @code{                               stop                           }@br
  1132. @code{                        growth-stop-chance                    }@br
  1133. @code{                               storage                        }@br
  1134. @code{                          unit-storage-x                      }@br
  1135. @code{                       terrain-storage-x                      }@br
  1136. @code{                       initial-strength                       }@br
  1137. @code{                               subarea                        }@br
  1138. @code{                               subtract                       }@br
  1139. @code{                               subtype                        }@br
  1140. @code{                               subtype-x                      }@br
  1141. @code{                               sum                            }@br
  1142. @code{                  insufficient-supply                         }@br
  1143. @code{               terrain-initial-supply                         }@br
  1144. @code{                  unit-initial-supply                         }@br
  1145. @code{                               supply-interdiction??          }@br
  1146. @code{                               supply-move-rate??             }@br
  1147. @code{                               supply-on-completion           }@br
  1148. @code{                               supply-on-creation             }@br
  1149. @code{                               supply-per-disband             }@br
  1150. @code{                         units-surrender                      }@br
  1151. @code{                               surrender-chance               }@br
  1152. @code{                        people-surrender-chance               }@br
  1153. @code{                               surrender-chance-per-attack    }@br
  1154. @code{                               surrender-range                }@br
  1155. @code{                               survival-zone-max              }@br
  1156. @code{                               survival-zone-min              }@br
  1157. @code{                               synthesis-methods              }@br
  1158. @code{                               t*                             }@br
  1159. @code{                               table                          }@br
  1160. @code{                   independent-takeover-chance                }@br
  1161. @code{                       country-takeover-chance                }@br
  1162. @code{                          unit-takeover-chance                }@br
  1163. @code{                               task-limit                     }@br
  1164. @code{                               tasks                          }@br
  1165. @code{                          init-tech                           }@br
  1166. @code{                               tech                           }@br
  1167. @code{                               tech-crossover                 }@br
  1168. @code{                               tech-level-leakage             }@br
  1169. @code{                               tech-level-max                 }@br
  1170. @code{                               tech-level-names               }@br
  1171. @code{                               tech-level-per-dissection      }@br
  1172. @code{                               tech-level-per-research        }@br
  1173. @code{                               tech-level-per-turn-max        }@br
  1174. @code{                               tech-level-to-build            }@br
  1175. @code{                               tech-level-to-dissect          }@br
  1176. @code{                               tech-level-to-see              }@br
  1177. @code{                               tech-level-to-use              }@br
  1178. @code{                               temperature-at-midsummer       }@br
  1179. @code{                               temperature-at-midwinter       }@br
  1180. @code{                               temperature-average            }@br
  1181. @code{                               temperature-floor              }@br
  1182. @code{                               temperature-floor-elevation    }@br
  1183. @code{                               temperature-max                }@br
  1184. @code{                               temperature-min                }@br
  1185. @code{                               temperature-protection         }@br
  1186. @code{                               temperature-randomness         }@br
  1187. @code{                               temperatures                   }@br
  1188. @code{                               terms                          }@br
  1189. @code{                           add-terrain                        }@br
  1190. @code{                     avoid-bad-terrain                        }@br
  1191. @code{                           aux-terrain                        }@br
  1192. @code{                          edge-terrain                        }@br
  1193. @code{                   mp-to-leave-terrain                        }@br
  1194. @code{                  accidents-in-terrain                        }@br
  1195. @code{                  attrition-in-terrain                        }@br
  1196. @code{                   make-random-terrain                        }@br
  1197. @code{       make-fractal-percentile-terrain                        }@br
  1198. @code{                     make-maze-terrain                        }@br
  1199. @code{                    river-sink-terrain                        }@br
  1200. @code{                    acp-to-add-terrain                        }@br
  1201. @code{                      zoc-into-terrain                        }@br
  1202. @code{                make-earthlike-terrain                        }@br
  1203. @code{              material-size-in-terrain                        }@br
  1204. @code{                         alter-terrain                        }@br
  1205. @code{                        remove-terrain                        }@br
  1206. @code{                       favored-terrain                        }@br
  1207. @code{                  unit-size-in-terrain                        }@br
  1208. @code{                   mp-to-enter-terrain                        }@br
  1209. @code{                               terrain                        }@br
  1210. @code{                           non-terrain                        }@br
  1211. @code{                 acp-to-remove-terrain                        }@br
  1212. @code{                           see-terrain-always                 }@br
  1213. @code{                               terrain-base-consumption       }@br
  1214. @code{                               terrain-base-production        }@br
  1215. @code{                               terrain-capacity-x             }@br
  1216. @code{                        attack-terrain-effect                 }@br
  1217. @code{                        defend-terrain-effect                 }@br
  1218. @code{                      adjacent-terrain-effect                 }@br
  1219. @code{                               terrain-exhaustion-type        }@br
  1220. @code{                               terrain-initial-supply         }@br
  1221. @code{                       country-terrain-max                    }@br
  1222. @code{                       country-terrain-min                    }@br
  1223. @code{                         alter-terrain-range                  }@br
  1224. @code{                               terrain-seen                   }@br
  1225. @code{                               terrain-storage-x              }@br
  1226. @code{                               terrain-type                   }@br
  1227. @code{                               terrain-view                   }@br
  1228. @code{                               theft-chance-per-attack??      }@br
  1229. @code{                               thickness                      }@br
  1230. @code{                         axial-tilt                           }@br
  1231. @code{                  elapsed-real-time                           }@br
  1232. @code{                          real-time-for-game-max              }@br
  1233. @code{                          real-time-per-side-max              }@br
  1234. @code{                         total-time-used                      }@br
  1235. @code{                          real-time-used                      }@br
  1236. @code{                          turn-time-used                      }@br
  1237. @code{                          real-timeout                        }@br
  1238. @code{                               timeouts                       }@br
  1239. @code{                               timeouts-used                  }@br
  1240. @code{                               title                          }@br
  1241. @code{                       applies-to                             }@br
  1242. @code{                          move-to                             }@br
  1243. @code{                         known-to                             }@br
  1244. @code{                      material-to-act                         }@br
  1245. @code{                           acp-to-add-terrain                 }@br
  1246. @code{                            mp-to-ascend                      }@br
  1247. @code{                           acp-to-attack                      }@br
  1248. @code{                           acp-to-be-fired-on                 }@br
  1249. @code{                    tech-level-to-build                       }@br
  1250. @code{                           acp-to-build                       }@br
  1251. @code{                      material-to-build                       }@br
  1252. @code{                            tp-to-build                       }@br
  1253. @code{                    separation-to-build-max                   }@br
  1254. @code{                           acp-to-capture                     }@br
  1255. @code{                           acp-to-change-side                 }@br
  1256. @code{                           acp-to-change-type                 }@br
  1257. @code{                           acp-to-create                      }@br
  1258. @code{                      material-to-create                      }@br
  1259. @code{                    separation-to-create-max                  }@br
  1260. @code{                           acp-to-defend                      }@br
  1261. @code{                            mp-to-descend                     }@br
  1262. @code{                           acp-to-detonate                    }@br
  1263. @code{                           acp-to-disband                     }@br
  1264. @code{                    tech-level-to-dissect                     }@br
  1265. @code{                       willing-to-draw                        }@br
  1266. @code{                            mp-to-enter-terrain               }@br
  1267. @code{                            mp-to-enter-unit                  }@br
  1268. @code{                           acp-to-enter-unit                  }@br
  1269. @code{                            mp-to-enter-zoc                   }@br
  1270. @code{                      material-to-fight                       }@br
  1271. @code{                           acp-to-fire                        }@br
  1272. @code{                            hp-to-garrison                    }@br
  1273. @code{                            mp-to-leave-terrain               }@br
  1274. @code{                            mp-to-leave-unit                  }@br
  1275. @code{                            mp-to-leave-world                 }@br
  1276. @code{                            mp-to-leave-zoc                   }@br
  1277. @code{                           acp-to-load                        }@br
  1278. @code{                           acp-to-move                        }@br
  1279. @code{                      material-to-move                        }@br
  1280. @code{                           acp-to-move-part                   }@br
  1281. @code{                    visibility-to-people                      }@br
  1282. @code{                           acp-to-produce                     }@br
  1283. @code{                           acp-to-remove-terrain              }@br
  1284. @code{                            hp-to-repair                      }@br
  1285. @code{                      material-to-repair                      }@br
  1286. @code{                           acp-to-repair                      }@br
  1287. @code{                           acp-to-research                    }@br
  1288. @code{                    tech-level-to-see                         }@br
  1289. @code{                            cp-to-self-build                  }@br
  1290. @code{                       willing-to-sign                        }@br
  1291. @code{                           acp-to-toolup                      }@br
  1292. @code{                            mp-to-traverse                    }@br
  1293. @code{                            mp-to-traverse-zoc                }@br
  1294. @code{                           acp-to-unload                      }@br
  1295. @code{                    tech-level-to-use                         }@br
  1296. @code{                   destination-too-far                        }@br
  1297. @code{                     fire-into-too-far                        }@br
  1298. @code{                       fire-at-too-far                        }@br
  1299. @code{                               toolup                         }@br
  1300. @code{                        tp-per-toolup                         }@br
  1301. @code{                        acp-to-toolup                         }@br
  1302. @code{                      occupant-total-max                      }@br
  1303. @code{                               total-time-used                }@br
  1304. @code{                               tp                             }@br
  1305. @code{                               tp-attrition                   }@br
  1306. @code{                               tp-crossover                   }@br
  1307. @code{                               tp-max                         }@br
  1308. @code{                               tp-per-toolup                  }@br
  1309. @code{                               tp-to-build                    }@br
  1310. @code{                               trades                         }@br
  1311. @code{                               transfer                       }@br
  1312. @code{                           zzz-transport                      }@br
  1313. @code{                         mp-to-traverse                       }@br
  1314. @code{                         mp-to-traverse-zoc                   }@br
  1315. @code{                               trigger                        }@br
  1316. @code{                               triggered                      }@br
  1317. @code{                               true                           }@br
  1318. @code{                               trusts                         }@br
  1319. @code{                               turn                           }@br
  1320. @code{                      finished-turn                           }@br
  1321. @code{                       acp-per-turn                           }@br
  1322. @code{                          last-turn                           }@br
  1323. @code{                         extra-turn-chance                    }@br
  1324. @code{                tech-level-per-turn-max                       }@br
  1325. @code{                               turn-time-used                 }@br
  1326. @code{                        change-type                           }@br
  1327. @code{                       wrecked-type                           }@br
  1328. @code{                      has-unit-type                           }@br
  1329. @code{                 acp-to-change-type                           }@br
  1330. @code{            terrain-exhaustion-type                           }@br
  1331. @code{                       terrain-type                           }@br
  1332. @code{                      material-type                           }@br
  1333. @code{                  has-material-type                           }@br
  1334. @code{                          unit-type                           }@br
  1335. @code{                               type-in-game-max               }@br
  1336. @code{                               type-name                      }@br
  1337. @code{                            ai-type-name                      }@br
  1338. @code{                      has-unit-type-near                      }@br
  1339. @code{                               type-per-side-max              }@br
  1340. @code{                       feature-types                          }@br
  1341. @code{                               u*                             }@br
  1342. @code{                           zzz-uaw                            }@br
  1343. @code{                           zzz-uh                             }@br
  1344. @code{                               ui-prefs                       }@br
  1345. @code{                               undefine                       }@br
  1346. @code{                  acp-to-enter-unit                           }@br
  1347. @code{                           hit-unit                           }@br
  1348. @code{                          self-unit                           }@br
  1349. @code{                       capture-unit                           }@br
  1350. @code{                           non-unit                           }@br
  1351. @code{              material-size-in-unit                           }@br
  1352. @code{                   mp-to-enter-unit                           }@br
  1353. @code{                               unit                           }@br
  1354. @code{                   mp-to-leave-unit                           }@br
  1355. @code{                               unit-assaulted                 }@br
  1356. @code{                               unit-built                     }@br
  1357. @code{                               unit-capacity-x                }@br
  1358. @code{                               unit-defaults                  }@br
  1359. @code{                               unit-growth-chance             }@br
  1360. @code{                               unit-initial-supply            }@br
  1361. @code{                               unit-lost                      }@br
  1362. @code{                               unit-moved                     }@br
  1363. @code{                               unit-namers                    }@br
  1364. @code{                               unit-size-as-occupant          }@br
  1365. @code{                               unit-size-in-terrain           }@br
  1366. @code{                               unit-started                   }@br
  1367. @code{                               unit-storage-x                 }@br
  1368. @code{                               unit-takeover-chance           }@br
  1369. @code{                           has-unit-type                      }@br
  1370. @code{                               unit-type                      }@br
  1371. @code{                           has-unit-type-near                 }@br
  1372. @code{                               unit-vanished                  }@br
  1373. @code{                               unit-view                      }@br
  1374. @code{                               unit-view-dates                }@br
  1375. @code{              make-independent-units                          }@br
  1376. @code{                   independent-units                          }@br
  1377. @code{                               units-in-game-max              }@br
  1378. @code{                       country-units-max                      }@br
  1379. @code{                               units-per-side-max             }@br
  1380. @code{                          name-units-randomly                 }@br
  1381. @code{                               units-revolt                   }@br
  1382. @code{                               units-surrender                }@br
  1383. @code{                        acp-to-unload                         }@br
  1384. @code{                               unload-max                     }@br
  1385. @code{                               unseen-char                    }@br
  1386. @code{                               unseen-color                   }@br
  1387. @code{                               unseen-image-name              }@br
  1388. @code{                 attack-commit-up-max??                       }@br
  1389. @code{                 defend-commit-up-max??                       }@br
  1390. @code{                        attack-up-penalty??                   }@br
  1391. @code{                 tech-level-to-use                            }@br
  1392. @code{                               use-side-priority              }@br
  1393. @code{                      timeouts-used                           }@br
  1394. @code{                     turn-time-used                           }@br
  1395. @code{                     real-time-used                           }@br
  1396. @code{                    total-time-used                           }@br
  1397. @code{                               usual                          }@br
  1398. @code{                               valley-x                       }@br
  1399. @code{                         point-value                          }@br
  1400. @code{                      accident-vanish-chance                  }@br
  1401. @code{                          unit-vanished                       }@br
  1402. @code{                               vanishes-on                    }@br
  1403. @code{                               variants                       }@br
  1404. @code{                       program-version                        }@br
  1405. @code{                               version                        }@br
  1406. @code{                               vicinity-is-held               }@br
  1407. @code{                               vicinity-is-known              }@br
  1408. @code{                          unit-view                           }@br
  1409. @code{                       terrain-view                           }@br
  1410. @code{                          unit-view-dates                     }@br
  1411. @code{                               visibility                     }@br
  1412. @code{                        combat-visibility                     }@br
  1413. @code{                            sp-visibility                     }@br
  1414. @code{                               visibility-to-people           }@br
  1415. @code{                   sp-occupant-vision                         }@br
  1416. @code{                      occupant-vision                         }@br
  1417. @code{                               vision-adjacent                }@br
  1418. @code{                            sp-vision-adjacent                }@br
  1419. @code{                            sp-vision-at                      }@br
  1420. @code{                               vision-at                      }@br
  1421. @code{                               vision-at-max-range            }@br
  1422. @code{                            sp-vision-at-max-range            }@br
  1423. @code{                            sp-vision-bend                    }@br
  1424. @code{                               vision-bend                    }@br
  1425. @code{                            sp-vision-name                    }@br
  1426. @code{                            sp-vision-range                   }@br
  1427. @code{                               vision-range                   }@br
  1428. @code{                         night-vision??                       }@br
  1429. @code{                               wet-blob-density               }@br
  1430. @code{                               wet-blob-height                }@br
  1431. @code{                               wet-blob-size                  }@br
  1432. @code{                               wet-percentile-max             }@br
  1433. @code{                               wet-percentile-min             }@br
  1434. @code{                               wet-smoothing                  }@br
  1435. @code{                               when                           }@br
  1436. @code{                          cell-width                          }@br
  1437. @code{                               width                          }@br
  1438. @code{                               willing-to-draw                }@br
  1439. @code{                               willing-to-sign                }@br
  1440. @code{                               win                            }@br
  1441. @code{                               winds                          }@br
  1442. @code{                     last-side-wins                           }@br
  1443. @code{                         start-with                           }@br
  1444. @code{                               withdraw-chance-per-attack     }@br
  1445. @code{                          side-withdrew                       }@br
  1446. @code{                          side-won                            }@br
  1447. @code{                               won-game                       }@br
  1448. @code{                               world                          }@br
  1449. @code{                   mp-to-leave-world                          }@br
  1450. @code{             fire-into-outside-world                          }@br
  1451. @code{                  cannot-leave-world                          }@br
  1452. @code{                               world-is-known                 }@br
  1453. @code{                               world-seen                     }@br
  1454. @code{                               world-size                     }@br
  1455. @code{                               wrecked-type                   }@br
  1456. @code{                               wrecks-on                      }@br
  1457. @code{                 unit-capacity-x                              }@br
  1458. @code{                               x                              }@br
  1459. @code{                        valley-x                              }@br
  1460. @code{                  unit-storage-x                              }@br
  1461. @code{               terrain-storage-x                              }@br
  1462. @code{                       subtype-x                              }@br
  1463. @code{              terrain-capacity-x                              }@br
  1464. @code{                         river-x                              }@br
  1465. @code{                          road-x                              }@br
  1466. @code{                               xform                          }@br
  1467. @code{                               year-length                    }@br
  1468. @code{                       initial-year-part                      }@br
  1469. @code{                               year-part-names                }@br
  1470. @code{               not-implemented-yet                            }@br
  1471. @code{                               z                              }@br
  1472. @code{                   mp-to-enter-zoc                            }@br
  1473. @code{                mp-to-traverse-zoc                            }@br
  1474. @code{                   mp-to-leave-zoc                            }@br
  1475. @code{                               zoc-into-terrain               }@br
  1476. @code{                               zoc-range                      }@br
  1477. @code{                      survival-zone-max                       }@br
  1478. @code{                       comfort-zone-max                       }@br
  1479. @code{                       comfort-zone-min                       }@br
  1480. @code{                      survival-zone-min                       }@br
  1481. @code{                               zzz-abt                        }@br
  1482. @code{                               zzz-b                          }@br
  1483. @code{                               zzz-bb                         }@br
  1484. @code{                               zzz-bcw                        }@br
  1485. @code{                               zzz-bhw                        }@br
  1486. @code{                               zzz-bw                         }@br
  1487. @code{                               zzz-c                          }@br
  1488. @code{                               zzz-cc                         }@br
  1489. @code{                               zzz-cm                         }@br
  1490. @code{                               zzz-dw                         }@br
  1491. @code{                               zzz-ew                         }@br
  1492. @code{                               zzz-fr                         }@br
  1493. @code{                               zzz-mrs                        }@br
  1494. @code{                               zzz-transport                  }@br
  1495. @code{                               zzz-uaw                        }@br
  1496. @code{                               zzz-uh                         }@br
  1497.