<?xml version="1.0" encoding="UTF-8"?>
<ExemplarProperties>
<PROPERTIES>
<PROPERTY ID="0x00000000" Name="MiscType1" Type="Uint32" ShowAsHex="N">
  <HELP>Function, values, &amp; DataType: varies from Exemplar file to Exemplar file</HELP>
</PROPERTY>
<PROPERTY Name="Parent Cohort" ID="ParentCohort" Type="Uint32" Count="3" ShowAsHex="Y">
  <HELP>
    ....
  </HELP>
</PROPERTY>
<PROPERTY Name="Exemplar Type" ID="0x00000010" Type="Uint32" ShowAsHex="Y">
  <HELP>
    Used by property editors to group exemplars and filter properties
  </HELP>
  <OPTION Value="0x00000000" Name="Other/Unknown">
  </OPTION>
  <OPTION Value="0x00000001" Name="Tuning">
  </OPTION>
  <OPTION Value="0x00000002" Name="Buildings">
  </OPTION>
  <OPTION Value="0x00000003" Name="RCI">
  </OPTION>
  <OPTION Value="0x00000004" Name="Developer">
  </OPTION>
  <OPTION Value="0x00000005" Name="Simulator">
  </OPTION>
  <OPTION Value="0x00000006" Name="Road">
  </OPTION>
  <OPTION Value="0x00000007" Name="Bridge">
  </OPTION>
  <OPTION Value="0x00000008" Name="MiscNetwork">
  </OPTION>
  <OPTION Value="0x00000009" Name="NetworkIntersection">
  </OPTION>
  <OPTION Value="0x0000000A" Name="Rail">
  </OPTION>
  <OPTION Value="0x0000000B" Name="Highway">
  </OPTION>
  <OPTION Value="0x0000000C" Name="PowerLine">
  </OPTION>
  <OPTION Value="0x0000000D" Name="Terrain">
  </OPTION>
  <OPTION Value="0x0000000E" Name="Ordinances">
  </OPTION>
  <OPTION Value="0x0000000F" Name="Flora">
  </OPTION>
  <OPTION Value="0x00000010" Name="LotConfigurations">
  </OPTION>
  <OPTION Value="0x00000011" Name="Foundations">
  </OPTION>
  <OPTION Value="0x00000012" Name="Advice">
  </OPTION>
  <OPTION Value="0x00000013" Name="Lighting">
  </OPTION>
  <OPTION Value="0x00000014" Name="Cursor">
  </OPTION>
  <OPTION Value="0x00000015" Name="LotRetainingWalls">
  </OPTION>
  <OPTION Value="0x00000016" Name="Vehicles">
  </OPTION>
  <OPTION Value="0x00000017" Name="Pedestrians">
  </OPTION>
  <OPTION Value="0x00000018" Name="Aircraft">
  </OPTION>
  <OPTION Value="0x00000019" Name="Watercraft">
  </OPTION>
  <OPTION Value="0x0000001E" Name="Prop">
  </OPTION>
  <OPTION Value="0x0000001F" Name="Construction">
  </OPTION>
  <OPTION Value="0x00000020" Name="Automata Tuning">
  </OPTION>
  <OPTION Value="0x00000021" Name="Type 21 (Network)">
  </OPTION>
  <OPTION Value="0x00000022" Name="Disaster">
  </OPTION>
  <OPTION Value="0x00000023" Name="Data view">
  </OPTION>
  <OPTION Value="0x00000024" Name="Crime">
  </OPTION>
  <OPTION Value="0x00000025" Name="Audio">
  </OPTION>
  <OPTION Value="0x00000026" Name="My Sim Template">
  </OPTION>
  <OPTION Value="0x00000027" Name="TerrainBrush">
  </OPTION>
  <OPTION Value="0x00000028" Name="Misc Catalog">
  </OPTION>
</PROPERTY>
<PROPERTY Name="Exemplar Interface ID" ID="0x00000011" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
  <HELP>
    A GZGUID that identifies a class interface
  </HELP>
</PROPERTY>
<PROPERTY Name="Exemplar Class ID" ID="0x00000012" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
  <HELP>
    A GZCLSID that identifies a class implementation
  </HELP>
</PROPERTY>
<PROPERTY Name="Custom Lot" ID="0xCBE243F7"  Type="Uint32" ShowAsHex="Y">
  <HELP>
    If true, LotEditor identifies the lot as a custom lot.
  </HELP>
</PROPERTY>
<PROPERTY Name="Exemplar Name" ID="0x00000020" Type="String" MinLength="0x00000001" MaxLength="0x00000028" ShowAsHex="Y">
  <HELP>
    Identifies this exemplar in property editors.
  </HELP>
</PROPERTY>
<PROPERTY Name="Exemplar ID" ID="0x00000021" Type="Uint32" ShowAsHex="Y">
  <HELP>
    Identifies this exemplar so that C++ code and other exemplars can refer to it
  </HELP>
</PROPERTY>
<PROPERTY Name="ResMan Registered Groups" ID="0x07af514b" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
  <HELP>
    Specifies a group id registered with the resource manager
  </HELP>
  <OPTION Value="0x67cd5fa1" Name="Auto Tracks">
  </OPTION>
</PROPERTY>
<PROPERTY Name="MaxNetworkSlopeChange" ID="0x07b36c71" Type="Float32" Default="6" ShowAsHex="Y">
  <HELP>
    Range: [0.0 - 90.0]
  </HELP>
</PROPERTY>
<PROPERTY Name="kSC4FloraParametersProperty" ID="0x083dc35b" Type="Float32" Count="14" Default="0" ShowAsHex="Y">
  <HELP>
    kSC4FloraParametersProperty
  </HELP>
</PROPERTY>
<PROPERTY Name="kSC4FloraPreferencesProperty" ID="0x083dc487" Type="Float32" Count="256" Default="0" ShowAsHex="Y">
  <HELP>
    kSC4FloraPreferencesProperty
  </HELP>
</PROPERTY>
<PROPERTY Name="kSC4FloraCursorProperty" ID="0x083de16f" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
  <HELP>
    kSC4FloraCursorProperty
  </HELP>
</PROPERTY>
  <PROPERTY Name="mnRandomSeedingCellsPerMonth" ID="0x085489c7" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
mnRandomSeedingCellsPerMonth
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow Texture ID" ID="0x085489c8" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
ID of FSH texture to use for flora's shadow
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow offset" ID="0x085489c9" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
    <HELP>
Offset of shadow from object center
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow size" ID="0x085489ca" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Size of shadow
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow color" ID="0x085489cb" Type="Float32" Count="3" Default="0" ShowAsHex="Y">
    <HELP>
Color of shadow
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow strength" ID="0x085489cc" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Strength of flora shadows
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow threshold" ID="0x085489cd" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Mask threshold of flora shadows
</HELP>
  </PROPERTY>
  <PROPERTY Name="Sun direction" ID="0x085489ce" Type="Float32" Default="67.5" ShowAsHex="Y">
    <HELP>
Sun direction in degrees, clockwise from Z axis
</HELP>
  </PROPERTY>
  <PROPERTY Name="Sun pitch" ID="0x085489cf" Type="Float32" Default="45" ShowAsHex="Y">
    <HELP>
Sun pitch in degrees, up from XZ plane
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hill shadow strength" ID="0x085489d0" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Strength of hill shadows
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hill shadow warp" ID="0x085489d1" Type="Float32" Default="0.680" ShowAsHex="Y">
    <HELP>
Can be used to bend shadows downwards (below 1) or upwards (above 1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hill shadow fade distance" ID="0x085489d2" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Depth below the hill shadow at which object shadows fade to nothingness
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Center Strength" ID="0x08f55dc0" Type="Sint32" Default="240" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Protection effect of station at its center (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Exterior Strength" ID="0x08f55dc1" Type="Sint32" Default="0" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Protection effect of station at its limit (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Radius" ID="0x08f55dc2" Type="Float32" Default="400" MinValue="0" MaxValue="4096" ShowAsHex="Y">
    <HELP>
Effect radius of station (in meters).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Total Dispatches" ID="0x08f55dc5" Type="Sint32" Default="1" MinValue="0" MaxValue="31" ShowAsHex="Y">
    <HELP>
Number of trucks that can be dispatched from this station.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Air Effect" ID="0x08f79b8e" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on air pollution
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: MinAllowableFunds" ID="0x090e0a9f" Type="Sint64" Default="0" ShowAsHex="Y">
    <HELP>
The minimum before you are bankrupt. Usually something like -100,000
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: MaxBonds" ID="0x090e0aac" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
The maximum number of outstanding bonds that is allowed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Reduction Effect" ID="0x0911e117" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Factor by which this ordinance reduces power consumption
</HELP>
  </PROPERTY>
  <PROPERTY Name="Utility Strike Response Curve" ID="0x0911e2e6" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % chance of a utility strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="Age to maintenance cost multiplier response curve" ID="0x0911e2e7" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
    <HELP>
Converts the current radation of the plant to a multiplier for maintenance cost
</HELP>
  </PROPERTY>
  <PROPERTY Name="Funding percentage to decay rate multiplier response curve" ID="0x0911e2e8" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Multiples the rate of aging based on funding level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Usage percentage to decay rate multiplier response curve" ID="0x0911e2e9" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Multiples the rate of aging based on usage level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Utility Strike Efficiency %" ID="0x09122027" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Efficiency of utility buildings will drop to this % during a strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power pole monthly upkeep" ID="0x09132de8" Type="Sint64" Default="1" ShowAsHex="Y">
    <HELP>
Cost of maintaining this power pole
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max water pollution value for UI" ID="0x09134be2" Type="Uint32" Default="0x00006978" ShowAsHex="Y">
    <HELP>
Maximum water pollution value reported to the UI, must be less than 32767
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Pollution Threshold" ID="0x0913519b" Type="Uint32" Default="0x00003e80" ShowAsHex="Y">
    <HELP>
When a cell has this much garbage, it's considered polluted
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Pollution Threshold" ID="0x091351ae" Type="Uint32" Default="0x00003e80" ShowAsHex="Y">
    <HELP>
When a cell has this much water pollution, it's considered polluted
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage decompostion amount" ID="0x09135479" Type="Uint32" Default="0x00001388" ShowAsHex="N">
    <HELP>
Number of garbage units that decompose (i.e., disappear) each month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage UI scaling factor" ID="0x09135482" Type="Float32" Default="0.108" ShowAsHex="Y">
    <HELP>
Scaling factor to convert simulator garbage units to whatever units the UI displays (tons, Kgs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Coverage Radius" ID="0x091b42a2" Type="Float32" Default="10" MinValue="0" MaxValue="4096" ShowAsHex="N">
    <HELP>
Radius of this hospital's coverage, in meters.  Current settings are 384 for clinic; 800 for hospital; 5800 for disease lab.
</HELP>
  </PROPERTY>
  <PROPERTY Name="HQ Decay" ID="0x0929c439" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
Amount by which HQ decays each month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Medium Wealth Average Age" ID="0x0929cc30" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Average age assigned to new Medium Wealth residents
</HELP>
  </PROPERTY>
  <PROPERTY Name="High Wealth Average Age" ID="0x0929cc36" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Average age assigned to new High Wealth residents
</HELP>
  </PROPERTY>
  <PROPERTY Name="Medium Wealth EQ" ID="0x0929cc65" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
EQ assigned to new Medium Wealth residents
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Capacity Effect" ID="0x092d909b" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200%) by which this ordinance affects the capacity of hospitals
</HELP>
  </PROPERTY>
  <PROPERTY Name="Underground Intersection Height" ID="0x096e5653" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Default height above trench floor to place intersectons
</HELP>
  </PROPERTY>
  <PROPERTY Name="Unwatered Terrain Color" ID="0x097f4c4e" Type="Uint8" Count="4" Default="0x00" ShowAsHex="Y">
    <HELP>
RGBA color for unwatered terrain cells in pipe view
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max cells between power poles" ID="0x098b25c8" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
    <HELP>
The maximum number of cells allowed between power poles
</HELP>
  </PROPERTY>
  <PROPERTY Name="Minimum power line height" ID="0x098b27d0" Type="Float32" Default="7" ShowAsHex="Y">
    <HELP>
The minimum distance allowed between a power line and the terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bulldoze Cost" ID="0x099afacd" Type="Sint64" Default="100" MinValue="0" MaxValue="10000000" ShowAsHex="N">
    <HELP>
Bulldoze cost to delete the building, in Simoleans(tm)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Particle Life" ID="0x09b00b2b" Type="Float32" Default="30000" ShowAsHex="Y">
    <HELP>
Total lifetime of fog particle (ms)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Wind Factor" ID="0x09b00b2c" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Wind power coefficient (v = wind * c)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Terrain Factor" ID="0x09b00b2d" Type="Float32" Default="0.300" ShowAsHex="Y">
    <HELP>
Terrain gradient coefficient (effect of hills)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Particle Rate" ID="0x09b00b2e" Type="Float32" Default="13.300" ShowAsHex="Y">
    <HELP>
Max fog creation rate (particles/sec)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Particle FOV" ID="0x09b00b2f" Type="Float32" Default="57" ShowAsHex="Y">
    <HELP>
Angular window centered around anti-wind direction in which fog appears (degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Float Altitude" ID="0x09b00b30" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Floating distance of fog above terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Opacity" ID="0x09b00b31" Type="Float32" Default="128" ShowAsHex="Y" MinValue="0" MaxValue="255">
    <HELP>Maximum alpha value for particles (0-255)</HELP>
  </PROPERTY>
  <PROPERTY Name="Fade-in Time" ID="0x09b00b32" Type="Float32" Default="5000" ShowAsHex="Y">
    <HELP>
Initial portion of particle life for fade-in (ms)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fade-out Time" ID="0x09b00b33" Type="Float32" Default="5000" ShowAsHex="Y">
    <HELP>
Terminal portion of particle life for fade-out (ms)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Particle Count" ID="0x09b00b34" Type="Uint32" Default="0x000000c8" ShowAsHex="Y">
    <HELP>
Maximum number of fog particles
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fog Rate by Hour" ID="0x09b00b35" Type="Float32" Count="-2" Default="0 1" ShowAsHex="Y" MinValue="0" MaxValue="1">
    <HELP>Fraction (0-1) of maximum particle rate by hour of the clock</HELP>
  </PROPERTY>
  <PROPERTY Name="Nighttime global color" ID="0x09b6d6ae" Type="Float32" Count="3" Default="0.400 0.400 0.550" ShowAsHex="Y">
    <HELP>
Global lighting value for night time -- everything gets multiplied by this.
</HELP>
  </PROPERTY>
  <PROPERTY Name="k24HourClockNightBeginProperty" ID="0x09b73421" Type="Uint32" Default="0x00000014" ShowAsHex="N" MinValue="0" MaxValue="4294967295">
    <HELP>Specifies the time (0-23) that night time graphically begins.</HELP>
  </PROPERTY>
  <PROPERTY Name="k24HourClockNightEndProperty" ID="0x09b73422" Type="Uint32" Default="0x00000004" ShowAsHex="N" MinValue="0" MaxValue="4294967295">
    <HELP>Specifies the time (0-23) that night time graphically ends.</HELP>
  </PROPERTY>
  <PROPERTY Name="TextureBlendStrength" ID="0x09c2aef0" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Higher this value, the more weightage this texture gets while blending with others
</HELP>
  </PROPERTY>
  <PROPERTY Name="Z0_TextureSpreadCurve" ID="0x09c2aef3" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
    <HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Z1_TextureSpreadCurve" ID="0x09c2aef4" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
    <HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Z2_TextureSpreadCurve" ID="0x09c2aef5" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
    <HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Z3_TextureSpreadCurve" ID="0x09c2aef6" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
    <HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Z4_TextureSpreadCurve" ID="0x09c2aef7" Type="Float32" Count="-6" Default="0 1 32 1 64 0" ShowAsHex="Y">
    <HELP>
Specifiess how does the texture strength fall off with distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Model Resource Key" ID="0x09c80416" Type="Uint32" Count="3" Default="0x5ad0e817 0xbadb57f1 0x00000000" ShowAsHex="Y">
    <HELP>
Model type, group, and instance ID
</HELP>
  </PROPERTY>
  <PROPERTY Name="Auxiliary Model 1 Key (headlights)" ID="0x09c80417" Type="Uint32" Count="3" Default="0x5ad0e817 0xbadb57f1 0x00000000" ShowAsHex="Y">
    <HELP>
Type/Group/Instance ID for headlight/taillight model
</HELP>
  </PROPERTY>
  <PROPERTY Name="Ignore lot state effects" ID="0x09f00e59" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If set to true, specifies that the prop should ignore lot state effects (distressed, abandoned, etc.).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Pollution Effect Strength Curve" ID="0x0a10c772" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Water Pollution Average Level to Water Pollution Decal Alpha curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Air Pollution Effect Strength Curve" ID="0x0a10c773" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Air Pollution Average Level to Air Pollution Particle Emission Rage curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Radiation Pollution Effect Strength Curve" ID="0x0a10c774" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Radiation Pollution Average Level to Radiation Effect Strength curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Pollution Effect Strength Curve" ID="0x0a10c775" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Radiation Pollution Average Level to Radiation Effect Strength curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ZoomScoreEnable" ID="0x0a25896b" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Bitfield describing which zoom levels score is active for
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Pole Demolition Cost" ID="0x0a2eced8" Type="Float32" Default="5" ShowAsHex="Y">
    <HELP>
Cost to demolish a power pole. Lines are ignored
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:AlarmSoundId" ID="0x0a36afa2" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
GUID of sound played when alarm goes off
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AmbienceAttentionSpanRadii" ID="0x0a36f410" Type="Float32" Count="5" Default="300" ShowAsHex="Y">
    <HELP>
Radii for attention per zoom
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: BondPaybackMonths" ID="0x0a3fb9a8" Type="Uint32" Default="0x00000078" ShowAsHex="Y">
    <HELP>
Number of months to payback a bond
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ORFilters" ID="0x0a410ba0" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Filter GUIDs any of which must be satisfied
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:(Occupant)GroupRadius" ID="0x0a4168e1" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Size of glob for grouping single layer, or occupant
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDe_ProfitResponseCurve" ID="0x0a469353" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
    <HELP>
Maps supply-over-demand to profit factor
</HELP>
  </PROPERTY>
  <PROPERTY Name="VolcanoLavaTotalLavaTimeInSecs" ID="0x0a4bc742" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Time In Seconds until lava flowing and solidification continues
</HELP>
  </PROPERTY>
  <PROPERTY Name="VolcanoLavaOrificeRadius" ID="0x0a4bc752" Type="Uint32" Default="0x00000064" ShowAsHex="Y">
    <HELP>
Orifice Size of Lava Flow in Metres
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Ambience Decayed Sound" ID="0x0a4c13cb" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <OPTION Value="0x4a4c43e5" Name="Coal Power Plant">
    </OPTION>
    <OPTION Value="0x8a890d15" Name="Hydrogen Power Plant">
    </OPTION>
    <OPTION Value="0x6a890d99" Name="Natural Gas Power Plant">
    </OPTION>
    <OPTION Value="0x4a4c444b" Name="Nuclear Power Plant">
    </OPTION>
    <OPTION Value="0xaa4c4370" Name="Oil Power Plant">
    </OPTION>
    <OPTION Value="0x8a4c4443" Name="Solar Power Plant">
    </OPTION>
    <OPTION Value="0x6a4c4478" Name="Wind Power Plant">
    </OPTION>
    <OPTION Value="0xea4c448d" Name="Waste to Energy Plant">
    </OPTION>
    <OPTION Value="0x2a55aaca" Name="Water Pump">
    </OPTION>
    <OPTION Value="0x2a55b192" Name="Water Purification Plant">
    </OPTION>
    <HELP>
GUID of sound played when building is around and damaged or decayed.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight Train Density Curve" ID="0x0a51188a" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps city population to a multiplier (0.0-1.0) for freight train density
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Funding to Coverage Curve" ID="0x0a53b2f9" Type="Float32" Count="-2" Default="0 50" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % coverage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Sims Per Train Car" ID="0x0a53fd32" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
    <HELP>
How many trips are satisfied by each train car.  Determines train length.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:CellGroupRadius" ID="0x0a56212a" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Size of glob for grouping cells
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line placement cost" ID="0x0a5f596b" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Cost of placing each cell of wire
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simulator Date Interval" ID="0x0a751675" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
How often this prop becomes active, in days.
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Query Sound Abandoned" ID="0x0a902434" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of the sound to play when the occupant is clicked on with query tool and is abandoned.
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Demolition Sound" ID="0x0a93036f" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of the sound to play when an occupant is demolished
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:Max Playing One-Shots" ID="0x0a946a57" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Max playing one-shots
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:VolumeDecayLimit" ID="0x0a9599bf" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
Max amount of full volume to change down per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="AppearanceZoomsFlag" ID="0x0abfc024" Type="Uint32" ShowAsHex="Y">
    <OPTION Value="0x00000000" Name="None">
    </OPTION>
    <OPTION Value="0x00000001" Name="Zoom 1">
    </OPTION>
    <OPTION Value="0x00000002" Name="Zoom 2">
    </OPTION>
    <OPTION Value="0x00000003" Name="Zoom 1, 2">
    </OPTION>
    <OPTION Value="0x00000004" Name="Zoom 3">
    </OPTION>
    <OPTION Value="0x00000005" Name="Zoom 1, 3">
    </OPTION>
    <OPTION Value="0x00000006" Name="Zoom 2, 3">
    </OPTION>
    <OPTION Value="0x00000007" Name="Zoom 1, 2, 3">
    </OPTION>
    <OPTION Value="0x00000008" Name="Zoom 4">
    </OPTION>
    <OPTION Value="0x00000009" Name="Zoom 1, 4">
    </OPTION>
    <OPTION Value="0x0000000a" Name="Zoom 2, 4">
    </OPTION>
    <OPTION Value="0x0000000b" Name="Zoom 1, 2, 4">
    </OPTION>
    <OPTION Value="0x0000000c" Name="Zoom 3, 4">
    </OPTION>
    <OPTION Value="0x0000000d" Name="Zoom 1, 3, 4">
    </OPTION>
    <OPTION Value="0x0000000e" Name="Zoom 2, 3, 4">
    </OPTION>
    <OPTION Value="0x0000000f" Name="Zoom 1, 2, 3, 4">
    </OPTION>
    <OPTION Value="0x00000010" Name="Zoom 5">
    </OPTION>
    <OPTION Value="0x00000011" Name="Zoom 1, 5">
    </OPTION>
    <OPTION Value="0x00000012" Name="Zoom 2, 5">
    </OPTION>
    <OPTION Value="0x00000013" Name="Zoom 1, 2, 5">
    </OPTION>
    <OPTION Value="0x00000014" Name="Zoom 3, 5">
    </OPTION>
    <OPTION Value="0x00000015" Name="Zoom 1, 3, 5">
    </OPTION>
    <OPTION Value="0x00000016" Name="Zoom 2, 3, 5">
    </OPTION>
    <OPTION Value="0x00000017" Name="Zoom 1, 2, 3, 5">
    </OPTION>
    <OPTION Value="0x00000018" Name="Zoom 4, 5">
    </OPTION>
    <OPTION Value="0x00000019" Name="Zoom 1, 4, 5">
    </OPTION>
    <OPTION Value="0x0000001a" Name="Zoom 2, 4, 5">
    </OPTION>
    <OPTION Value="0x0000001b" Name="Zoom 1, 2, 4, 5">
    </OPTION>
    <OPTION Value="0x0000001c" Name="Zoom 3, 4, 5">
    </OPTION>
    <OPTION Value="0x0000001d" Name="Zoom 1, 3, 4, 5">
    </OPTION>
    <OPTION Value="0x0000001e" Name="Zoom 2, 3, 4, 5">
    </OPTION>
    <OPTION Value="0x0000001f" Name="Zoom 1, 2, 3, 4, 5">
    </OPTION>
    <HELP>
Flag specifying the zooms in which the model should appear.
</HELP>
  </PROPERTY>
  <PROPERTY Name="MicroSecsPerTimeSlice" ID="0x0b579c21" Type="Uint32" Default="0x00001388" ShowAsHex="Y">
    <HELP>
uSecs of active time for background thread
</HELP>
  </PROPERTY>
  <PROPERTY Name="SleepMicroSecsAfterTimeSlice" ID="0x0b579c22" Type="Uint32" Default="0x0000c350" ShowAsHex="Y">
    <HELP>
uSecs of sleep time for background thread
</HELP>
  </PROPERTY>
  <PROPERTY Name="ProcessCellsMaxTimeSliceMicroSecs" ID="0x0b579c23" Type="Uint32" Default="0x0007a120" ShowAsHex="Y">
    <HELP>
uSec budget for processing cells in main thread
</HELP>
  </PROPERTY>
  <PROPERTY Name="mOperationQuantaForOccupiedCell" ID="0x0b579c24" Type="Float32" Default="1" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="mOperationQuantaForEmptyCell" ID="0x0b579c25" Type="Float32" Default="0.100" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="mOperationQuantaBeforeTimerCall" ID="0x0b579c26" Type="Float32" Default="8" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="DisableBackgroundLoader" ID="0x0b579c27" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
if true, background loader is disabled
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinLoadRadius" ID="0x0b579c28" Type="Uint32" Count="5" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Mininum extra radius to load (by zoom level)
</HELP>
  </PROPERTY>
  <PROPERTY Name="ExtraLoadRadiusPerMeg" ID="0x0b579c29" Type="Float32" Count="5" Default="0" ShowAsHex="Y">
    <HELP>
extra radius to load per free meg (by zoom level)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Ferry Terminal Type" ID="0x0bd86fd3" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Type of ferry terminal
</HELP>
    <OPTION Value="0 " Name=" Passenger">
    </OPTION>
    <OPTION Value="1 " Name=" Car and Passenger">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Funding to Damage Acceleration Curve" ID="0x0bd86fd4" Type="Float32" Count="-4" Default="0 0.200 100 -0.100" ShowAsHex="Y">
    <HELP>
Maps funding (as percentage) to road/rail damage acceleration
</HELP>
  </PROPERTY>
  <PROPERTY Name="Rail Damage Accident Factor" ID="0x0bd86fd5" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Probability (0 to 1.0) that a train going over a rail pothole will cause derailment
</HELP>
  </PROPERTY>
  <PROPERTY Name="Airplane Hanger Type" ID="0x0bfa15a5" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Indicate what kind of airplane should appear at this point
</HELP>
    <OPTION Value="0" Name="None">
    </OPTION>
    <OPTION Value="1" Name="Crop Duster">
    </OPTION>
    <OPTION Value="2" Name="Fire">
    </OPTION>
    <OPTION Value="3" Name="Stunt">
    </OPTION>
    <OPTION Value="4" Name="Military">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Transit Switch Fare" ID="0x0bfc0a4c" Type="Float32" Default="0" ShowAsHex="N">
    <HELP>
Simoleon charge per traveller to enter the switch
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: Initial Tax Rate" ID="0x0c032488" Type="Float32" Count="3" Default="9" ShowAsHex="Y">
    <HELP>
Starting tax rate for all developer types, indexed by difficulty type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Total Plane Dispatches" ID="0x0c0afdd7" Type="Sint32" Default="1" MinValue="0" MaxValue="1" ShowAsHex="Y">
    <HELP>
Number of planes that can be dispatched from this station.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant Size" ID="0x27812810" Type="Float32" Count="3" Default="1" ShowAsHex="N">
    <HELP>
In meters: Width Height Depth
</HELP>
    <OPTION Value="Col:0" Name="Width">
    </OPTION>
    <OPTION Value="Col:1" Name="Height">
    </OPTION>
    <OPTION Value="Col:2" Name="Depth">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Filling degree" ID="0x27812811" Type="Float32" Count="0" Default="1" ShowAsHex="N">
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 0" ID="0x27812820" Type="Uint32" Count="3" ShowAsHex="Y">
    <HELP>
Specifies 1 model key for all Z/R
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 1" ID="0x27812821" Type="Uint32" Count="3" ShowAsHex="Y">
    <HELP>
Specifies 1 model key for each Z/R
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 2" ID="0x27812822" Type="Uint32" Count="20" ShowAsHex="Y">
    <HELP>
A unique instance ID for each zoom and rotation.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 3" ID="0x27812823" Type="Uint32" Count="7" ShowAsHex="Y">
    <HELP>
A unique instance ID for each zoom
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 4" ID="0x27812824" Type="Uint32" Count="-8" ShowAsHex="Y">
    <HELP>
Multi-model, multi state (see tuning docs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 5" ID="0x27812825" Type="Uint32" Count="3" ShowAsHex="Y">
    <HELP>
Specifies 1 model key for each Z/R/state
</HELP>
  </PROPERTY>
  <PROPERTY Name="Wealth" ID="0x27812832" Type="Uint8" Default="0x00" MinValue="0x00" MaxValue="0x03" ShowAsHex="Y">
    <OPTION Value="0x00" Name="None">
    </OPTION>
    <OPTION Value="0x01" Name="Low Wealth">
    </OPTION>
    <OPTION Value="0x02" Name="Medium Wealth">
    </OPTION>
    <OPTION Value="0x03" Name="High Wealth">
    </OPTION>
    <HELP>
Wealth represented by the building.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Purpose" ID="0x27812833" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Function of building
</HELP>
    <OPTION Value="0" Name="None">
    </OPTION>
    <OPTION Value="1" Name="Residence">
    </OPTION>
    <OPTION Value="2" Name="Services">
    </OPTION>
    <OPTION Value="3" Name="Office">
    </OPTION>
    <OPTION Value="4" Name="Tourism">
    </OPTION>
    <OPTION Value="5" Name="Agriculture">
    </OPTION>
    <OPTION Value="6" Name="Processing">
    </OPTION>
    <OPTION Value="7" Name="Manufacturing">
    </OPTION>
    <OPTION Value="8" Name="High Tech">
    </OPTION>
    <OPTION Value="9" Name="Other">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Capacity Satisfied" ID="0x27812834" Type="Uint32" Count="-2" Default="0x00001000 0x0000000a" ShowAsHex="N">
    <FORMAT Type="Map">
    </FORMAT>
    <HELP>
A list of pairs. The first number is a demand ID, and the second number indicates how much plopping this building supplies the resource. Put the primary one first (i.e., for residential buildings, start with residential demand). Recommended range: [0, 100]
</HELP>
    <OPTION Value="0x00001010" Name="R-$">
    </OPTION>
    <OPTION Value="0x00001020" Name="R-$$">
    </OPTION>
    <OPTION Value="0x00001030" Name="R-$$$">
    </OPTION>
    <OPTION Value="0x00003110" Name="CS-$">
    </OPTION>
    <OPTION Value="0x00003120" Name="CS-$$">
    </OPTION>
    <OPTION Value="0x00003130" Name="CS-$$$">
    </OPTION>
    <OPTION Value="0x00003320" Name="CO-$$">
    </OPTION>
    <OPTION Value="0x00003330" Name="CO-$$$">
    </OPTION>
    <OPTION Value="0x00004100" Name="I-R">
    </OPTION>
    <OPTION Value="0x00004200" Name="I-D">
    </OPTION>
    <OPTION Value="0x00004300" Name="I-M">
    </OPTION>
    <OPTION Value="0x00004400" Name="I-HT">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Allow Joint Occupancy" ID="0x27812836" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
if true, different types can occupy the building simultaneously
</HELP>
  </PROPERTY>
  <PROPERTY Name="Growth Stage" ID="0x27812837" Type="Uint8" Default="0x01" ShowAsHex="N">
    <HELP>
Similar to density, but with more granularity. The smallest (1) is the first to appear
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monopoly Piece" ID="0x2781283f" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If true, this building is for debug and tuning use only
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Satisfied" ID="0x27812840" Type="Uint32" Count="-2" Default="0x00001000 0x0000000a" ShowAsHex="N">
    <FORMAT Type="Map">
    </FORMAT>
    <HELP>
Paired values, demand ID, and how much plopping this building supplies the resource.
</HELP>
    <OPTION Value="0x00001810" Name="R$ CAP">
    </OPTION>
    <OPTION Value="0x00001820" Name="R$$ CAP">
    </OPTION>
    <OPTION Value="0x00001830" Name="R$$$ CAP">
    </OPTION>
    <OPTION Value="0x00003b20" Name="CO$$ CAP">
    </OPTION>
    <OPTION Value="0x00003b30" Name="CO$$$ CAP">
    </OPTION>
    <OPTION Value="0x00004900" Name="I-R CAP">
    </OPTION>
    <OPTION Value="0x00004a00" Name="I-D CAP">
    </OPTION>
    <OPTION Value="0x00004b00" Name="I-M CAP">
    </OPTION>
    <OPTION Value="0x00004c00" Name="I-H CAP">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Demand Created" ID="0x27812841" Type="Uint32" Count="-2" ShowAsHex="N">
    <FORMAT Type="Map">
    </FORMAT>
    <HELP>
A list of pairs. The first number is a demand ID, and the second number indicates how much plopping this building increases the demand for the resource. Recommended increase range: [0, 100]
</HELP>
    <OPTION Value="0x00002010" Name="Jobs $">
    </OPTION>
    <OPTION Value="0x00002020" Name="Jobs $$">
    </OPTION>
    <OPTION Value="0x00002030" Name="Jobs $$$">
    </OPTION>
    <OPTION Value="0x00001810" Name="Amenities $">
    </OPTION>
    <OPTION Value="0x00001820" Name="Amenities $$">
    </OPTION>
    <OPTION Value="0x00001830" Name="Amenities $$$">
    </OPTION>
    <OPTION Value="0x00003110" Name="CS-$">
    </OPTION>
    <OPTION Value="0x00003120" Name="CS-$$">
    </OPTION>
    <OPTION Value="0x00003130" Name="CS-$$$">
    </OPTION>
    <OPTION Value="0x00003320" Name="CO-$$">
    </OPTION>
    <OPTION Value="0x00003330" Name="CO-$$$">
    </OPTION>
    <OPTION Value="0x00004100" Name="I-R">
    </OPTION>
    <OPTION Value="0x00004200" Name="I-D">
    </OPTION>
    <OPTION Value="0x00004300" Name="I-M">
    </OPTION>
    <OPTION Value="0x00004400" Name="I-HT">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Demand Satisfied (float)" ID="0x27812842" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
IDs from Demand Satisfied are associated to these values instead of the Uint32 values
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Created (float)" ID="0x27812843" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
IDs from Demand Created are associated to these values instead of the Uint32 values
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Is Variable" ID="0x27812844" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
if true, the demand simulator ignores demand created and demand satisfied until instructed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landmark Effect" ID="0x2781284f" Type="Sint32" Count="2" Default="50 6" ShowAsHex="N">
    <HELP>
Affects desirability of commerical buildings.   The first number in this array is the amount of the effect (-100 to 100) and the second number is the radius in cells.
</HELP>
    <OPTION Value="Col:0" Name="Magnitude">
    </OPTION>
    <OPTION Value="Col:1" Name="Radius">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Park Effect" ID="0x27812850" Type="Sint32" Count="2" Default="50 6" ShowAsHex="N">
    <HELP>
Affects desirability of residential buildings.   The first number in this array is the amount of the effect (-100 to 100) and the second number is the radius in cells.
</HELP>
    <OPTION Value="Col:0" Name="Magnitude">
    </OPTION>
    <OPTION Value="Col:1" Name="Radius">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Pollution at center" ID="0x27812851" Type="Sint32" Count="4" Default="0"  ShowAsHex="N">
    <HELP>
Amount of pollution generated by the occupant, for each type (air, water, garbage, and radiation). This value represents the amount of pollution at the center of the circular area of effect. This can be negative for occupants that decrease pollution.
</HELP>
    <FORMATHELP>
An array of 4 Integers where by the first three values can range between -10,000,000 and 10,000,000 and the last value ranges from 0-10,000,000.
</FORMATHELP>
    <OPTION Value="Col:0" Name="Air">
    </OPTION>
    <OPTION Value="Col:1" Name="Water">
    </OPTION>
    <OPTION Value="Col:2" Name="Garbage">
    </OPTION>
    <OPTION Value="Col:3" Name="Radiation">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Power Generated" ID="0x27812852" Type="Uint32" Default="0x0000000a" ShowAsHex="N">
    <HELP>
Amount of power generated by this building.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Plant Type" ID="0x27812853" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <OPTION Value="0x00000001" Name="Coal">
    </OPTION>
    <OPTION Value="0x00000002" Name="Hydrogen">
    </OPTION>
    <OPTION Value="0x00000003" Name="Natural Gas">
    </OPTION>
    <OPTION Value="0x00000005" Name="Nuclear">
    </OPTION>
    <OPTION Value="0x00000006" Name="Oil">
    </OPTION>
    <OPTION Value="0x00000007" Name="Solar">
    </OPTION>
    <OPTION Value="0x00000008" Name="Waste To Energy">
    </OPTION>
    <OPTION Value="0x00000009" Name="Wind">
    </OPTION>
    <OPTION Value="0x0000000A" Name="Auxiliary">
    </OPTION>
    <HELP>
Type of power plant.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Consumed" ID="0x27812854" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Amount of power consumed by this building.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Building/prop Family" ID="0x27812870" Type="Uint32" Count="-1" ShowAsHex="Y">
    <HELP>
The family that this building or prop is a member of.
</HELP>
  </PROPERTY>
  <PROPERTY Name="ResourceKeyTypeMisc" ID="0x27812920" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies 1 model key for each Z/R
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 1xm" ID="0x27812921" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies 1 model key for each Z/R
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 2xm" ID="0x27812922" Type="Uint32" Count="20" Default="0x00000000" ShowAsHex="Y">
    <HELP>
A unique instance ID for each zoom and rotation.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 3xm" ID="0x27812923" Type="Uint32" Count="7" Default="0x00000000" ShowAsHex="Y">
    <HELP>
A unique instance ID for each zoom
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 4xm" ID="0x27812924" Type="Uint32" Count="-8" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Multi-model, multi state (see tuning docs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Resource Key Type 5xm" ID="0x27812925" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies 1 model key for each Z/R/state
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxSlopeOnNetworkSide" ID="0x279d1707" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Range: [0.0 - 90.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="ID" ID="0x28ebbc30" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
ID of this ordinance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Name String (non-localizable)" ID="0x28ebbc32" Type="String" ShowAsHex="Y">
    <HELP>
Ordinance name
</HELP>
  </PROPERTY>
  <PROPERTY Name="Description String (non-localizable)" ID="0x28ebbc34" Type="String" ShowAsHex="Y">
    <HELP>
Ordinance description string
</HELP>
  </PROPERTY>
  <PROPERTY Name="Year Available" ID="0x28ebbc35" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Year this ordinance becomes available
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monthly Chance" ID="0x28ebbc36" Type="Float32" Default="0.00490" ShowAsHex="Y">
    <HELP>
Monthly chance of this ordinance bemoming available
</HELP>
  </PROPERTY>
  <PROPERTY Name="Enactment Income" ID="0x28ebbc37" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Revenue generated by enacting this ordinance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Retractment Income" ID="0x28ebbc38" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Cost of retracting this ordinance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monthly Constant Income" ID="0x28ebbc39" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Constant part of monthly income generated by this ordinance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monthly Income Factor" ID="0x28ebbc3a" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Factor applied to ordinance cost basis
</HELP>
  </PROPERTY>
  <PROPERTY Name="Advisor ID" ID="0x28ebbc3b" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Advisor ID for this ordinance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Income Ordinance" ID="0x28ebbc3c" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
True for ordinances that should appear on income part of budget
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Effect" ID="0x28ed0380" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Crime multiplier
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability Effect" ID="0x28f42aa0" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on flammability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Min Acceptable Funding %" ID="0x29121e8b" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Minimum acceptable percentage for Utility department funding
</HELP>
  </PROPERTY>
  <PROPERTY Name="Utility Strike Duration" ID="0x2912202e" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Maximum duration of a Utility strike, in months
</HELP>
  </PROPERTY>
  <PROPERTY Name="Radiation Pollution Threshold" ID="0x291351b5" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
When a cell has this much radiation, it's considered polluted
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monthly Traffic Density Reduction" ID="0x29136788" Type="Float32" Default="0.25" ShowAsHex="Y">
    <HELP>
Traffic density multiplied by this each month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Funding To Efficiency Curve" ID="0x2918949e" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % of Health output
</HELP>
  </PROPERTY>
  <PROPERTY Name="Texture floor" ID="0x29189beb" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Brightness floor for terrain textures
</HELP>
  </PROPERTY>
  <PROPERTY Name="Use environment map" ID="0x29189bec" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Whether to use art-supplied environment map for lighting
</HELP>
  </PROPERTY>
  <PROPERTY Name="Test environment map" ID="0x29189bed" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Use test environment map to determine orientation
</HELP>
  </PROPERTY>
  <PROPERTY Name="Terrain shadow amount" ID="0x29189bee" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
How much models are shadowed by the terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Test terrain shadowing" ID="0x29189bef" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Test model shadowing by terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Daytime global color" ID="0x29189bf0" Type="Float32" Count="3" Default="1" ShowAsHex="Y">
    <HELP>
Global lighting value for day time -- everything gets multiplied by this.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flora terrain shadow amount" ID="0x29189bf1" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
How much flora are shadowed by the terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Model terrain shadow amount" ID="0x29189bf2" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
How much models (buildings) are shadowed by the terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Automata terrain shadow amount" ID="0x29189bf3" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
How much automata are shadowed by the terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Atmospheric scattering colour" ID="0x29189bf4" Type="Float32" Count="3" Default="0 0.5 1" ShowAsHex="Y">
    <HELP>
The colour the terrain gets tinted by in the distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Atmospheric scattering" ID="0x29189bf5" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
How much the terrain gets tinted
</HELP>
  </PROPERTY>
  <PROPERTY Name="LightingUpdateDelta" ID="0x29189bf6" Type="Float32" Default="0.00100" ShowAsHex="Y">
    <HELP>
The required change in brightness before the terrain gets updated
</HELP>
  </PROPERTY>
  <PROPERTY Name="NightThreshold" ID="0x29189bf7" Type="Float32" Default="0.800" ShowAsHex="Y">
    <HELP>
The brightness below which night falls
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Population vs. Distance" ID="0x2921a9cc" Type="Float32" Count="-2" Default="0 100" MinValue="0" MaxValue="100" ShowAsHex="Y">
    <HELP>
Maps distance from hospital to a % of population covered
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, Funding Efficiency Curve" ID="0x29233e8d" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
See ISC4FireProtectionSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, Max Allowed Funding" ID="0x29233e8f" Type="Float32" Default="120" ShowAsHex="Y">
    <HELP>
100.0+ Maximum percentage you can fund a fire station
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, Strike Efficiency Multiplier" ID="0x29233e94" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
0.0-1.0 efficiency multiplier when stations are on strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, Max Strike Duration" ID="0x29233e95" Type="Sint32" Default="90" ShowAsHex="Y">
    <HELP>
Maximum number of days a strike can last
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, Min Funding To End Strikes" ID="0x29233e96" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
0.0-100.0, See ISC4FireProtectionSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, Strike Response Curve" ID="0x29233e98" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
See ISC4FireProtectionSimulator.h"
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Dispatch Center Strength" ID="0x29233e9a" Type="Sint32" Default="30" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Protection effect of vehicle at its center (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Dispatch Exterior Strength" ID="0x29233e9b" Type="Sint32" Default="0" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Protection effect of vehicle at its limit (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Station, Dispatch Radius" ID="0x29233e9c" Type="Float32" Default="200" MinValue="0" MaxValue="4096" ShowAsHex="Y">
    <HELP>
Effect radius of active vehicle (in meters).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability" ID="0x29244db5" Type="Uint8" ShowAsHex="N">
    <HELP>
Base flammability (0-255) of occupant.
</HELP>
  </PROPERTY>
  <PROPERTY Name="High Wealth EQ" ID="0x2929cc6b" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
EQ assigned to new High Wealth residents
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Type ID List" ID="0x292d8f9b" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Variable length list of type IDs for this hospital
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4RetainingWallPropertyWallTextures" ID="0x295961f2" Type="Uint32" Count="5" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Texture IDs for each zoom level.
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4RetainingWallPropertyWallTextureSize" ID="0x295961f3" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Size of a texture in meters. Defaults to standard city cell size.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Wealth Filter" ID="0x296e88e9" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Zone wealth values compatible with automaton (none == can appear around any wealth)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Draw Unwatered Terrain Cell Color" ID="0x297f42b7" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Determines whether unwatered terrain cells are colored in pipe view
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaterDepthForMaxAlpha" ID="0x29ab15c0" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
At this depth (meters), water becomes opaque
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaterMinAlpha" ID="0x29ab15c1" Type="Uint8" Default="0x32" ShowAsHex="Y">
    <HELP>
Min alpha of water
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaterDepthToColorGradientFactor" ID="0x29ab15c2" Type="Float32" Default="0.75" ShowAsHex="Y">
    <HELP>
Number of pixels in the gradient corresponding to each meter of water depth
</HELP>
  </PROPERTY>
  <PROPERTY Name="DisplayWaterSurface" ID="0x29ab15c3" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Enable/Disable the display of water surface
</HELP>
  </PROPERTY>
  <PROPERTY Name="DisplayTerrainSurface" ID="0x29ab15c4" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Enable/Disable the display of terrain surface
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaterNightColorAdjustment" ID="0x29ab15c5" Type="Float32" Count="3" Default="0.300 0.300 1" ShowAsHex="Y">
    <HELP>
Modifications to the r,g,b of water at night
</HELP>
  </PROPERTY>
  <PROPERTY Name="CityEdgeLayerHeights" ID="0x29ab15c6" Type="Float32" Count="-2" Default="10 20" ShowAsHex="Y">
    <HELP>
Heights (meters) of all but the bottom-most layers on city edge
</HELP>
  </PROPERTY>
  <PROPERTY Name="CityEdgeBrightnessKludgeFactor" ID="0x29ab15c7" Type="Float32" Default="0.75" ShowAsHex="Y">
    <HELP>
Multiplication factor to tune the brightness of cliffs on city edges
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability multiplier, abandonment" ID="0x29b40134" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
flammability multiplier if building if abandoned
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability multiplier, no water" ID="0x29b4013b" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
flammability multiplier if building is not watered
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability, hotspot settings" ID="0x29b4013c" Type="Uint32" Count="3" Default="0x00000080 0x00000008 0x00000010" ShowAsHex="Y">
    <HELP>
hotspot settings: threshold value (0-255), radius (in tracts), minimum weight
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability, hotspot fire probability" ID="0x29b4013d" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability, random fire probability" ID="0x29b4013e" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
monthly fire probability (in percent 0-100) of random lot fire
</HELP>
  </PROPERTY>
  <PROPERTY Name="Field Lots" ID="0x29b55f73" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <OPTION Value="0x00024100" Name="Furrows with Sprinkler">
    </OPTION>
    <OPTION Value="0x2a6e4309" Name="Furrows with Sprinkler">
    </OPTION>
    <OPTION Value="0x2a6e431d" Name="Dirt with Sprinkler">
    </OPTION>
    <OPTION Value="0xaa6e4328" Name="Orange Tree Orchards">
    </OPTION>
    <OPTION Value="0x6a6e4332" Name="Apple Tree Orchards">
    </OPTION>
    <OPTION Value="0xea6e4721" Name="Dirt Patch">
    </OPTION>
    <OPTION Value="0xea6e4722" Name="Green Patch">
    </OPTION>
    <HELP>
A list of IDs of 1x1 lots that describe a field tile associated with this building (will choose 1 randomly)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Path Offset Range for Peds" ID="0x29dd40c1" Type="Float32" Count="2" Default="-1 3" ShowAsHex="Y">
    <HELP>
Minimum (left side) and maximum (right side) range of offset from paths for pedestrians
</HELP>
  </PROPERTY>
  <PROPERTY Name="Path Offset Range for Vehicles" ID="0x29dd40c2" Type="Float32" Count="2" Default="-2 2" ShowAsHex="Y">
    <HELP>
Minimum (left side) and maximum (right side) range of offset from paths for vehicles
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: Cluster type" ID="0x2a0348ba" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Flora type that results when combining this type and one of equal or lesser value.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: Cluster max radius" ID="0x2a0348bb" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Maximum plane distance for this flora to cluster with others.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: Cluster max height" ID="0x2a0348bc" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Maximum altitude differential for this flora to cluster with others.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Developer: Cost Multiplier vs lot slope" ID="0x2a2d7824" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
    <HELP>
Cost to plop a lot is building + area x this response curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="CategoryMayorMisc" ID="0x2a3143d7" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Brush belongs to mayor mode, miscellaneous category
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ZoomScaleFactor" ID="0x2a35a25f" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Scale factor for all zoom levels
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ListenerRolloffFactor" ID="0x2a36e3cb" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
How fast sounds rolloff with distance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ANDFilters" ID="0x2a3fbde1" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Filter GUIDs that MUST be satisfied
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:NOTFilters" ID="0x2a3fbde5" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Filter GUIDs that must NOT be satisfied
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AmbienceExemplarIds" ID="0x2a3ff8cd" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Array of exemplars to load
</HELP>
  </PROPERTY>
  <PROPERTY Name="Query exemplar GUID" ID="0x2a499f85" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID for this building's Query exemplar
</HELP>
  </PROPERTY>
  <PROPERTY Name="Commute Train Density Curve" ID="0x2a511893" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps city population to a multiplier (0.0-1.0) for commute train density
</HELP>
  </PROPERTY>
  <PROPERTY Name="Curve speed multiplier" ID="0x2a511cbc" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
Multiplied by a vehicle's default speed when it goes around a curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Alarm Ambience Sound" ID="0x2a53be13" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of sound. Plays between alarm times.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Type" ID="0x2a62d9f3" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Crime sims only - which crime type this model represents
</HELP>
    <OPTION Value="0x00000000" Name="NONE">
    </OPTION>
    <OPTION Value="0x00000001" Name="Generic Crime">
    </OPTION>
    <OPTION Value="0x00000003" Name="Fighting">
    </OPTION>
    <OPTION Value="0x00000004" Name="Narcotics Deal">
    </OPTION>
    <OPTION Value="0x00000005" Name="Arson">
    </OPTION>
    <OPTION Value="0x00000006" Name="Money Snatcher">
    </OPTION>
    <OPTION Value="0x00000007" Name="Stickup">
    </OPTION>
    <OPTION Value="0x00000008" Name="Car Theft">
    </OPTION>
    <OPTION Value="0x00000009" Name="Solicitation">
    </OPTION>
    <OPTION Value="0x0000000a" Name="Mugging">
    </OPTION>
    <OPTION Value="0x0000000b" Name="Bank Robbery">
    </OPTION>
    <OPTION Value="0x00000010" Name="Flashing">
    </OPTION>
    <OPTION Value="0x00000011" Name="Graffiti">
    </OPTION>
    <OPTION Value="0x00000012" Name="Pie Throwing">
    </OPTION>
    <OPTION Value="0x00000013" Name="TPing">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Commercial Demand Effect" ID="0x2a633000" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      Factor applied to commercial demand
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Industrial Demand Effect" ID="0x2a634000" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      Factor applied to industrial demand
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:Cs$" ID="0x2a653110" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on Cs$ when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:Cs$$" ID="0x2a653120" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on Cs$$ when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:Cs$$$" ID="0x2a653130" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on Cs$$$ when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:Co$$" ID="0x2a653320" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on Co$$ when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:Co$$$" ID="0x2a653330" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on Co$$$ when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:IR" ID="0x2a654100" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on IR when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:ID" ID="0x2a654200" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on ID when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:IM" ID="0x2a654300" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on IM when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Demand Effect:IHT" ID="0x2a654400" Type="Float32" Default="1" ShowAsHex="N">
    <HELP>
      This is the % Effect the Ordinance will have on IHT when active
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Prop Destroys Lot" ID="0x2a89b677" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
      Whether or not prop destroys entire lot when it burns down.  Default is true for flammable props.
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:VolumeAttackLimit" ID="0x2a9590de" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      Max amount of full volume to change up per second
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Cost for Altitude Change" ID="0x2aa00fe7" Type="Sint64" Default="1" ShowAsHex="Y">
    <HELP>
When zoning, the additional cost per cell for each meter of altitude changed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ListenerGranularity" ID="0x2aa40ccc" Type="Float32" Count="5" Default="26 13 6.5 3.200 1.600" ShowAsHex="Y">
    <HELP>
Values per zoom controlling update garnularity in meters
</HELP>
  </PROPERTY>
  <PROPERTY Name="Maximum HQ Boost" ID="0x2aa84164" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max HQ boost achievable without reward buildings.  Used to scale values for Sims opinion polls.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Developer: Cost to Demolish Destroyed Tile" ID="0x2ab845e7" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Cost to demolish a tile on a lot that has been destroyed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, MaxLeaders" ID="0x2adb6b6d" Type="Uint32" Default="0x00000005" ShowAsHex="Y">
    <HELP>
Maximum number of riot leaders created per instance
</HELP>
  </PROPERTY>
  <PROPERTY Name="MySim Walk Gender" ID="0x2c0c922e" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Male=0, Female=1, used by MySim ped chooser
</HELP>
  </PROPERTY>
  <PROPERTY Name="Final Group Id" ID="0x2c23a3a1" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Automata group ID which controls the creation and driving properties for this automaton
</HELP>
  </PROPERTY>
  <PROPERTY Name="Exemplar Category" ID="0x2c8f8746" Type="Uint32" ShowAsHex="Y">
    <HELP>
Categorizes this exemplar; for debug and exemplar editors use only
</HELP>
  </PROPERTY>
  <PROPERTY Name="Minimum Value" ID="0x47bb3f10" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Minimum active demand, use 0x80000000 for none
</HELP>
  </PROPERTY>
  <PROPERTY Name="Maximum Value" ID="0x47bb3f11" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Maximum active demand, use 0x7fffffff for none
</HELP>
  </PROPERTY>
  <PROPERTY Name="Initial Supply" ID="0x47bb3f20" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Initial supply of this resource, [min, max]
</HELP>
  </PROPERTY>
  <PROPERTY Name="Initial Demand" ID="0x47bb3f21" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Initial demand for this resource, [min, max]
</HELP>
  </PROPERTY>
  <PROPERTY Name="Drives" ID="0x47bb3f30" Type="Uint32" Count="-2" Default="0x00001000 0x00000064" ShowAsHex="Y">
    <HELP>
Demands increased by this resource (demandID, percentage)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Satisfies" ID="0x47bb3f31" Type="Uint32" Count="-2" Default="0x00001000 0x00000064" ShowAsHex="Y">
    <HELP>
Resources created by this resource (demandID, percentage)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Contributes" ID="0x47bb3f32" Type="Uint32" Count="-2" Default="0x00001000 0x00000064" ShowAsHex="Y">
    <HELP>
Demands increased by this demand (demandID, percentage)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Caps demand" ID="0x47bb3f41" Type="Uint32" Count="-1" Default="0x00001000" ShowAsHex="Y">
    <HELP>
Demand IDs capped by this resource, based on % depleted
</HELP>
  </PROPERTY>
  <PROPERTY Name="Sums" ID="0x47bb3f50" Type="Uint32" Count="-1" Default="0x00001000" ShowAsHex="Y">
    <HELP>
List of demand IDs summed by this one
</HELP>
  </PROPERTY>
  <PROPERTY Name="Region Use" ID="0x47bb3f60" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Which part of the regional index is added to the local index
</HELP>
    <OPTION Value="0" Name="Use None">
    </OPTION>
    <OPTION Value="1" Name="Use Supply">
    </OPTION>
    <OPTION Value="2" Name="Use Demand">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Tract Size" ID="0x47e2c200" Type="Uint8" Default="0x02" ShowAsHex="Y">
    <HELP>
Power of 2; determines the size of the sim grid
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Intrinsic Min/Max" ID="0x47e2c300" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Minimum &gt; 0, Maximum
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Wealth Boundaries" ID="0x47e2c301" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Low/Medium boundary, Medium/High boundary
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Water Effect" ID="0x47e2c310" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Effect of water on land value: size, radius
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Altitude Effect" ID="0x47e2c320" Type="Float32" Count="-14" Default="0 0 25 20 50 50 75 85 100 100 125 60 150 0" ShowAsHex="Y">
    <HELP>
Maps altitude to land value
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Desirability IDs" ID="0x47e2c330" Type="Uint32" Count="-1" Default="0x000003e8" ShowAsHex="Y">
    <HELP>
Growth Developer IDs (see Effects)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Desirability Factors" ID="0x47e2c331" Type="Float32" Count="-1" Default="1" ShowAsHex="Y">
    <HELP>
Size of effects (see IDs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Desirability Curve" ID="0x47e2c332" Type="Float32" Count="-6" Default="-175 -255 80 0 255 175" ShowAsHex="Y">
    <HELP>
Maps desirability to land value
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Resources Min/Max" ID="0x47e2c380" Type="Uint32" Count="2" Default="0x00000064 0x000007d0" ShowAsHex="N">
    <HELP>
Amount of capacity that can be under construction at any one time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Resources per Resident" ID="0x47e2c381" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Factor applied to population to calculate construction resources
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Type Selection Bias" ID="0x47e2c382" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Improves that chance that low-demand types will have opportunity to build
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage Popluation Multiplier" ID="0x47e2c383" Type="Float32" Count="3" Default="1.200 1.100 1" ShowAsHex="Y">
    <HELP>
Values &gt;1 allow big stage buildings sooner. Indexed by difficulty level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Developer Stay New Time" ID="0x47e2c400" Type="Uint32" Default="0x0000005a" ShowAsHex="Y">
    <HELP>
Number of days before a building can distress
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Developer Occupancy Thresholds" ID="0x47e2c401" Type="Float32" Count="3" Default="0.300 0.5 0.680" ShowAsHex="Y">
    <HELP>
When to abandon, distress, and renew. Values 0-1
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Overbuild" ID="0x47e2c500" Type="Float32" Default="1.5" ShowAsHex="Y">
    <HELP>
Factor applied to desired capacity when growing buildings in a tract
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Reoccupy Thresholds" ID="0x47e2c501" Type="Float32" Count="2" Default="0.100 1.200" ShowAsHex="Y">
    <HELP>
Start and Stop percentage of desired capacity that can be fulfilled by abandoned buildings
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Redevelop Size Threshold" ID="0x47e2c502" Type="Float32" Default="1.5" ShowAsHex="Y">
    <HELP>
What percentage of the existing capacity must be demanded before we redevelop
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Demolition Costs" ID="0x47e2c510" Type="Float32" Count="2" Default="1 0.200" ShowAsHex="Y">
    <HELP>
for occupied/abandoned buildings"
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer New Lot Costs" ID="0x47e2c511" Type="Float32" Count="2" Default="10" ShowAsHex="Y">
    <HELP>
Fictional cost to aggregate a lot/subdivide a lot
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Occupancy Variation" ID="0x47e2c530" Type="Float32" Default="0.200" ShowAsHex="Y">
    <HELP>
Building occupancy rate +/- variation from tract rate
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Min Vacancy Range" ID="0x47e2c531" Type="Float32" Count="2" Default="0.00980 0.100" ShowAsHex="Y">
    <HELP>
When 100% full, subtract a little from the occupancy rate
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Kick Out Lower Wealth" ID="0x47e2c540" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If true, higher wealth buildings can replace non-empty lower wealth buildings
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Available Styles" ID="0x47e2c550" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
List of available (R and C) building styles
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Developer Years Between Styles" ID="0x47e2c551" Type="Sint32" Default="40" ShowAsHex="Y">
    <HELP>
How often to change (R and C) building styles
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinClearance" ID="0x482cb441" Type="Float32" Default="22.5" ShowAsHex="Y">
    <HELP>
Min clearance below bridge (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumEndPieces" ID="0x482cb442" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Number of end pieces
</HELP>
  </PROPERTY>
  <PROPERTY Name="EndPieceExemplars" ID="0x482cb443" Type="Uint32" Count="-1" Default="0x00005100" ShowAsHex="Y">
    <HELP>
Exemplar ids for end pieces(in order)
</HELP>
  </PROPERTY>
  <PROPERTY Name="EndPieceRotations" ID="0x482cb444" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Model rotations for end pieces
</HELP>
  </PROPERTY>
  <PROPERTY Name="RepeatPieceExemplar" ID="0x482cb445" Type="Uint32" Default="0x00005200" ShowAsHex="Y">
    <HELP>
Exemplar id for the repeat pieces
</HELP>
  </PROPERTY>
  <PROPERTY Name="RepeatPieceRotation" ID="0x482cb446" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Model rotation for repeat piece
</HELP>
  </PROPERTY>
  <PROPERTY Name="SupportInterval" ID="0x482cb447" Type="Uint32" Default="0x00000006" ShowAsHex="Y">
    <HELP>
Number of cells between supports
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumSupportPieces" ID="0x482cb448" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Number of support pieces(count one side only)
</HELP>
  </PROPERTY>
  <PROPERTY Name="SupportPieceExemplars" ID="0x482cb449" Type="Uint32" Count="-1" Default="0x00006700" ShowAsHex="Y">
    <HELP>
Exemplar ids for support pieces(start at pillar)
</HELP>
  </PROPERTY>
  <PROPERTY Name="SupportPieceRotations" ID="0x482cb44a" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Model rotations for support pieces
</HELP>
  </PROPERTY>
  <PROPERTY Name="EndPieceSpanLocations" ID="0x482cb44b" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
Dist from top the two spans of each end piece are
</HELP>
  </PROPERTY>
  <PROPERTY Name="ColumnTopPosForSupportPieces" ID="0x482cb44c" Type="Float32" Count="-1" Default="-1" ShowAsHex="Y">
    <HELP>
Dist from pivot point to the top of concrete column (-ve for no column)
</HELP>
  </PROPERTY>
  <PROPERTY Name="ColumnTopPosForEndPieces" ID="0x482cb44d" Type="Float32" Count="-1" Default="-1" ShowAsHex="Y">
    <HELP>
Dist from pivot point to the top of concrete column (-ve for no column)
</HELP>
  </PROPERTY>
  <PROPERTY Name="SupportColumnCorners" ID="0x482cb44e" Type="Float32" Count="8" Default="-8 -8 -8 8 8 8 8 -8" ShowAsHex="Y">
    <HELP>
(x,z) corresponding to the 4 corners of the support column w.r.t column center
</HELP>
  </PROPERTY>
  <PROPERTY Name="CanWorkAsLandBridge" ID="0x482cb44f" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Set to true if this bridge can work as land bridge
</HELP>
  </PROPERTY>
  <PROPERTY Name="CanWorkAsWaterBridge" ID="0x482cb450" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Set to true if this bridge can work as water bridge
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinHold" ID="0x482cb455" Type="Float32" Default="0.300" ShowAsHex="Y">
    <HELP>
The lowest suspend wire can get in the middle
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinEndHold" ID="0x482cb456" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
The lowest suspend wire can get at the ends (leave it at 0 please)
</HELP>
  </PROPERTY>
  <PROPERTY Name="PylonsHeight" ID="0x482cb457" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Pylons height (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinSpan" ID="0x482cb458" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
The shortest possible bridge of this type (tiles)
</HELP>
  </PROPERTY>
  <PROPERTY Name="EndSupportInterval" ID="0x482cb459" Type="Uint32" Default="0x00000006" ShowAsHex="Y">
    <HELP>
Number of cells between supports at the ends of the bridge
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinPylons" ID="0x482cb45a" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Minimal number of pylons
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxPylons" ID="0x482cb45b" Type="Uint32" Default="0x00000064" ShowAsHex="Y">
    <HELP>
Maximal number of pylons
</HELP>
  </PROPERTY>
  <PROPERTY Name="WireMainTexId" ID="0x482cb45c" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Texture ID for suspension wire
</HELP>
  </PROPERTY>
  <PROPERTY Name="WireTileTexId" ID="0x482cb45d" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Texture ID for vertical suspension wires
</HELP>
  </PROPERTY>
  <PROPERTY Name="MainPylonCorners" ID="0x482cb45e" Type="Float32" Count="8" Default="-8 -8 -8 8 8 8 8 -8" ShowAsHex="Y">
    <HELP>
(x,z) corresponding to the 4 corners of the pylon w.r.t pylon center
</HELP>
  </PROPERTY>
  <PROPERTY Name="BridgeWidth" ID="0x482cb45f" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Bridge width in tiles (defaults to 1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxSpan" ID="0x482cb467" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
    <HELP>
The longest possible bridge of this type (tiles)
</HELP>
  </PROPERTY>
  <PROPERTY Name="CeilingHeight" ID="0x482cb468" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Distance from road top to ceiling of water passage below bridge tiles.
</HELP>
  </PROPERTY>
  <PROPERTY Name="CableStayedFrontAnchors" ID="0x482cb469" Type="Float32" Count="6" Default="0" ShowAsHex="Y">
    <HELP>
3D start and end (x,y,z) of cable attachments on front side of pylon.
</HELP>
  </PROPERTY>
  <PROPERTY Name="CableStayedRearAnchors" ID="0x482cb46a" Type="Float32" Count="6" Default="0" ShowAsHex="Y">
    <HELP>
3D start and end (x,y,z) of cable attachments on rear side of pylon.
</HELP>
  </PROPERTY>
  <PROPERTY Name="CableStayedWireTexture" ID="0x482cb46b" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Instance ID of texture to use for cable-stayed bridge wires.
</HELP>
  </PROPERTY>
  <PROPERTY Name="CableStayedWireThickness" ID="0x482cb46c" Type="Float32" Default="1.5" ShowAsHex="Y">
    <HELP>
Thickness of cable-stayed wires in meters.
</HELP>
  </PROPERTY>
  <PROPERTY Name="CableStayedSpanAnchors" ID="0x482cb46d" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Start and end positions for cable-stayed bridge wires on the span, relative to the pylon.
</HELP>
  </PROPERTY>
  <PROPERTY Name="CableStayedWireCount" ID="0x482cb46e" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
The number of wires on one side of a pylon on a cable-stayed bridge.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bridge Image Key" ID="0x482cb46f" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Group and instance ID for preview image of bridge.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bridge Costs" ID="0x482cb470" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
One-time and per-tile costs for bridge, in simoleons.
</HELP>
  </PROPERTY>
  <PROPERTY Name="WireTilingUnit" ID="0x482cb471" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Height of a repeating wire tile for suspension bridges.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bridge height bias" ID="0x482cb472" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Vertical displacement for all models in a bridge.
</HELP>
  </PROPERTY>
  <PROPERTY Name="SuspensionWireBase" ID="0x482cd460" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Offset of suspension wire base
</HELP>
  </PROPERTY>
  <PROPERTY Name="SuspensionWireInside" ID="0x482cd461" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Offset of suspension wire inside the bridge tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="SupportColumnBase" ID="0x482cd462" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Offset of pylon base
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinAltitudeAboveWater" ID="0x482cd463" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Minimum estimated elevation above water
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxAltitudeAboveWater" ID="0x482cd464" Type="Float32" Default="10000" ShowAsHex="Y">
    <HELP>
Maximum estimated elevation above water
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinEndIntervalFraction" ID="0x482cd465" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
Force pylon-to-end distance to be at least some% of pylon-to-pylon distance.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bridge Name Key" ID="0x482cd466" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Group and instance ID for string name of bridge.
</HELP>
  </PROPERTY>
  <PROPERTY Name="PivotPointPosition" ID="0x4835c6a4" Type="Float32" Count="3" Default="8" ShowAsHex="Y">
    <HELP>
Relative to left, bottom, far corner of bounding box (x,y,z meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="BoundingBox" ID="0x4835c6a5" Type="Float32" Count="6" Default="-8 8 -8 8 -10 10" ShowAsHex="Y">
    <HELP>
Dist (meters) from the pivot pt to left, right, back, front, bottom, top side of model
</HELP>
  </PROPERTY>
  <PROPERTY Name="Test res key table" ID="0x489b6974" Type="Uint32" Count="3" Default="0x67cd5fa1 0x6534284a 0x00000001" ShowAsHex="Y">
    <HELP>
Test for Resource key table editor
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxNormalTerrainHeight" ID="0x48cd7b20" Type="Float32" Count="3" Default="308" ShowAsHex="Y">
    <HELP>
Max normal height in fractally generated terrains, for different city size choices
</HELP>
  </PROPERTY>
  <PROPERTY Name="SeaLevel" ID="0x48cd7b21" Type="Float32" Default="0.150" ShowAsHex="Y">
    <HELP>
Sea level (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinRegularHtFactor" ID="0x48cd7b22" Type="Float32" Count="3" Default="0.25" ShowAsHex="Y">
    <HELP>
Factor governing the min ht for regular terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxRegularHtFactor" ID="0x48cd7b23" Type="Float32" Count="3" Default="0.300" ShowAsHex="Y">
    <HELP>
Factor governing the max ht for regular terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinMountainHtFactor" ID="0x48cd7b24" Type="Float32" Count="3" Default="0.400" ShowAsHex="Y">
    <HELP>
Factor governing the min ht for mountain terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxMountainHtFactor" ID="0x48cd7b25" Type="Float32" Count="3" Default="1" ShowAsHex="Y">
    <HELP>
Factor governing the max ht for mountain terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxTerrainHeight" ID="0x48cd7b26" Type="Float32" Default="600" ShowAsHex="Y">
    <HELP>
Maximum altitude of a terrain vertex
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinTerrainHeight" ID="0x48cd7b27" Type="Float32" Default="6" ShowAsHex="Y">
    <HELP>
Minimum altitude of a terrain vertex
</HELP>
  </PROPERTY>
  <PROPERTY Name="ImageImportScaleFactor" ID="0x48cd7b28" Type="Float32" Default="2.400" ShowAsHex="Y">
    <HELP>
How many meters correspond to one unit of gray scale value in image
</HELP>
  </PROPERTY>
  <PROPERTY Name="DefaultTerrainHeight" ID="0x48cd7b2a" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Default terrain height for new city (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="TemperatureRangeFactor" ID="0x48cd7b30" Type="Float32" Default="0.680" ShowAsHex="Y">
    <HELP>
Factor governing the max temperature range for texture assignment
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaterProximityRangeFactor" ID="0x48cd7b31" Type="Float32" Default="0.600" ShowAsHex="Y">
    <HELP>
Factor governing the max water proxmity range for texture assignment
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumInitialErosionPasses" ID="0x48cd7b40" Type="Uint32" Default="0x00000004" ShowAsHex="Y">
    <HELP>
Number of erosion passes at initial terrain creation time
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumHydraulicIterationsPerInitialErosionPass" ID="0x48cd7b41" Type="Uint32" Default="0x0000007d" ShowAsHex="Y">
    <HELP>
Number of hydraulic erosion iterations in each initial erosion pass
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumWindIterationsPerInitialErosionPass" ID="0x48cd7b42" Type="Uint32" Default="0x00000003" ShowAsHex="Y">
    <HELP>
Number of wind erosion iterations in each initial erosion pass
</HELP>
  </PROPERTY>
  <PROPERTY Name="SeaLevelChangeDueToWaterSlider" ID="0x48cd7b43" Type="Float32" Count="3" Default="10" ShowAsHex="Y">
    <HELP>
The sea level change range (meters) corresponding to the water slider, for diff city sizes
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinCellsInUsefulFlatArea" ID="0x48cd7b50" Type="Uint32" Default="0x00000190" ShowAsHex="Y">
    <HELP>
do not auto flatten it"
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxHtChangeToFlattenFactor" ID="0x48cd7b51" Type="Float32" Default="0.0590" ShowAsHex="Y">
    <HELP>
Controls the extent of height change allowed in auto-flattening
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxTerraceAltitudeFactor" ID="0x48cd7b52" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Controls the maximum altitude upto which auto-flattening gets done
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinTerraceAltitudeFactor" ID="0x48cd7b53" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Controls the lowest altitude at which terraces get created
</HELP>
  </PROPERTY>
  <PROPERTY Name="AutoFlatAreaEdgeSmootheningRadius" ID="0x48cd7b54" Type="Uint32" Default="0x00000004" ShowAsHex="Y">
    <HELP>
To what distance (in cells) around an auto-flattened area we do smoothing
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinShoreCliffSize" ID="0x48cd7b60" Type="Uint32" Default="0x00000004" ShowAsHex="Y">
    <HELP>
Minimum number of shore vertices in a shore cliff
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinShoreCliffCandidateHt" ID="0x48cd7b61" Type="Float32" Default="15" ShowAsHex="Y">
    <HELP>
Minimum pre-existing ht difference at shore for it to be considered for turning into a cliff
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinShoreCliffHt" ID="0x48cd7b62" Type="Float32" Default="40" ShowAsHex="Y">
    <HELP>
Minimum ht above sea level at a shore cliff (after cliff creation)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxShoreCliffHt" ID="0x48cd7b63" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Maximum ht above sea level at a shore cliff (after cliff creation)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxShoreCliffSize" ID="0x48cd7b64" Type="Uint32" Default="0x0000003c" ShowAsHex="Y">
    <HELP>
Maximum number of shore vertices in a shore cliff
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxNormalYForCliff" ID="0x48cd7b65" Type="Float32" Default="0.300" ShowAsHex="Y">
    <HELP>
A face is considered cliff if the y-component of its normal is less than this
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinSeaLevel" ID="0x48cd7b70" Type="Float32" Default="-10" ShowAsHex="Y">
    <HELP>
Minimum sea altitude
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxSeaLevel" ID="0x48cd7b71" Type="Float32" Default="200" ShowAsHex="Y">
    <HELP>
Maximum sea altitude
</HELP>
  </PROPERTY>
  <PROPERTY Name="SeaRaiseLowerAmount" ID="0x48cd7b72" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Extent by which the sea level is raised/lowered for each player click
</HELP>
  </PROPERTY>
  <PROPERTY Name="TerrainRaiseLowerAmount" ID="0x48cd7b73" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Extent by which the terrain level is raised/lowered each time raise/lower menu is selected
</HELP>
  </PROPERTY>
  <PROPERTY Name="AutoFlattenUponCreation" ID="0x48cd7b80" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Run auto-flatten tool upon initial terrain creation
</HELP>
  </PROPERTY>
  <PROPERTY Name="ShoreCliffsUponCreation" ID="0x48cd7b81" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Run cliff creation tool upon initial terrain creation
</HELP>
  </PROPERTY>
  <PROPERTY Name="TypicalBrushAngleIncrement" ID="0x48cd7ba0" Type="Float32" Count="5" Default="11.5" ShowAsHex="Y">
    <HELP>
Angle (in degrees) by which the brush rotates between successive applications
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumFlowStepsPerWaterErosionBrushApplication" ID="0x48cd7bf1" Type="Uint32" Count="5" Default="0x00000014" ShowAsHex="Y">
    <HELP>
Number of water flow steps in each application of water erosion brush
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumWaterErosionIterationsPerInvocation" ID="0x48cd7bf2" Type="Uint32" Default="0x00000006" ShowAsHex="Y">
    <HELP>
Number of water erosion steps in each application of water erosion tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumSmoothingIterationsAfterWaterErosion" ID="0x48cd7bf3" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Number of smoothing iterations after each application of water erosion tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="EdgeReconcilliationSmoothingRadiusVsHeightDiff" ID="0x48cd7c00" Type="Float32" Count="-4" Default="0 16 300 30" ShowAsHex="Y">
    <HELP>
Specifiess the smoothing radius as a function of height adjustment needed
</HELP>
  </PROPERTY>
  <PROPERTY Name="EdgeReconcilliationSmoothingIterations" ID="0x48cd7c01" Type="Uint32" Default="0x00000005" ShowAsHex="Y">
    <HELP>
Smoothing iterations for edge reconcilliation
</HELP>
  </PROPERTY>
  <PROPERTY Name="EdgeReconcilliationHtDifferenceThreshold" ID="0x48cd7c02" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
If the height difference is less than this, don't reconcile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Center Strength" ID="0x48d71ed0" Type="Sint32" Default="240" ShowAsHex="Y">
    <HELP>
Protection effect of station at its center (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Exterior Strength" ID="0x48d71ed1" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Protection effect of station at its limit (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Radius" ID="0x48d71ed2" Type="Float32" Default="400" MinValue="0" MaxValue="4096" ShowAsHex="Y">
    <HELP>
Effect radius of station (in meters).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Total Dispatches" ID="0x48d71ed5" Type="Sint32" Default="1" MinValue="0" MaxValue="31" ShowAsHex="Y">
    <HELP>
Number of police cars that can be dispatched from this station.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Dispatch Center Strength" ID="0x48d71ed9" Type="Sint32" Default="30" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Protection effect of vehicle at its center (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Dispatch Exterior Strength" ID="0x48d71eda" Type="Sint32" Default="0" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Protection effect of vehicle at its limit (in protection units: 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Dispatch Radius" ID="0x48d71edb" Type="Float32" Default="200" MinValue="0" MaxValue="4096" ShowAsHex="Y">
    <HELP>
Effect radius of active vehicle (in meters).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Jail, Inmate Capacity" ID="0x48d71ee0" Type="Sint32" Default="1000" MinValue="0" MaxValue="100" ShowAsHex="Y">
    <HELP>
Jail Inmate Capacity.  Note: The value you see in game and the number you enter here may not match. The value entered here is the ideal number of inmates you can pack into a jail. The number in the game is the practical number you can pack into a jail.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Jail, Overcapacity Cost (per person)" ID="0x48d71ee4" Type="Sint32" Default="10" MinValue="0" ShowAsHex="Y">
    <HELP>
Monthly cost, per convict, for every prisoner over regular (100%) capacity
</HELP>
  </PROPERTY>
  <PROPERTY Name="Waste to energy monthly Capacity" ID="0x48ebd0b1" Type="Uint32" Default="0x00000001" MinValue="0x00000001" MaxValue="0x00989680" ShowAsHex="N">
    <HELP>
Amount of trash converted to energy per month.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Capacity" ID="0x48ee7a44" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Amount of garbage the building can store in a month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Source" ID="0x48f23a7e" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Where this water producer gets its water
</HELP>
    <OPTION Value="0" Name="Fresh Water">
    </OPTION>
    <OPTION Value="1" Name="Salt Water">
    </OPTION>
    <OPTION Value="2" Name="Aquifer">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Budget: BondIncrement" ID="0x490e0aa6" Type="Sint64" Default="0" ShowAsHex="Y">
    <HELP>
Bonds are issued in values that are of this increment
</HELP>
  </PROPERTY>
  <PROPERTY Name="Utility Min Funding to End Strike" ID="0x49122036" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
Minimum funding percentage that must be restored to end a utility strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="Traffic Volume Per Population" ID="0x491332e6" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Traffic volume generated per point of population in a building
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for walking" ID="0x491332e7" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to walk through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for driving" ID="0x491332e8" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to drive through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for a bus" ID="0x491332e9" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to bus travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for a train" ID="0x491332ea" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for a truck" ID="0x491332eb" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to truck travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for a frt train" ID="0x491332ec" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to train travel through rd, rl, hwy, st, x, x, ave, sub, lr, mo, ow, dr, gh
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for subways" ID="0x491332ed" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to subway travel. Set the eighth value.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for el train" ID="0x491332ee" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to ride el train.  Set the eighth value.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max speed by Network for monorail" ID="0x491332ef" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Speed to ride monorail.  Set the ninth value.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max garbage value for UI" ID="0x49134bd4" Type="Uint32" Default="0x00006978" ShowAsHex="Y">
    <HELP>
Maximum number of garbage units reported to the UI, must be less than 32767
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max air pollution value for UI" ID="0x49134bdd" Type="Uint32" Default="0x00006978" ShowAsHex="Y">
    <HELP>
Maximum air pollution value reported to the UI, must be less than 32767
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_R$$$" ID="0x4918c925" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the R$$$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_Cs$$" ID="0x4918c92c" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the CS$$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_Cs$$$" ID="0x4918c930" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the CS$$$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_Co$$$" ID="0x4918c93a" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the CO$$$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Coverage Radius % Effect" ID="0x491b3ad5" Type="Float32" Default="110" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200) by which this ordinance affects coverage radius of health buildings
</HELP>
  </PROPERTY>
  <PROPERTY Name="RipplesEnabled" ID="0x491c9c00" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Enable/disable ripples
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleMinShoreSizeForPlacement" ID="0x491c9c01" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Place ripples only if the shore is these many cells long
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleQuadWidth" ID="0x491c9c02" Type="Float32" Count="5" Default="16" ShowAsHex="Y">
    <HELP>
Approximate width of the quads along the ribbon axis (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleLandVertexHtAboveSeaLevel" ID="0x491c9c03" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Land side of the ribbon is keptabove sea level to get ripple washing the beach effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleTextureUIncrementPerQuad" ID="0x491c9c04" Type="Float32" Count="5" Default="0.400" ShowAsHex="Y">
    <HELP>
What portion of the texture corresponds to each quad
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleWaterSideRibbonWidth" ID="0x491c9c05" Type="Float32" Count="5" Default="24" ShowAsHex="Y">
    <HELP>
Dist (meters) from ribbon center to the quad edge on water side
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleLandSideRibbonWidth" ID="0x491c9c06" Type="Float32" Count="5" Default="1" ShowAsHex="Y">
    <HELP>
Dist (meters) from ribbon center to the quad edge on land side
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleMicroSecsPerFrame" ID="0x491c9c07" Type="Uint32" Default="0x00989680" ShowAsHex="Y">
    <HELP>
Microseconds spent in each frame of animation
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleLandVertexAlpha" ID="0x491c9c08" Type="Uint8" Count="5" Default="0x00" ShowAsHex="Y">
    <HELP>
Alpha values for the ribbon vertices on the land side
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleWaterVertexAlpha" ID="0x491c9c09" Type="Uint8" Count="5" Default="0x00" ShowAsHex="Y">
    <HELP>
Alpha values for the ribbon vertices on the water side
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleWaterSideRibbonWidthVariation" ID="0x491c9c0a" Type="Float32" Count="5" Default="0.200" ShowAsHex="Y">
    <HELP>
Factor governing the variation of the ribbon width [0-1]
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleConcavityThresholdAngle" ID="0x491c9c0b" Type="Float32" Count="5" Default="30" ShowAsHex="Y">
    <HELP>
If the variation in ripple tangent direction is more than this, we break the ripple there
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleTerrainUpdateAreaThreshold" ID="0x491c9c0c" Type="Uint32" Default="0x00000384" ShowAsHex="Y">
    <HELP>
If the area (square cells) of terrain edits exceeds this, ripples get reevaluated
</HELP>
  </PROPERTY>
  <PROPERTY Name="RippleAlphaIncrementSteps" ID="0x491c9c0d" Type="Uint32" Default="0x00000006" ShowAsHex="Y">
    <HELP>
On the edges of the ripples, alpha increments over these many steps to reach its max
</HELP>
  </PROPERTY>
  <PROPERTY Name="High Wealth HQ" ID="0x4929cc97" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
HQ assigned to new High Wealth residents
</HELP>
  </PROPERTY>
  <PROPERTY Name="Life Expectancy to Workforce % Curve" ID="0x4941a92b" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps Life Expectancy of a tract to the % of that tract that is in the workforce
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel strategy percent WealthNone" ID="0x4953e8a3" Type="Uint8" Count="3" Default="0x00" ShowAsHex="Y">
    <HELP>
Odds of selecting each travel strategy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel strategy percent Wealth$" ID="0x4953e8a4" Type="Uint8" Count="3" Default="0x00" ShowAsHex="Y">
    <HELP>
Odds of selecting each travel strategy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel strategy percent Wealth$$" ID="0x4953e8a5" Type="Uint8" Count="3" Default="0x00" ShowAsHex="Y">
    <HELP>
Odds of selecting each travel strategy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel strategy percent Wealth$$$" ID="0x4953e8a6" Type="Uint8" Count="3" Default="0x00" ShowAsHex="Y">
    <HELP>
Odds of selecting each travel strategy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Underground Piece Depth" ID="0x496e564c" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Default depth of underground network piece below terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Use Pipe Depth" ID="0x496e5a36" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If false, normal pipe pieces are placed as per intersections
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Purpose Filter" ID="0x496e88f1" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Zone purpose types compatible with automaton (none == can appear around any purpose)
</HELP>
  </PROPERTY>
  <PROPERTY Name="ScrollingDeceleration" ID="0x4975dd20" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Amount to decelerate scrolling speed per GZPaint tick.  Use with ScrollingDecelerationIsPercentage.
</HELP>
  </PROPERTY>
  <PROPERTY Name="ScrollingDecelerationIsPercentage" ID="0x4975dd25" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
True if ScrollingDeceleration should be the percentage (0.0-1.0) to decelerate per GZPaint tick.  False if that amount should be the absolute amount to decrement the speed per tick.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Unwatered Building Color" ID="0x497f42a4" Type="Uint8" Count="4" Default="0x00" ShowAsHex="Y">
    <HELP>
RGBA color for unwatered buildings in pipe view
</HELP>
  </PROPERTY>
  <PROPERTY Name="Vehicle Density Curve" ID="0x4998c89c" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps city population to a multiplier (0.0-1.0) for vehicle density
</HELP>
  </PROPERTY>
  <PROPERTY Name="Active Travel Types" ID="0x4998c89d" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Which travel types are currently visible and simulated by the automata system
</HELP>
    <OPTION Value="0" Name="None">
    </OPTION>
    <OPTION Value="1" Name="Commute">
    </OPTION>
    <OPTION Value="2" Name="Bus">
    </OPTION>
    <OPTION Value="3" Name="Freight Truck">
    </OPTION>
    <OPTION Value="4" Name="Commute Train">
    </OPTION>
    <OPTION Value="5" Name="Freight Train">
    </OPTION>
    <OPTION Value="6" Name="Subway">
    </OPTION>
    <OPTION Value="7" Name="Occupant Trip">
    </OPTION>
    <OPTION Value="8" Name="Crime">
    </OPTION>
    <OPTION Value="9" Name="El Train">
    </OPTION>
    <OPTION Value="10" Name="Monorail">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Max Vehicles Per Second" ID="0x4998c89e" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Max number of vehicles to cross a tile per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Vehicles" ID="0x4998c89f" Type="Uint32" Default="0x00000050" ShowAsHex="Y">
    <HELP>
Maximum number of vehicles at one time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Vehicle Min/Max KPH" ID="0x4998c900" Type="Uint32" Count="2" Default="0x0000003c 0x0000005a" ShowAsHex="Y">
    <HELP>
Minimum and maximum DEFAULT speed for vehicles, in kilometers per hour
</HELP>
  </PROPERTY>
  <PROPERTY Name="Ped Density Curve" ID="0x4998c901" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps city population to a multiplier (0.0-1.0) for ped (sim) density
</HELP>
  </PROPERTY>
  <PROPERTY Name="Vehicle Lifespan Range" ID="0x4998c902" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Number of cells that occupant-trip vehicles should travel before disappearing
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Peds Per Second" ID="0x4998c903" Type="Float32" Default="8" ShowAsHex="Y">
    <HELP>
Max number of peds to cross a tile per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Peds" ID="0x4998c904" Type="Uint32" Default="0x00000050" ShowAsHex="Y">
    <HELP>
Maximum number of pedestrianss at one time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Ped Min/Max KPH" ID="0x4998c905" Type="Uint32" Count="2" Default="0x00000007 0x0000000a" ShowAsHex="Y">
    <HELP>
Minimum and maximum DEFAULT speed for pedestrians, in kilometers per hour
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Aircraft" ID="0x4998c908" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
    <HELP>
Maximum number of aircraft at one time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Ped Lifespan Range" ID="0x4998c909" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Number of cells that occupant-trip pedestrians should travel before disappearing
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant Trip Noise Range" ID="0x4998c90a" Type="Float32" Count="2" Default="0.400 0.800" ShowAsHex="Y">
    <HELP>
Range for random value used to dampen occupancy values when generating occupant trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Watercraft" ID="0x4998c90b" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
    <HELP>
Maximum number of watercraft at one time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Commute clock" ID="0x4998c90c" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of commute automata generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bus clock" ID="0x4998c90d" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of bus automata generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight train clock" ID="0x4998c90e" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of freight train automata generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Commute train clock" ID="0x4998c90f" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of commute train automata generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant trip clock" ID="0x4998c910" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of occupant trip automata generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight truck clock" ID="0x4998c911" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of freight truck automata generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stop Sign Delay" ID="0x4998c912" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
How long in seconds an automaton will pause at a stop sign
</HELP>
  </PROPERTY>
  <PROPERTY Name="Street Go Time" ID="0x4998c913" Type="Float32" Default="0.800" ShowAsHex="Y">
    <HELP>
How long in seconds traffic coming from secondary streets gets the green light
</HELP>
  </PROPERTY>
  <PROPERTY Name="Road Go Time" ID="0x4998c914" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
How long in seconds traffic coming from main roads gets the green light
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avenue Go Time" ID="0x4998c915" Type="Float32" Default="8" ShowAsHex="Y">
    <HELP>
How long in seconds traffic coming from avenues/boulevards gets the green light
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fade Time" ID="0x4998c916" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
How long in seconds it takes automata to fade in or out
</HELP>
  </PROPERTY>
  <PROPERTY Name="Vehicle Min Zoom Visibility" ID="0x4998c918" Type="Uint8" Default="0x03" ShowAsHex="Y">
    <HELP>
Lowest zoom level at which vehicles are visible
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pedestrian Min Zoom Visibility" ID="0x4998c919" Type="Uint8" Default="0x04" ShowAsHex="Y">
    <HELP>
Lowest zoom level at which pedestrians are visible
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aircraft Min Zoom Visibility" ID="0x4998c91a" Type="Uint8" Default="0x03" ShowAsHex="Y">
    <HELP>
Lowest zoom level at which aircraft are visible
</HELP>
  </PROPERTY>
  <PROPERTY Name="Watercraft Min Zoom Visibility" ID="0x4998c91b" Type="Uint8" Default="0x03" ShowAsHex="Y">
    <HELP>
Lowest zoom level at which watercraft are visible
</HELP>
  </PROPERTY>
  <PROPERTY Name="Use 24-hour clock" ID="0x4998c91c" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Automata should base traffic levels on 24-hour clock
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant Trip Population Radius" ID="0x4998c91d" Type="Uint8" Default="0x05" ShowAsHex="Y">
    <HELP>
How many cells around a road tile the system will check population for occupant trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Time" ID="0x499afa38" Type="Uint8" Default="0x1e" ShowAsHex="N">
    <HELP>
Time in days to complete construction. Recommended range: [15, 255]
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line curve distance between points" ID="0x49a195c0" Type="Float32" Default="8" ShowAsHex="Y">
    <HELP>
Distance between the points generated for power line curves
</HELP>
  </PROPERTY>
  <PROPERTY Name="Requester Satisfaction" ID="0x49a1e05a" Type="Uint32" ShowAsHex="Y">
    <OPTION Value="0x49a1e995" Name="Wealth">
    </OPTION>
    <OPTION Value="0x49a1e996" Name="Crime">
    </OPTION>
    <OPTION Value="0xe9a4300b" Name="Garbage">
    </OPTION>
    <HELP>
Which prop requester this prop satisfies. Most props satisfy the Wealth Requester, meaning they express the wealth level of the lot or street they are placed on. Choices are Wealth, Crime and Garbage.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line control horiz. %" ID="0x49a1e8c4" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Percent of line length at which to place control points, horizontally
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight traffic scaling factor" ID="0x49a2e8be" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Percentage of industrial bldg. population that will generate freight trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Prop Request Curve" ID="0x49a34301" Type="Float32" Count="-4" Default="0 0 1 4" ShowAsHex="Y">
    <HELP>
Crime level (0-1) vs. Prop Share
</HELP>
  </PROPERTY>
  <PROPERTY Name="Drive on Right" ID="0x49be9565" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
DEBUG ONLY - Sims drive on the right side of the road, like proper Americans
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxFireStage" ID="0x49beda31" Type="Uint8" MinValue="0x01" MaxValue="0x05" ShowAsHex="N">
    <HELP>
Highest fire stage that this occupant reaches before burning down. Range = 1 to 5.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nighttime State Change" ID="0x49c9c93c" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
How this prop reacts to night
</HELP>
    <OPTION Value="0" Name="No change">
    </OPTION>
    <OPTION Value="1" Name="Change to state 1">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Plop Cost" ID="0x49cac341" Type="Sint64" Default="100" MinValue="0" MaxValue="10000000" ShowAsHex="N">
    <HELP>
Cost to plop this building, in Simoleans(tm)
</HELP>
  </PROPERTY>
  <PROPERTY Name="kPropertyID_NetworkPlacementPattern" ID="0x49d55951" Type="Uint8" Count="4" Default="0x00" ShowAsHex="Y">
    <HELP>
kPropertyID_NetworkPlacementPattern
</HELP>
  </PROPERTY>
  <PROPERTY Name="AutoScrollSpeed" ID="0x49e5522f" Type="Float32" Default="0.200" ShowAsHex="Y">
    <HELP>
Speed of scrolling when cursor hits screen edge.
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeBrushStrengthAtEpicenterVsQuakeIntensity" ID="0x4a08c500" Type="Float32" Count="-4" Default="0 0.200 1" ShowAsHex="Y">
    <HELP>
Brush strength multiplier at epicenter vs. quake intensity
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeBrushWidthAtEpicenterVsQuakeIntensity" ID="0x4a08c501" Type="Float32" Count="-4" Default="0 0.300 1" ShowAsHex="Y">
    <HELP>
Brush width multiplier at epicenter vs. quake intensity
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeBrushStrengthVsDistance" ID="0x4a08c502" Type="Float32" Count="-4" Default="0 1 2048 0" ShowAsHex="Y">
    <HELP>
Variation of brush strength with distance from epicenter
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeBrushWidthVsDistance" ID="0x4a08c503" Type="Float32" Count="-4" Default="0 1 3000 0" ShowAsHex="Y">
    <HELP>
Variation of brush width with distance from epicenter
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeDistBetweenEffects" ID="0x4a08c504" Type="Float32" Default="40" ShowAsHex="Y">
    <HELP>
Distance in meters, specifying how far apart we place effects
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeFaultLineCurviness" ID="0x4a08c505" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Max deviation from a straight fault line
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeMaxFaultLineSlopeVariation" ID="0x4a08c506" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max variation (degrees) in the slope of fault line
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeBrushTravelSpeed" ID="0x4a08c507" Type="Float32" Default="32" ShowAsHex="Y">
    <HELP>
Speed (meters/sec) with which earthquake brush moves
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeMicroSecsBetweenShakeEffects" ID="0x4a08c508" Type="Uint32" Default="0x00002710" ShowAsHex="Y">
    <HELP>
Microsecs between shake effects
</HELP>
  </PROPERTY>
  <PROPERTY Name="QuakeDistBetweenAutomataRepulsors" ID="0x4a08c509" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Distance in meters, specifying how far apart we place automata repulsors
</HELP>
  </PROPERTY>
  <PROPERTY Name="PipeBurstMinLeakTimeBeforeBurst" ID="0x4a08c600" Type="Float32" Default="5" ShowAsHex="Y">
    <HELP>
Min time (secs) from onset of leak until burst happens
</HELP>
  </PROPERTY>
  <PROPERTY Name="PipeBurstMaxLeakTimeBeforeBurst" ID="0x4a08c601" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max time (secs) from onset of leak until burst happens
</HELP>
  </PROPERTY>
  <PROPERTY Name="Effect Name" ID="0x4a08c700" Type="String" ShowAsHex="Y">
    <HELP>
Specifies base name of disaster effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Manager ID" ID="0x4a08c701" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies the id of the disaster manager to use
</HELP>
  </PROPERTY>
  <PROPERTY Name="StopPickAtWaterSurface" ID="0x4a08c702" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Mouse pick for disaster trigger should choose water surface instead of terrain bed underneath
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Type filter" ID="0x4a0b47e0" Type="Uint32" Count="-8" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Occupant types to include or exclude (0=unused).
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Invert filter" ID="0x4a0b47e1" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If true, the occupant filter is exclusive rather than inclusive.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Hide zones" ID="0x4a0b47e2" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If true, zoning decals are hidden.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: View level" ID="0x4a0b47e3" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies a surface or underground view to use.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Color ramp" ID="0x4a0b47e4" Type="Uint32" Count="10" Default="0x00000000 0xff000000 0x00000040 0xff3f3f3f 0x00000080 0xff7f7f7f 0x000000c0 0xffbfbfbf 0x000000ff 0xffffffff" ShowAsHex="Y">
    <HELP>
Color progression to use for data.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Data source" ID="0x4a0b47e5" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Data overlay to display.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Zone opacity" ID="0x4a0b47e6" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Override value for undeveloped zone opacity (0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Interpolate data" ID="0x4a0b47e7" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If true, data map is interpolated to city cell resolution.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Quantize lots" ID="0x4a0b47e8" Type="Uint32" Default="0xffffffff" ShowAsHex="Y">
    <HELP>
Force data to be uniform over lots, possibly of a specific type.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Highlight mode" ID="0x4a0b47e9" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Selects building types for coverage rings and highlights.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Coverage effect" ID="0x4a0b47ea" Type="String" ShowAsHex="Y">
    <HELP>
Specifies visual effect for coverage rings.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Custom view" ID="0x4a0b47eb" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies a CLSID of special code to create a custom view.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Maximum scale" ID="0x4a0b47ec" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies a scaling factor for 16-bit maps.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Demand type" ID="0x4a0b47ed" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specifies a layer subtype for development layers (R$, CO$$, etc.)
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Coverage circle color" ID="0x4a0b47ee" Type="Uint32" Default="0x00ffffff" ShowAsHex="Y">
    <HELP>
Enables coverage circles for current highlight type with given color (0xRRGGBB, HTML-style).
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Highlight color" ID="0x4a0b47ef" Type="Uint32" Default="0xff00ff00" ShowAsHex="Y">
    <HELP>
Shows highlighted buildings on 2D map with given color (0xAARRGGBB).
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Force zones" ID="0x4a0b47f0" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If true, developed lots will show up as plain zone coloring.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Network vislevel" ID="0x4a0b47f1" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Sets which networks are visible.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Legends Color" ID="0x4a0b47f2" Type="Uint32" Count="9" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Set Color for legend on Data view
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Legends GUIDS" ID="0x4a0b47f3" Type="Uint32" Count="9" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID for ledgend Text GroupID, GUID
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Legends Header" ID="0x4a0b47f4" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Selects building types for coverage rings and highlights.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Show zone map" ID="0x4a0b47f5" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Displays zone coloring in the 2D map.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Prop Time of Day" ID="0x4a149631" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
    <HELP>
Range of hours on 24-hour clock (0-23) when prop will be at state 0 (visible).  If start and end times are both 0, always visible.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Neutral Tax Rate vs. Population" ID="0x4a1f38b5" Type="Float32" Count="-2" Default="0 10" ShowAsHex="Y">
    <HELP>
What is the highest tax rate you can set before demand suffers?
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Tax Modifier vs. Rate Variance" ID="0x4a1f38b6" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much is demand impacted by tax rates above or below neutral?
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Days of Tax Penalty" ID="0x4a1f38b7" Type="Uint32" Default="0x0000005a" ShowAsHex="Y">
    <HELP>
How long a high tax rate depresses demand (even after it is lowered)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Commercical Cap Relief for Connections" ID="0x4a1f38c5" Type="Float32" Count="13" Default="10000 10000 100000 0 0 0 0 20000 0" ShowAsHex="Y">
    <HELP>
Relief for first connection (more have diminishing returns)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Commercical Cap Relief for Airports" ID="0x4a1f38c6" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Relief per connected Co population
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Commercical Cap Relief for Seaports" ID="0x4a1f38c7" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Relief per industrial trip
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Industrial Cap Relief for Trips" ID="0x4a1f38c8" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Relief per neighbor trip
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Industrial Cap Relief for Airports" ID="0x4a1f38c9" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Relief per connected Co population
</HELP>
  </PROPERTY>
  <PROPERTY Name="Demand: Industrial Cap Relief for Seaports" ID="0x4a1f38ca" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Relief per industrial trip
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand ID list" ID="0x4a1f629f" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
List of IDs corresponding to Demand Modifiers
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Default Demand Modifier vs. Month" ID="0x4a1f62a0" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 1 vs. Month" ID="0x4a1f62a1" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 2 vs. Month" ID="0x4a1f62a2" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 3 vs. Month" ID="0x4a1f62a3" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 4 vs. Month" ID="0x4a1f62a4" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 5 vs. Month" ID="0x4a1f62a5" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 6 vs. Month" ID="0x4a1f62a6" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 7 vs. Month" ID="0x4a1f62a7" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 8 vs. Month" ID="0x4a1f62a8" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 9 vs. Month" ID="0x4a1f62a9" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 10 vs. Month" ID="0x4a1f62b0" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 11 vs. Month" ID="0x4a1f62b1" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Demand Modifier 12 vs. Month" ID="0x4a1f62b2" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Demand boost over time
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nation: Difficulty Demand Modifier" ID="0x4a1f6300" Type="Float32" Count="3" Default="0.0175 0.00980 0" ShowAsHex="Y">
    <HELP>
Demand boost, indexed by difficulty
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Crew Time" ID="0x4a270db0" Type="Float32" Default="1.5" ShowAsHex="Y">
    <HELP>
Number of seconds the construction crew will spend per tile while building network
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Crew Vehicle Speed" ID="0x4a270e94" Type="Float32" Default="32" ShowAsHex="Y">
    <HELP>
Speed of construction crew vehicles in meters/second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Crew Lead Vehicle Instance" ID="0x4a271248" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Instance ID of construction crew lead vehicle
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Crew Follow Vehicle Instance" ID="0x4a27124f" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Instance ID of construction crew follow vehicle
</HELP>
  </PROPERTY>
  <PROPERTY Name="Construction Crew Vehicle Path Type" ID="0x4a275748" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Type of path used by construction crew vehicles (0=None, 1=Auto, 2=Ped, 3=Train, 4=Subway
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Garbage Decay Rate" ID="0x4a280510" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
The rate at which garbage decays in units per month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Level Tolerance Threshold" ID="0x4a280513" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
The altitude variance of the landfill zone before levelling will take place
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simolean Cost Per Tile" ID="0x4a2d49b9" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Cost to create a tile of network using this tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfig Required Roads" ID="0x4a4a88f0" Type="Uint8" ShowAsHex="Y">
    <HELP>
Bits 0 - 3 indicate which sides of the lot require a road (before rotation).Side ordering is SC4 standard (0 = left side, 1 = top side, etc.
</HELP>
<OPTION Value="0" Name="None"/>
<OPTION Value="1" Name="Left"/>
<OPTION Value="2" Name="Behind"/>
<OPTION Value="4" Name="Right"/>
<OPTION Value="8" Name="Front"/>
<OPTION Value="9" Name="Left Corner"/>
<OPTION Value="12" Name="Right Corner"/>
  </PROPERTY>
  <PROPERTY Name="VolcanoLavaCurveSolidifcationRate" ID="0x4a4bc714" Type="Float32" Count="-4" Default="0 0.0175 1" ShowAsHex="Y">
    <HELP>
Solidification Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Activate Sound" ID="0x4a4c132e" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <OPTION Value="0xaa4c4718" Name="Coal Power Up">
    </OPTION>
    <OPTION Value="0x2a4c42b3" Name="Hydrogen Power Up">
    </OPTION>
    <OPTION Value="0xca4c4395" Name="Natural Gas Power Up">
    </OPTION>
    <OPTION Value="0xea4c4755" Name="Nuclear Power Up">
    </OPTION>
    <OPTION Value="0xea4c4790" Name="Oil Power Up">
    </OPTION>
    <OPTION Value="0x0a4c44bf" Name="Solar Power Up">
    </OPTION>
    <OPTION Value="0x6a4c4490" Name="Wind Power Up">
    </OPTION>
    <OPTION Value="0x4a4c47b0" Name="Waste To Energy Power Up">
    </OPTION>
    <OPTION Value="0x0a55aaec" Name="Water Pump">
    </OPTION>
    <OPTION Value="0x2a55b1b1" Name="Water Purification Plant">
    </OPTION>
    <HELP>
GUID of sound played when building goes online.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Bus Density Curve" ID="0x4a511873" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps city population to a multiplier (0.0-1.0) for bus density
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power pole placement cost" ID="0x4a5f5953" Type="Uint32" Default="0x0000000f" ShowAsHex="Y">
    <HELP>
Cost to place a power pole using the power line tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="Desirability Effect Values" ID="0x4a5f7315" Type="Float32" Count="-3" Default="12 10 0" ShowAsHex="Y">
    <HELP>
Radius in cells, Max effect, and min effect for each developer
</HELP>
  </PROPERTY>
  <PROPERTY Name="Desirability Effect IDs" ID="0x4a5f7c4b" Type="Uint32" Count="-1" Default="0x00001010" ShowAsHex="Y">
    <HELP>
Growth Developer IDs to go with next property
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Garbage on Valve" ID="0x4a652679" Type="Uint32" Default="0x00007fff" ShowAsHex="N">
    <HELP>
Maximum amount of garbage units the valve can hold
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill Tile Capacity" ID="0x4a65267a" Type="Uint32" Default="0x00004000" ShowAsHex="N">
    <HELP>
Amount of garbage units each landfill tile can hold
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zoo Escape Chance Curve" ID="0x4a6676ad" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Input: park efficiency (0-100)  Output: Chance of zoo escape each month (0-100)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Total Max Garbage Monthly" ID="0x4a677e5b" Type="Uint32" Default="0x00009c40" ShowAsHex="N">
    <HELP>
The max total amount of garbage units taken in by landfills monthly
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Monthly Max Garbage per Landfill" ID="0x4a677e5c" Type="Uint32" Default="0x00002710" ShowAsHex="N">
    <HELP>
The max amount of garbage units taken in by each landfill monthly
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Move Landfill Tiles with Terrain" ID="0x4a677e5d" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Flag indicating whether or not to move landfill tiles with terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Monthly Max Garbage Decayed per Landfill" ID="0x4a677e5e" Type="Uint32" Default="0x00000bb8" ShowAsHex="N">
    <HELP>
The max amount of garbage units to decay in each landfill monthly
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landfill: Default Landfill Cell Maintenance Cost" ID="0x4a677e5f" Type="Sint64" Default="1" ShowAsHex="Y">
    <HELP>
Monthly maintenance cost of a landfill cell (can be overridden by the model budghet cost property)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Nearest Destination Attractiveness" ID="0x4a678060" Type="Float32" Default="0.75" ShowAsHex="Y">
    <HELP>
Lower scores means more side explorations but also more CPU time
</HELP>
  </PROPERTY>
  <PROPERTY Name="States as Frames" ID="0x4a70d491" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Add this property only if prop states are visually depicted by different frames in an animated model instance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Prop Random Chance" ID="0x4a751ad5" Type="Uint8" Default="0x64" MinValue="0x00" MaxValue="0x64" Step="0x64" ShowAsHex="Y">
    <HELP>
Random chance (0-100) of this prop appearing according to time-of-day and simulator date
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simulator Date Duration" ID="0x4a764564" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
How long in simulator days the prop will stay active once triggered
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Min Music Volume Level" ID="0x4a7cb3ba" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Minimum music volume level setting for slider in audio prefs (0-1024)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Min Sound Volume Level" ID="0x4a7cb3bb" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Minimum sound volume level setting for slider in audio prefs (0-1024)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Max Music Volume Level" ID="0x4a7cb3bc" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Max music volume level setting for slider in audio prefs (0-1024)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Max Sound Volume Level" ID="0x4a7cb3bd" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Max sound volume level setting for slider in audio prefs (0-1024)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Vol Adjustment" ID="0x4a7cb3be" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Amount by which to adjust music volume such that at 80 percent it matches the sfx volume at full
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Fadeout Time (ms)" ID="0x4a7cb3bf" Type="Uint32" Default="0x00000fa0" ShowAsHex="Y">
    <HELP>
Time (in ms) within which music fades out when switching radio stations
</HELP>
  </PROPERTY>
  <PROPERTY Name="Previewable" ID="0x4a89fcf3" Type="Bool" ShowAsHex="Y">
    <HELP>
If set to true, the prop will appear in the building plop preview
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:Max Playing Sounds" ID="0x4a946a5d" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Max playing sounds
</HELP>
  </PROPERTY>
  <PROPERTY Name="Light" ID="0x4a9f188b" Type="Bool" ShowAsHex="Y">
    <HELP>
Set if prop has a light mask and should light up at night with the lot building.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LayerVolumeSmoothDelta" ID="0x4aa03db1" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Layer volume smoothing delta limit
</HELP>
  </PROPERTY>
<PROPERTY Name="Catalog Capacity" ID="0x4aa60ebc" Type="Uint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying capacity in the catalog - not simulated
  </HELP>
</PROPERTY>
<PROPERTY Name="Maximum Catalog Capacity" ID="0x4aa60ebd" Type="Uint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying maximum capacity (last stage) in the catalog - not simulated
  </HELP>
</PROPERTY>
<PROPERTY Name="Maximum Catalog Cost" ID="0x4aa60ebe" Type="Sint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying maximum monthly cost (last stage) in the catalog - not simulated
  </HELP>
</PROPERTY>
<PROPERTY Name="Maximum Plop Cost" ID="0x4aa60ebf" Type="Uint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying maximum plop cost (last stage) in the catalog - not simulated
  </HELP>
</PROPERTY>
<PROPERTY Name="Alt. Catalog Capacity" ID="0x4aa60ec0" Type="Uint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying alternative capacity (other than port) in the catalog - not simulated
  </HELP>
</PROPERTY>
<PROPERTY Name="Maximum Alt. Catalog Capacity" ID="0x4aa60ec1" Type="Uint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying maximum alternative capacity (other than port) in the catalog - not simulated
  </HELP>
</PROPERTY>
<PROPERTY Name="Maximum Alt. Catalog Cost" ID="0x4aa60ec2" Type="Sint32" Default="0x00000000" ShowAsHex="N">
  <HELP>
    Value for displaying maximum alternate monthly cost (other than port) in the catalog - not simulated
  </HELP>
</PROPERTY>
  <PROPERTY Name="Maximum EQ Boost" ID="0x4aa84161" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max EQ boost achievable without reward buildings.  Used to scale values for Sims opinion polls.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Death's door effect chance" ID="0x4ab70dac" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Percent chance (0-100.0) that the effect will play for a tract that's at death's door.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Death's door effect height delta" ID="0x4ab71659" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Random height variance for effect for a tract that's at death's door.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: Land Value to Simoleans" ID="0x4ac519b8" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
For each taxable square of the given land value, the number of Simoleans produced
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDe_MaxUnitCostForGarbageDealsRCurve" ID="0x4b61ffc9" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
    <HELP>
Maps true simulation cost to synthetic cost value used by garbage deals.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Automaton Display Name" ID="0x4b733e12" Type="String" ShowAsHex="Y">
    <HELP>
Player-visible name of this automaton during query
</HELP>
  </PROPERTY>
  <PROPERTY Name="Speed Multiplier by Network" ID="0x4bae8fe0" Type="Float32" Count="13" Default="1 1 2 0.5 0 0 1.5 1 1 1.779 1.200 0.300 2" ShowAsHex="Y">
    <HELP>
Multiply by default speed on road, rail, highway, street, pipe, powerline, avenue, subway, light rail, monorail, 1-way road, dirt road, ground highway
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lane Switch Cost" ID="0x4bae8fe1" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
Cost to add per vehicle when deciding whether to switch lanes to pass slower-moving vehicles
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lane Switch Max Distance" ID="0x4bae8fe2" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
Max distance in meters that a vehicle will switch lanes on a multi-lane network
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion to Accident Probability" ID="0x4be09ec9" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Maps congestion to accident probablity
</HELP>
  </PROPERTY>
  <PROPERTY Name="Capacity to Accident Probability" ID="0x4be09eca" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Maps capacity to accident probablity
</HELP>
  </PROPERTY>
  <PROPERTY Name="Accident Duration" ID="0x4be09ecb" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Time (in seconds) that a traffic accident lasts
</HELP>
  </PROPERTY>
  <PROPERTY Name="Accident Check Period" ID="0x4be09ecc" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Period (in seconds) that the traffic sim tests for accidents
</HELP>
  </PROPERTY>
  <PROPERTY Name="Transit Switch Capacity Effect" ID="0x4bfc47b0" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If true, this building radiates capacity reduction like intersections
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AEMSVolumeCurve" ID="0x4bfdd955" Type="Float32" Count="-2" Default="0 1" ShowAsHex="Y">
    <HELP>
AEMS Volume curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsHeight" ID="0x66fbf7a9" Type="Float32" Default="500" ShowAsHex="Y">
    <HELP>
Height that clouds float at
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsFormHeight" ID="0x66fbf7aa" Type="Float32" Default="200" ShowAsHex="Y">
    <HELP>
Lowest terrain height that clouds form over
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsFadeInHeight" ID="0x66fbf7ab" Type="Float32" Default="250" ShowAsHex="Y">
    <HELP>
Lowest terrain height that clouds have max opacity
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsFadeOutHeight" ID="0x66fbf7ac" Type="Float32" Default="425" ShowAsHex="Y">
    <HELP>
Terrain height above which clouds begin to fade
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsDisperseHeight" ID="0x66fbf7ad" Type="Float32" Default="450" ShowAsHex="Y">
    <HELP>
Terrain height above which clouds fade completely
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsSlowDownHeight" ID="0x66fbf7ae" Type="Float32" Default="425" ShowAsHex="Y">
    <HELP>
Terrain height above which clouds begin to slow
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsStopHeight" ID="0x66fbf7af" Type="Float32" Default="445" ShowAsHex="Y">
    <HELP>
Terrain height above which clouds stop completely
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsSizeRange" ID="0x66fbf7b0" Type="Float32" Count="2" Default="80 200" ShowAsHex="Y">
    <HELP>
Min and Max of cloud size variation (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsAspectRange" ID="0x66fbf7b1" Type="Float32" Count="2" Default="0.800 1" ShowAsHex="Y">
    <HELP>
Min and Max of cloud aspect ratio variation (0-1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsOpacityRange" ID="0x66fbf7b2" Type="Float32" Count="2" Default="0.680 0.879" ShowAsHex="Y">
    <HELP>
Min and Max of cloud opacity variation (0-1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsIntensityRange" ID="0x66fbf7b3" Type="Float32" Count="2" Default="0.879 1" ShowAsHex="Y">
    <HELP>
Min and Max of cloud intensity variation (0-1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsSpeedRange" ID="0x66fbf7b4" Type="Float32" Count="2" Default="0.0140 0.0250" ShowAsHex="Y">
    <HELP>
Min and Max of cloud speed variation (meters/msec)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsShadeOffsetRange" ID="0x66fbf7b5" Type="Float32" Count="2" Default="0.800 1.200" ShowAsHex="Y">
    <HELP>
Min and Max scale factors for ShadeOffsetDir
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsCursorHideRange" ID="0x66fbf7b6" Type="Float32" Count="2" Default="300 650" ShowAsHex="Y">
    <HELP>
Min and Max radii in world units where clouds are hidden by cursor.
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsShadeIntensity" ID="0x66fbf7b8" Type="Float32" Default="0.340" ShowAsHex="Y">
    <HELP>
brightness of shadow quad as % of highlight (0-1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsSimSpeedFactor" ID="0x66fbf7ba" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier for cloud speed based on sim speed. Slow Med Fast Paused
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsShadeOffsetDir" ID="0x66fbf7bb" Type="Float32" Count="2" Default="0.25 -0.108" ShowAsHex="Y">
    <HELP>
X and Y(Z) offset of shade quad as a ratio of particle size (0-1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsMaxParticles" ID="0x66fbf7bc" Type="Uint32" Default="0x0000001e" ShowAsHex="Y">
    <HELP>
Max # of cloud particles that can exist at once
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsMinFadeInTime" ID="0x66fbf7bd" Type="Float32" Default="1500" ShowAsHex="Y">
    <HELP>
Min time for particles to fade in when they spawn visible, or to fade out when they die due to age. (Milliseconds)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsParticleMaxAge" ID="0x66fbf7be" Type="Float32" Default="45000" ShowAsHex="Y">
    <HELP>
Max particle lifetime (Milliseconds)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsParticleGenRate" ID="0x66fbf7bf" Type="Float32" Default="45000" ShowAsHex="Y">
    <HELP>
Particle spawning rate (Particles per second)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsAllowHiddenParticles" ID="0x66fbf7c0" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
if true, particles are still simulated outside of regions where clouds are visible
</HELP>
  </PROPERTY>
  <PROPERTY Name="MtnCloudsZoomFade" ID="0x66fbf7c1" Type="Float32" Count="5" Default="1" ShowAsHex="Y">
    <HELP>
Percent of normal opacity by zoom level. Set to 0 to disable a particular zoom. Top is zoom 1 bottom is zoom 5
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Max Jail Overcrowding Percentage" ID="0x68ddae92" Type="Float32" Default="110" ShowAsHex="Y">
    <HELP>
0.0-100.0, See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Funding To Efficiency Response Curve" ID="0x68ddae93" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Max Allowed Funding Percentage" ID="0x68ddae95" Type="Float32" Default="120" ShowAsHex="Y">
    <HELP>
0.0-100.0, See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Monthly Criminal Rehabilitation Percent" ID="0x68ddae97" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
0.0-100.0, See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Strike Efficiency" ID="0x68ddae9a" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
0.0-100.0, See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Max Strike Duration" ID="0x68ddae9b" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
In days. See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Min Funding To End Strikes" ID="0x68ddae9c" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
0.0-100.0, See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Strike Response Curve" ID="0x68ddae9e" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police, Arrest Threshold" ID="0x68ddae9f" Type="Uint32" Default="0x00000010" ShowAsHex="Y">
    <HELP>
If crime is committed in a cell whose police protection value is above this, they'll get arrested
</HELP>
  </PROPERTY>
  <PROPERTY Name="Jail, Funding To Efficiency Response Curve" ID="0x68ddaea0" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
See ISC4PoliceSimulator.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="Recycling center population served" ID="0x68ed1736" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Number of people that can be served by this recycling center
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pollution radii" ID="0x68ee9764" Type="Float32" Count="4" Default="0" MinValue="0" MaxValue="255" ShowAsHex="Y">
    <HELP>
Radii of pollution (in cells) generated by the building, for each type (air, water, garbage, radiation).
</HELP>
    <OPTION Value="Col:0" Name="Air">
    </OPTION>
    <OPTION Value="Col:1" Name="Water">
    </OPTION>
    <OPTION Value="Col:2" Name="Garbage">
    </OPTION>
    <OPTION Value="Col:3" Name="Radiation">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Map View Unsigned Colors" ID="0x68f26014" Type="Uint32" Count="2" Default="0x00000080 0xffffff80" ShowAsHex="Y">
    <HELP>
RGBA color of 3D overlay of 2-color map view
</HELP>
  </PROPERTY>
  <PROPERTY Name="Map View Signed Colors" ID="0x68f26015" Type="Uint32" Count="3" Default="0x00000080 0x80808080 0xffffff80" ShowAsHex="Y">
    <HELP>
RGBA color of 3D overlay of 3-color map view
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water pipe effect radius" ID="0x68f5436a" Type="Uint32" Default="0x00000007" ShowAsHex="Y">
    <HELP>
Number of cells surrounding water pipes that will also be watered
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fresh water pump reach" ID="0x68f5436b" Type="Uint32" Default="0x00000002" ShowAsHex="Y">
    <HELP>
Number of cells away from fresh water a water pump can be placed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Salt water pump reach" ID="0x68f5436c" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Number of cells away from salt water a water pump can be placed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fresh water distance loss" ID="0x68f5436d" Type="Uint32" Default="0x00000014" ShowAsHex="Y">
    <HELP>
Percentace by which water production is reduced when not within range of fresh water source
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4FoundationPropertySideTextures" ID="0x68fcff37" Type="Uint32" Count="5" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Texture IDs for each zoom level. Mutally exclusive with building model properties.
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4FoundationPropertyTopTextures" ID="0x68fcff38" Type="Uint32" Count="5" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Texture IDs for each zoom level. Mutally exclusive with building model properties.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Funding To Efficiency Curve" ID="0x6911e2df" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % of a utility output
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Strike Response Curve" ID="0x691894a4" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % chance of a Health strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Min Grade to End Strike" ID="0x691894c0" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
Minimum grade that all schools must have to end a School strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Funding To Efficiency Curve" ID="0x691894c6" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % of Education output
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Coverage Radius" ID="0x691b42b3" Type="Float32" Default="10" MinValue="0" MaxValue="8192" ShowAsHex="N">
    <HELP>
Radius of a school's coverage, in meters.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Patient Capacity" ID="0x69220415" Type="Uint32" Default="0x000003e8" MinValue="0x000001f4" MaxValue="0x00007d00" Step="0x000001f4" ShowAsHex="N">
    <HELP>
Maximum number of patients served by this hospital.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Medium Wealth HQ" ID="0x6929cc92" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
HQ assigned to new Medium Wealth residents
</HELP>
  </PROPERTY>
  <PROPERTY Name="School EQ Decay Effect" ID="0x692ef65a" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200%) by which this ordinance affects the rate at which EQ decays
</HELP>
  </PROPERTY>
  <PROPERTY Name="DistFromShoreToWaveStartLocation" ID="0x6932dc00" Type="Float32" Default="320" ShowAsHex="Y">
    <HELP>
Distance (meters) from the shore to the starting location of waves
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMinProductionInterval" ID="0x6932dc01" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
Min time (sec) between the production of successive waves
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxProductionInterval" ID="0x6932dc02" Type="Float32" Default="8" ShowAsHex="Y">
    <HELP>
Max time (sec) between the production of successive waves
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveInnerRadius" ID="0x6932dc03" Type="Float32" Default="600" ShowAsHex="Y">
    <HELP>
Inner radius (meter) of the wave arc
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveOuterRadius" ID="0x6932dc04" Type="Float32" Default="635" ShowAsHex="Y">
    <HELP>
Outer radius (meter) of the wave arc
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveArcAngle" ID="0x6932dc05" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Arc angle (degrees) for the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMinTimeInState" ID="0x6932dc06" Type="Float32" Count="4" Default="12 0.230 0.5 2" ShowAsHex="Y">
    <HELP>
Min time (sec) the wave spends in each of the states
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxTimeInState" ID="0x6932dc07" Type="Float32" Count="4" Default="15 0.25 0.550 3" ShowAsHex="Y">
    <HELP>
Max time (sec) the wave spends in each of the states
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveInitialMoveSpeed" ID="0x6932dc08" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Initial movement speed (meter/sec) of  the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveInitialExpandSpeed" ID="0x6932dc09" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Initial expansion speed (meter/sec) of  the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMinMoveSpeed" ID="0x6932dc0a" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Min movement speed (meter/sec) of  the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMinExpandSpeed" ID="0x6932dc0b" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Min expansion speed (meter/sec) of  the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxMoveSpeed" ID="0x6932dc0c" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Max movement speed (meter/sec) of  the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxExpandSpeed" ID="0x6932dc0d" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Max expansion speed (meter/sec) of  the wave
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMinExpandAcceleration" ID="0x6932dc0e" Type="Float32" Count="4" Default="0 0 0.5" ShowAsHex="Y">
    <HELP>
Min acceleration of expansion in each of the states
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxExpandAcceleration" ID="0x6932dc0f" Type="Float32" Count="4" Default="0 0 0.5" ShowAsHex="Y">
    <HELP>
Max acceleration of expansion in each of the states
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMinMoveAcceleration" ID="0x6932dc10" Type="Float32" Count="4" Default="0 0 -0.00100" ShowAsHex="Y">
    <HELP>
Min acceleration of movement in each of the states
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxMoveAcceleration" ID="0x6932dc11" Type="Float32" Count="4" Default="0 0 -0.00100" ShowAsHex="Y">
    <HELP>
Max acceleration of movement in each of the states
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxWaves" ID="0x6932dc12" Type="Uint32" Default="0x00000004" ShowAsHex="Y">
    <HELP>
Maximum number of waves in the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="InterWaveGap" ID="0x6932dc13" Type="Float32" Default="480" ShowAsHex="Y">
    <HELP>
Gap (meters) between two waves
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaveMaxOrientationDifference" ID="0x6932dc14" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Maximum difference in the orientation of different waves
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Quotient to Life Expectancy Curve" ID="0x6941a67f" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps HQ of a tract to the Life Expectancy of that tract
</HELP>
  </PROPERTY>
  <PROPERTY Name="Air Pollution to HQ Decay Curve" ID="0x6941b022" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps amount of air pollution in a tract to the rate at which the HQ in that tract decays
</HELP>
  </PROPERTY>
  <PROPERTY Name="Traffic air pollution factor" ID="0x69501944" Type="Float32" Default="8" ShowAsHex="Y">
    <HELP>
Affects how traffic density equates to air pollution
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Filter" ID="0x696e88db" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Zone types compatible with automaton (none == can appear in any zone)
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaColorGradientMapFactor" ID="0x69987e60" Type="Float32" Default="6.400" ShowAsHex="Y">
    <HELP>
Number of pixels in color gradient corresponding to every meter of lava depth
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaMaxFlowRate" ID="0x69987e61" Type="Float32" Default="0.800" ShowAsHex="Y">
    <HELP>
Higher the viscosity, lower should this number be.
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaHtDiffForMaxFlowRate" ID="0x69987e62" Type="Float32" Default="12" ShowAsHex="Y">
    <HELP>
Lava height differential at which the max flow rate is reached
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaLiquidToSolidConversionFactor" ID="0x69987e63" Type="Float32" Default="0.800" ShowAsHex="Y">
    <HELP>
When unit amount of lava solidifies, it increases the terrain height by this much
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaMinAlpha" ID="0x69987e64" Type="Uint8" Default="0x14" ShowAsHex="Y">
    <HELP>
Min alpha for lava
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaMinAlphaDepth" ID="0x69987e65" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
When the lava depth is less than this, we set alpha to be LavaMinAlpha
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaMaxAlphaDepth" ID="0x69987e66" Type="Float32" Default="2.078" ShowAsHex="Y">
    <HELP>
If lava depth is more than this, it becomes opaque (i.e., max alpha)
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaScorchedTerrainDecalSize" ID="0x69987e67" Type="Float32" Default="64" ShowAsHex="Y">
    <HELP>
Width of scorched terrain decal (meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaUnderWaterSolidificationMultiple" ID="0x69987e68" Type="Float32" Default="5.190" ShowAsHex="Y">
    <HELP>
Solidification rate under water this many times that over land
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaDepthBurnThreshold" ID="0x69987e69" Type="Float32" Default="0.00980" ShowAsHex="Y">
    <HELP>
The lava depth at which occupants will catch on fire
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaDepthDeepFryThreshold" ID="0x69987e6a" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
The lava depth at which occupants will instantly burn down
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaAnimationFrameDuration" ID="0x69987e6b" Type="Uint32" Default="0x00030d40" ShowAsHex="Y">
    <HELP>
Duration of each lava texture animation frame (microsecs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaMinAmountForDepositToHappen" ID="0x69987e6c" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
If lava amount is less than this, we don't deposit it (We simply dry it up!)
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaScorchDecalLifeTime" ID="0x69987e6d" Type="Uint32" Default="0x01312d00" ShowAsHex="Y">
    <HELP>
Life time of scorch decal(microsecs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaScorchDecalFadeInTime" ID="0x69987e6e" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Fade in time (Secs) of scorch decal
</HELP>
  </PROPERTY>
  <PROPERTY Name="LavaScorchDecalFadeOutTime" ID="0x69987e6f" Type="Float32" Default="6" ShowAsHex="Y">
    <HELP>
Fade out time (Secs) of scorch decal
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyMinSlopeAllowed" ID="0x699b08a4" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
The Min slope this lot will develop on
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_IResource" ID="0x69a36e40" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the IResource occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Prop Request Curve" ID="0x69a437f6" Type="Float32" Count="-4" Default="0 0 1 4" ShowAsHex="Y">
    <HELP>
Shares of garbage props requested vs. garbage percentage of max
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinWaterDepthForDeepSeaBedTexture" ID="0x69ac5640" Type="Float32" Default="15" ShowAsHex="Y">
    <HELP>
If the water depth exceeds this, we apply deep seabed texture
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxWaterDepthForDeepSeaBedTexture" ID="0x69ac5641" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Upto this water depth we use deep seabed texture for terrain (No texturing beyond that depth)
</HELP>
  </PROPERTY>
  <PROPERTY Name="FireProtectionSim, StationNoRoad Multiplier" ID="0x69b425db" Type="Float32" Default="0.800" ShowAsHex="Y">
    <HELP>
(0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="TextureUpdateIntervalForTerrainBrushes" ID="0x69db8d00" Type="Uint32" Default="0x000000c8" ShowAsHex="Y">
    <HELP>
Controls how often terrain texture updates happen while applying terrain brushes
</HELP>
  </PROPERTY>
  <PROPERTY Name="ModKey1StrengthMultiplier" ID="0x69db8d01" Type="Float32" Default="0.25" ShowAsHex="Y">
    <HELP>
Controls how the brush strength is modified by the control key
</HELP>
  </PROPERTY>
  <PROPERTY Name="ModKey1WidthMultiplier" ID="0x69db8d02" Type="Float32" Default="0.25" ShowAsHex="Y">
    <HELP>
Controls how the brush strength is modified by the control key
</HELP>
  </PROPERTY>
  <PROPERTY Name="ModKey2StrengthMultiplier" ID="0x69db8d03" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
Controls how the brush strength is modified by the shift key
</HELP>
  </PROPERTY>
  <PROPERTY Name="ModKey2WidthMultiplier" ID="0x69db8d04" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Controls how the brush strength is modified by the shift key
</HELP>
  </PROPERTY>
  <PROPERTY Name="ApplicationTimeIntervalForFullBrushStrength" ID="0x69db8d05" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Time interval (secs) between applications to get full brush strength
</HELP>
  </PROPERTY>
  <PROPERTY Name="Orient To Slope" ID="0x69f14d33" Type="Bool" ShowAsHex="Y">
    <HELP>
Prop rotates x/z to match slope.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Sim multiplier" ID="0x6a09f62f" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Percentage (0.0-1.0) of actual crimes in a cell that will generate a corresponding crime sim
</HELP>
  </PROPERTY>
  <PROPERTY Name="Sim Prop anim range" ID="0x6a09f630" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Min and Max number of times a one-shot sim will loop through its animation before fading out
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime layer clock" ID="0x6a09f631" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps time of day on 24-hour clock to a percentage of crime props generated (0.0 - 1.0)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health effect radius" ID="0x6a19f6b5" Type="Float32" Default="0" MinValue="0" MaxValue="255" ShowAsHex="N">
    <HELP>
This is an optional property. It is used in conjunction with the "Health Effect Strength". Radius is in cells.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simolean Cost Per Meter Displaced" ID="0x6a2d49f4" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Cost to raise/lower one vertex one meter when using this tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="CategoryGodMountain" ID="0x6a33d682" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Brush belongs to god mode, mountain category
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ZoomDistanceTweaks" ID="0x6a359f22" Type="Float32" Count="5" Default="1" ShowAsHex="Y">
    <HELP>
Tweak values to nudge each delta
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:AlarmTime" ID="0x6a36afab" Type="Float32" Count="-1" Default="0" MinValue="0" MaxValue="24" ShowAsHex="Y">
    <HELP>
24hour times i.e. 15.5
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Occupant Instance Sound" ID="0x6a36afac" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of sound played for the occupant. There will be one instance per occupant.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: Wild" ID="0x6a37ebb6" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Controls whether the flora appears in landscape mode (wild) or mayor mode (domestic).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LoopId" ID="0x6a3fbdda" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Ambient loop id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:FreshSPL" ID="0x6a3fc4c7" Type="Uint32" Default="0x00000064" ShowAsHex="Y">
    <HELP>
Sound Pressure Level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Global Effect Trigger" ID="0x6a3fcc37" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Trigger ID for script-defined global effect that turns this prop on (state 0) and off (state 1).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Air Pollution Delta" ID="0x6a406201" Type="Uint32" Default="0x00000032" ShowAsHex="N">
    <HELP>
Maximum amount of air pollution that can be added to/subtracted from each cell per month.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Funding To Efficiency Curve" ID="0x6a410bf2" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % of a utility output
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:Density2FreshVolumeCurve" ID="0x6a4132f3" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Density to freshness volume curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:Density2LoopVolumeCurve" ID="0x6a4132f6" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Density to loop volume curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Name Key" ID="0x6a416b21" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource key of ordinance name resource
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hard Failure Type" ID="0x6a43150f" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <OPTION Value="0x00000000" Name="0 - Doesn't Explode">
    </OPTION>
    <OPTION Value="0x00000001" Name="1 - Low Energy Explosion">
    </OPTION>
    <OPTION Value="0x00000002" Name="2 - Medium Energy Explosion">
    </OPTION>
    <OPTION Value="0x00000003" Name="3 - High Energy Explosion">
    </OPTION>
    <OPTION Value="0x00000004" Name="4 - Super High Energy Explosion">
    </OPTION>
    <HELP>
Explosion type at end of life.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Train Min/Max KPH" ID="0x6a440d40" Type="Uint32" Count="2" Default="0x0000005a 0x00000064" ShowAsHex="Y">
    <HELP>
Min/max speed of trains in kilometers per hour
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDb_MinDealAmountWater" ID="0x6a469337" Type="Float32" Default="1000" ShowAsHex="Y">
    <HELP>
Min deal amount for water deal
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDc_MinDealProfitFactor" ID="0x6a469342" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Min deal profit factor (1 + NDc_MinDealProfitFactor)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph maximum Y value" ID="0x6a4aeded" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Overrides the automatic maximum Y value.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Y tick spacing" ID="0x6a4aedef" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Overrides the automatic Y tick spacing.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot data source 1" ID="0x6a4aee40" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Array of GUIDs, one per plot, each representing a data source.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot data source 2" ID="0x6a4aee5f" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
(Line only) Array of GUIDs, one per plot, each representing a data source.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot combine op" ID="0x6a4aee68" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
(Line only) Array of ints, one per plot, each representing how data sources 1 and 2 are combined (none, +, -, *, /).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot label key" ID="0x6a4aeedc" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Array of ints, one per plot, each representing a localized string key for the label.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot color" ID="0x6a4aeedf" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Array of RGB triplets, 3 integers per plot, each representing a line color.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot scale" ID="0x6a4aeee2" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
Array of floats, one per plot, which scales the plot by that amount.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot series" ID="0x6a4aeee3" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
(Bar only) Array of ints, one per plot, each representing which series that plot should be in.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot series fill color" ID="0x6a4aeee4" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
(Bar only) Array of RGB triplets, 3 integers per series, each representing a fill color for a whole series.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph Plot series line color" ID="0x6a4aeee5" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
(Bar only) Array of RGB triplets, 3 integers per series, each representing a outline color a whole series.
</HELP>
  </PROPERTY>
  <PROPERTY Name="VolcanoLavaShouldLavaFlow" ID="0x6a4bc8ed" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
To Allow the flow of lava flow
</HELP>
  </PROPERTY>
  <PROPERTY Name="Obliterate_ClusterWindowWidth" ID="0x6a5a6700" Type="Uint32" Default="0x00000008" ShowAsHex="Y">
    <HELP>
Width in cells of each demolition cluster window
</HELP>
  </PROPERTY>
  <PROPERTY Name="Obliterate_NumClustersVsTime" ID="0x6a5a6701" Type="Float32" Count="-4" Default="0 4 25 4" ShowAsHex="Y">
    <HELP>
Cumulative number of clusters to demolish as a function of time (secs)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Obliterate_SmokeScreenFormationTime" ID="0x6a5a6702" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
Time (secs) between the creation of Finale effect and our last big wipe-out sweep of the ciry
</HELP>
  </PROPERTY>
  <PROPERTY Name="Active Lot State" ID="0x6a5e0727" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
What lot state this prop is active in.  Don't add the property if the prop is active in all lot states.
</HELP>
    <OPTION Value="0" Name="Created">
    </OPTION>
    <OPTION Value="1" Name="Ready">
    </OPTION>
    <OPTION Value="2" Name="Constructing">
    </OPTION>
    <OPTION Value="3" Name="Occupied">
    </OPTION>
    <OPTION Value="4" Name="Vacant">
    </OPTION>
    <OPTION Value="5" Name="Destructing">
    </OPTION>
    <OPTION Value="6" Name="Destroyed">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Trend Bar: Data Source" ID="0x6a6564f4" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
History data source for this trend bar
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trend Bar: Response Curve" ID="0x6a6564f6" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Converts from input data source range to {0,1}
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monthly cost for network tile" ID="0x6a84493e" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Upkeep cost per tile of each network type (rd, rl, hwy, st, x, x, ave, sub, lr)
</HELP>
  </PROPERTY>
  <PROPERTY Name="ModelIsPrelit" ID="0x6a845768" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
If this property is present the game will not apply deform and lighting to the model
</HELP>
  </PROPERTY>
  <PROPERTY Name="PluginPackID" ID="0x6a871b82" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
ID of the plugin pack to which the data belongs
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:VolumeLimitingCurve" ID="0x6a946a50" Type="Float32" Count="-2" Default="0 1024" ShowAsHex="Y">
    <HELP>
Volume limiting curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Requires Power to Appear" ID="0x6a959e71" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
Prop only appears if lot is powered
</HELP>
  </PROPERTY>
  <PROPERTY Name="Query as main building" ID="0x6a95e503" Type="Bool" ShowAsHex="Y">
    <HELP>
If set to true, when the prop is hover-queried, it will highlight both itself and the main building (and give the same hover data). Setting to True creates the effect of a main building that is composed of multiple pieces (such as the University).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: Initial Funds" ID="0x6a9c7718" Type="Sint64" Count="3" Default="0" ShowAsHex="Y">
    <HELP>
Starting funds for a new city, by difficult level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Animated Prop Play Mode" ID="0x6a9edd07" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Whether animated props should be looped, ping-pong, or one-shot. If not present, the default is Loop.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Coverage radius slop multiplier" ID="0x6a9f6edd" Type="Float32" Default="1.100" ShowAsHex="Y">
    <HELP>
Coverage radii are multiplied by this value when computing tract coverage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Death's door HQ" ID="0x6ab70da7" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
If a tract's HQ falls below this number, they're at death's door.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Death's door effect height" ID="0x6ab71654" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Base height above terrain at which the effect will play for a tract that's at death's door.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Catalog Monthly Cost" ID="0x6ad54804" Type="Sint32" Count="-1" Default="0" ShowAsHex="N">
    <HELP>
Value for displaying monthly cost in the catalog - not simulated
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simulation Speed multiplier" ID="0x6b42922c" Type="Float32" Count="4" Default="0.25 1 2 0.25" ShowAsHex="Y">
    <HELP>
Multiplier for automata speed when sim is in slow, medium, fast, and player-drive mode.  1.0 = default speed
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDd_SuspensionPeriod" ID="0x6b588fad" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
Defaulted deals get suspended for this number of days.
</HELP>
  </PROPERTY>
  <PROPERTY Name="MiniMap: Water ramp" ID="0x6b733233" Type="Uint32" Count="10" Default="0x00000000 0xff000000 0x00000040 0xff3f3f3f 0x00000080 0xff7f7f7f 0x000000c0 0xffbfbfbf 0x000000ff 0xffffffff" ShowAsHex="Y">
    <HELP>
Color progression to use for water.
</HELP>
  </PROPERTY>
  <PROPERTY Name="DataView: Travel Types" ID="0x6b7c5cdd" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
List of travel types
</HELP>
  </PROPERTY>
  <PROPERTY Name="Path Lookahead Tiles" ID="0x6bac0b3e" Type="Uint8" Default="0x03" ShowAsHex="Y">
    <HELP>
How many tiles traffic autos should look ahead when determining paths
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:ActiveSound" ID="0x6c044bb5" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID array of sounds to play (per zoom) when occupant is 'active'
</HELP>
  </PROPERTY>
  <PROPERTY Name="Playerdrive Vehicle Max Count" ID="0x6c200139" Type="Uint32" Default="0x00000064" ShowAsHex="Y">
    <HELP>
Desired maximum # of vehicles in the world during player-drive
</HELP>
  </PROPERTY>
  <PROPERTY Name="mnMonthsBetweenCellCoverage" ID="0x8761abd0" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
mnMonthsBetweenCellCoverage
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxSlopeAlongNetwork" ID="0x879d12e7" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Range: [0.0 - 90.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="Target Zone" ID="0x87cd6300" Type="Uint8" Default="0x02" ShowAsHex="Y">
    <HELP>
The type of zone that is developed
</HELP>
    <OPTION Value="1" Name="Residential">
    </OPTION>
    <OPTION Value="2" Name="Commercial">
    </OPTION>
    <OPTION Value="3" Name="Industrial">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Demand Source Index" ID="0x87cd6301" Type="Uint32" Default="0x00001000" ShowAsHex="Y">
    <HELP>
Demand comes from this index OR source zone
</HELP>
  </PROPERTY>
  <PROPERTY Name="Tract Size" ID="0x87cd6310" Type="Uint8" Default="0x04" ShowAsHex="Y">
    <HELP>
Power of 2; determines the size of the demand grid
</HELP>
  </PROPERTY>
  <PROPERTY Name="Wealth Type" ID="0x87cd6330" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Specifies (source and target) wealth type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Purpose Type" ID="0x87cd6332" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Specifies type of building created by this developer
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Range" ID="0x87cd6333" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Specifies acceptable land values (0, 0 disables)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Use Intrinsic" ID="0x87cd633f" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
True means use total land value
</HELP>
  </PROPERTY>
  <PROPERTY Name="Land Value Effect" ID="0x87cd6340" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much land value is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Park Effect" ID="0x87cd6341" Type="Float32" Count="-2" Default="0" ShowAsHex="N">
    <HELP>
Affects desirability of residential buildings.   The first number in this array is the amount of the effect (-100 to 100) and the second number is the radius in cells.
</HELP>
<OPTION Value="Col:0" Name="Magnitude"/>
<OPTION Value="Col:1" Name="Radius"/>
  </PROPERTY>
  <PROPERTY Name="R$ Proximity Effect" ID="0x87cd6343" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much proximity to R$ is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="R$$ Proximity Effect" ID="0x87cd6344" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much proximity to R$$ is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="R$$$ Proximity Effect" ID="0x87cd6345" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much proximity to R$$$ is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Traffic Effect" ID="0x87cd6346" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much traffic volume is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trip Length Effect" ID="0x87cd6347" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much travel time is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Effect" ID="0x87cd6348" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much school grade is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Effect" ID="0x87cd6349" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much hospital grade is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Effect" ID="0x87cd634a" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much crime is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pollution Effect Air" ID="0x87cd634b" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much air pollution proximity affects desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pollution Effect Water" ID="0x87cd634c" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much water pollution proximity affects desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pollution Effect Garbage" ID="0x87cd634d" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much garbage pollution proximity affects desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pollution Effect Radiation" ID="0x87cd634e" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much radiation pollution proximity affects desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Desirability Threshold Decline" ID="0x87cd6354" Type="Sint32" Default="80" ShowAsHex="Y">
    <HELP>
Tracts with desirability greater than this value never abandon.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Desirability Threshold Growth" ID="0x87cd6355" Type="Sint32" Default="80" ShowAsHex="Y">
    <HELP>
Tracts with desirability less than this value never develop. Tested before pruning.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Phantom Demand" ID="0x87cd6356" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If true, unhappy sims will create a demand for new growth, which results in migration
</HELP>
  </PROPERTY>
  <PROPERTY Name="Baseline Desirability" ID="0x87cd6357" Type="Sint32" Default="80" ShowAsHex="Y">
    <HELP>
Value for desirability, if no other effects are applicable
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage Count" ID="0x87cd6360" Type="Uint8" Default="0x03" ShowAsHex="Y">
    <HELP>
Number of growth stages
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 1 vs. Size" ID="0x87cd6361" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 1, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 2 vs. Size" ID="0x87cd6362" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 2, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 3 vs. Size" ID="0x87cd6363" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 3, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 4 vs. Size" ID="0x87cd6364" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 4, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 5 vs. Size" ID="0x87cd6365" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 5, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 6 vs. Size" ID="0x87cd6366" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 6, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 7 vs. Size" ID="0x87cd6367" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 7, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 8 vs. Size" ID="0x87cd6368" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 8, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 9 vs. Size" ID="0x87cd6369" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 9, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 10 vs. Size" ID="0x87cd636A" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 10, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 11 vs. Size" ID="0x87cd636B" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 11, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 12 vs. Size" ID="0x87cd636C" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 12, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 13 vs. Size" ID="0x87cd636D" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 13, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 14 vs. Size" ID="0x87cd636E" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 14, as a function of the population of the city
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage 15 vs. Size" ID="0x87cd636F" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Percentage of growth which should be of type 15, as a function of the population of the city
</HELP>
  </PROPERTY>
  
  <PROPERTY Name="Water Supply Cap" ID="0x87cd6370" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Maximum density allowed without water service
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Coverage Cap" ID="0x87cd6371" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Maximum density allowed without fire protection
</HELP>
  </PROPERTY>
  <PROPERTY Name="Park Cap" ID="0x87cd6372" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Maximum density allowed without a nearby park
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power Supply Cap" ID="0x87cd6373" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Maximum density allowed without power service
</HELP>
  </PROPERTY>
  <PROPERTY Name="Use Monopoly Pieces" ID="0x87cd6381" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Specifies building selection mode
</HELP>
    <OPTION Value="0" Name="Use Real Buildings Only">
    </OPTION>
    <OPTION Value="1" Name="Use Real if Available">
    </OPTION>
    <OPTION Value="2" Name="Use Monopoly Buildings Only">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Co$$ Proximity Effect" ID="0x87cd6391" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much proximity to Co$$ is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Co$$$ Proximity Effect" ID="0x87cd6392" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much proximity to Co$$$ is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Transient Aura Effect" ID="0x87cd6397" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much transient aura effects (-128, 127) affect desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Slope Effect" ID="0x87cd6398" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How much slope is a factor in desirability
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landmark Effect" ID="0x87cd6399" Type="Float32" Count="-2" Default="0" ShowAsHex="N">
    <HELP>
This determines the landmark building's impact on desirability. Magnitude (-100 to +100), radius (in cells).
</HELP>
    <OPTION Value="Col:0" Name="Magnitude">
    </OPTION>
    <OPTION Value="Col:1" Name="Radius">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Style Percentages" ID="0x87cd63a0" Type="Uint32" Count="-4" Default="0x00003001 0x00000032 0x00003002 0x00000032" ShowAsHex="Y">
    <HELP>
Pairs of occupant group IDs and percentages showing how often they should be used
</HELP>
  </PROPERTY>
  <PROPERTY Name="Recycling center percent reduction" ID="0x88ed1059" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Percentage by which recycling center reduces trash
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Produced" ID="0x88ed3303" Type="Uint32" Default="0x00000000" MaxValue="0x77359400" ShowAsHex="N">
    <HELP>
Amount of water produced by this building per month.
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyVersion" ID="0x88edc789" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
Lot Config Property Version
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertySize" ID="0x88edc790" Type="Uint8" Count="2" Default="0x00" ShowAsHex="N">
    <HELP>
LotConfigPropertySize
</HELP>
  <OPTION Value="Col:0" Name="Width"/>
  <OPTION Value="Col:1" Name="Height"/>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyFamily" ID="0x88edc791" Type="Uint32" Count="-1" Default="0xa8fbc4f7" ShowAsHex="Y">
    <HELP>
LotConfigPropertyFamily
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyMaxSlopeBeforeLotFoundation" ID="0x88edc792" Type="Float32" Default="5" ShowAsHex="Y">
    <HELP>
The slope at which it switches to using a Lot foundation
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyZoneTypes" ID="0x88edc793" Type="Uint8" Count="-3" Default="0x00" ShowAsHex="Y">
    <HELP>
LotConfigPropertyZoneTypes
</HELP>
    <OPTION Value="0x00000000" Name="None">
    </OPTION>
    <OPTION Value="0x00000001" Name="R - Low Density">
    </OPTION>
    <OPTION Value="0x00000002" Name="R - Medium Density">
    </OPTION>
    <OPTION Value="0x00000003" Name="R - High Density">
    </OPTION>
    <OPTION Value="0x00000004" Name="C - Low Density">
    </OPTION>
    <OPTION Value="0x00000005" Name="C - Medium Density">
    </OPTION>
    <OPTION Value="0x00000006" Name="C - High Density">
    </OPTION>
    <OPTION Value="0x00000007" Name="I - Low Density">
    </OPTION>
    <OPTION Value="0x00000008" Name="I - Medium Density">
    </OPTION>
    <OPTION Value="0x00000009" Name="I - High Density">
    </OPTION>
    <OPTION Value="0x0000000A" Name="Military">
    </OPTION>
    <OPTION Value="0x0000000B" Name="Airport">
    </OPTION>
    <OPTION Value="0x0000000C" Name="Seaport">
    </OPTION>
    <OPTION Value="0x0000000D" Name="Spaceport">
    </OPTION>
    <OPTION Value="0x0000000E" Name="Landfill">
    </OPTION>
    <OPTION Value="0x0000000F" Name="Plopped building">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyWealthTypes" ID="0x88edc795" Type="Uint8" Count="-3" Default="0x00" ShowAsHex="Y">
    <HELP>
LotConfigPropertyWealthTypes
</HELP>
    <OPTION Value="0x00000000" Name="None">
    </OPTION>
    <OPTION Value="0x00000001" Name="$">
    </OPTION>
    <OPTION Value="0x00000002" Name="$$">
    </OPTION>
    <OPTION Value="0x00000003" Name="$$$">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyPurposeTypes" ID="0x88edc796" Type="Uint8" Count="-3" Default="0x00" ShowAsHex="Y">
    <HELP>
LotConfigPropertyPurposeTypes
</HELP>
    <OPTION Value="0x00000000" Name="None">
    </OPTION>
    <OPTION Value="0x00000001" Name="R">
    </OPTION>
    <OPTION Value="0x00000002" Name="CS">
    </OPTION>
    <OPTION Value="0x00000003" Name="CO">
    </OPTION>
    <OPTION Value="0x00000004" Name="unknown">
    </OPTION>
    <OPTION Value="0x00000005" Name="I-R">
    </OPTION>
    <OPTION Value="0x00000006" Name="I-D">
    </OPTION>
    <OPTION Value="0x00000007" Name="I-M">
    </OPTION>
    <OPTION Value="0x00000008" Name="I-H">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyFenceDefinition" ID="0x88edc797" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
LotConfigPropertyFenceDefinition
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyRetainingWallTypes" ID="0x88edc798" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
LotConfigPropertyRetainingWallTypes
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyLotObject" ID="0x88edc900" Type="Uint32" Count="12" Default="0x00000000 0x00000000 0x00000002 0x00200000 0x00000000 0x00200000 0x00000000 0x00000000 0x00400000 0x00400000 0x00000000 0xc8fcdd7a" ShowAsHex="Y">
    <HELP>
LotConfigPropertyLotObject
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4FoundationPropertyMaxHeight" ID="0x88fcc3e3" Type="Float32" Default="1000" ShowAsHex="Y">
    <HELP>
The height a foundation can lift an occupant (usually a building or lot).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Building foundation" ID="0x88fcd877" Type="Uint32" ShowAsHex="Y">
    <OPTION Value="0x1a421000" Name="$$16x16">
    </OPTION>
    <OPTION Value="0x1a431000" Name="$$16x20">
    </OPTION>
    <OPTION Value="0x1a3a1000" Name="$10x24">
    </OPTION>
    <OPTION Value="0x1a3b1000" Name="$16x24">
    </OPTION>
    <OPTION Value="0x1a411000" Name="$28x22">
    </OPTION>
    <OPTION Value="0x890b7312" Name="Red Brick Procedural">
    </OPTION>
    <OPTION Value="0x890b7313" Name="Concrete Horiz Procedural">
    </OPTION>
    <OPTION Value="0x890b7314" Name="Slate Brick Procedural">
    </OPTION>
    <OPTION Value="0x890b7315" Name="Cream Brick Procedural">
    </OPTION>
    <OPTION Value="0x006f1000" Name="R$$$16x20_123ChiMansion9">
    </OPTION>
    <OPTION Value="0x00ee1000" Name="R$$$16x20_123HouMansion9">
    </OPTION>
    <OPTION Value="0x004b1000" Name="R$$$20x20_123ChiMansion1">
    </OPTION>
    <OPTION Value="0x00d41000" Name="R$$$20x20_123ChiMansion1">
    </OPTION>
    <OPTION Value="0x1a451000" Name="R$$$20x24">
    </OPTION>
    <OPTION Value="0x004d1000" Name="R$$$24x14_123ChiMansion5">
    </OPTION>
    <OPTION Value="0x1a441000" Name="R$$$24x28">
    </OPTION>
    <OPTION Value="0x1a3f1000" Name="R$$$26x36">
    </OPTION>
    <OPTION Value="0x004f1000" Name="R$$10x14_123ChiStdHouse1">
    </OPTION>
    <OPTION Value="0x00be1000" Name="R$$12x14_123ChiStdHouse8">
    </OPTION>
    <OPTION Value="0x00bf1000" Name="R$$12x14_123ChiStdHouse8">
    </OPTION>
    <OPTION Value="0x1a3c1000" Name="R$$16x8">
    </OPTION>
    <OPTION Value="0x1a3d1000" Name="R$$28x20">
    </OPTION>
    <OPTION Value="0x1a401000" Name="R$16x30">
    </OPTION>
    <OPTION Value="0x00b61000" Name="R$16x8_123HouTinyHouse8">
    </OPTION>
    <OPTION Value="0x00a11000" Name="R$4x10_123ChiTinyHouse5">
    </OPTION>
    <OPTION Value="0x007d1000" Name="R$6x8_123ChiTinyHouse2">
    </OPTION>
    <OPTION Value="0x004a1000" Name="R$6x8_123HouTinyHouse1">
    </OPTION>
    <OPTION Value="0x1ddd1000" Name="PZPark3x6x5_LifeguardTower">
    </OPTION>
    <OPTION Value="0x194f0000" Name="RW80x48_CruiseShip">
    </OPTION>
    <OPTION Value="0x194e0000" Name="Ut32x78_PassengerFerry">
    </OPTION>
    <OPTION Value="0x194d0000" Name="Ut48x78_FerryTerminal">
    </OPTION>
    <OPTION Value="0x194a1000" Name="Ut96x96_Seaport">
    </OPTION>
    <OPTION Value="0x194c0000" Name="UtMarina16x64">
    </OPTION>
    <HELP>
Foundation type ID for this building or lot.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: MaxTaxRate" ID="0x890e0a99" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Maximum Tax Rate - something like maybe 25%
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: MaxBondAmount" ID="0x890e0ab4" Type="Sint64" Default="0" ShowAsHex="Y">
    <HELP>
The maximum amount of outstanding bond debt that is allowed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max radiation pollution value for UI" ID="0x89135044" Type="Uint32" Default="0x00006978" ShowAsHex="Y">
    <HELP>
Maximum radiaiton pollution value reported to the UI, must be less than 32767
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyWaterCompatibility" ID="0x89136440" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
LotConfigPropertyWaterCompatibility
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Strike Efficiency %" ID="0x89189482" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Efficiency of Health buildings will drop to this % during a strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Strike Duration" ID="0x8918948b" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Maximum duration of a Health strike, in months
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Min Grade to End Strike" ID="0x89189495" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
Minimum grade that all health buildings must have to end a Health strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Init/Max Allowed Funding" ID="0x891894ad" Type="Float32" Count="2" Default="25 120" ShowAsHex="Y">
    <HELP>
Initial and Maximum allowed funding percentage for schools
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_Co$$" ID="0x8918c937" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the CO$$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_IManufacturing" ID="0x8918c93e" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the IManufacturing occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Effectiveness vs. Distance Effect" ID="0x891b3ae6" Type="Float32" Count="-2" Default="0 100" MinValue="0" MaxValue="100" ShowAsHex="Y">
    <HELP>
Maps % of coverage distance from a hospital to HQ boost %
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Student Capacity" ID="0x8922041b" Type="Uint32" Default="0x000003e8" ShowAsHex="N">
    <HELP>
Maximum number of students served by this school.
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Capacity Effect" ID="0x892d9d02" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200%) by which this ordinance affects the capacity of schools
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simulator Speeds" ID="0x89590e6d" Type="Uint32" Count="3" Default="0x00001388 0x000003e8 0x00000064" ShowAsHex="Y">
    <HELP>
Milliseconds per day for slow, medium, fast
</HELP>
  </PROPERTY>
  <PROPERTY Name="kAnimationTimeDilationProperty" ID="0x89590e6e" Type="Float32" Count="5" Default="0 1" ShowAsHex="Y">
    <HELP>
Time dilation factor to apply to animations based on sim speed (paused,slow,med,fast,emergency/drive)
</HELP>
  </PROPERTY>
  <PROPERTY Name="24 Hour Clock speed (time magnification)" ID="0x897e709f" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Specifies a multiplier from real time to the 24 hour clock's time.
</HELP>
  </PROPERTY>
  <PROPERTY Name="VolcanicAshLifeTime" ID="0x89861864" Type="Uint32" Default="0x00989680" ShowAsHex="Y">
    <HELP>
How long (microsecs) is the volcanic ash visible on screen
</HELP>
  </PROPERTY>
  <PROPERTY Name="Segment Height" ID="0x8989ec22" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
Height of one growth level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Post Width" ID="0x8989ec23" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Width of corner posts
</HELP>
  </PROPERTY>
  <PROPERTY Name="Scaffold Gap" ID="0x8989ec24" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Gap between scaffold and building
</HELP>
  </PROPERTY>
  <PROPERTY Name="Plank Width" ID="0x8989ec25" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Width of the planks that run around the top of the scaffold
</HELP>
  </PROPERTY>
  <PROPERTY Name="Plank Texture Scale" ID="0x8989ec26" Type="Float32" Default="15" ShowAsHex="Y">
    <HELP>
How large the plank texture is, in meters
</HELP>
  </PROPERTY>
  <PROPERTY Name="Scaffold Texture Scale" ID="0x8989ec27" Type="Float32" Default="25" ShowAsHex="Y">
    <HELP>
How large the scaffold texture is, in meters
</HELP>
  </PROPERTY>
  <PROPERTY Name="Girders Texture Scale" ID="0x8989ec28" Type="Float32" Default="25" ShowAsHex="Y">
    <HELP>
How large the top girders texture is, in meters
</HELP>
  </PROPERTY>
  <PROPERTY Name="Scaffold Growth Rate" ID="0x8989ec29" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
How fast scaffolding goes up in meters per day
</HELP>
  </PROPERTY>
  <PROPERTY Name="Scaffold Removal Rate" ID="0x8989ec2a" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
How fast scaffolding is removed in meters per day
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crane Post Width" ID="0x8989ec2b" Type="Float32" Default="1.5" ShowAsHex="Y">
    <HELP>
Width of the post that holds up the crane model
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crane Post Gap" ID="0x8989ec2c" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Size of gap between the crane post and the scaffold
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crane Height Above Scaffold" ID="0x8989ec2d" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
How far above the scaffold to place the bottom of the crane
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crane Rotation Time" ID="0x8989ec2e" Type="Float32" Default="6000" ShowAsHex="Y">
    <HELP>
Milliseconds to complete one full rotation
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Name" ID="0x899afbad" Type="String" ShowAsHex="Y">
    <HELP>
The item name that will be visible to the player in game.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line control max vertical distance" ID="0x89a18fc4" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max vertical distance from the center of the line at which the control points are placed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Minimum number of curve points" ID="0x89a1e8fb" Type="Uint32" Default="0x00000005" ShowAsHex="Y">
    <HELP>
Minimum number of points to generate on power line Bezier curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="TerrainTexTilingFactor" ID="0x89a312c0" Type="Float32" Default="0.170" ShowAsHex="Y">
    <HELP>
100 meters of terrain corresponds to this fraction of texture in farthest zoom
</HELP>
  </PROPERTY>
  <PROPERTY Name="TextureRandomizationGridSize" ID="0x89a312c2" Type="Uint32" Count="5" Default="0x00000020 0x00000010 0x00000008 0x00000004 0x00000002" ShowAsHex="Y">
    <HELP>
Width of the coarse grid (in terrain cells) where we assign the same texture family member
</HELP>
  </PROPERTY>
  <PROPERTY Name="Emergency Vehicle Idle Time" ID="0x89aec88b" Type="Float32" Default="5" ShowAsHex="Y">
    <HELP>
How long in seconds an emergency vehicle will remain idle when repathing or handling event
</HELP>
  </PROPERTY>
  <PROPERTY Name="Emergency Vehicle Max Cell Distance" ID="0x89aec88c" Type="Uint8" Default="0x04" ShowAsHex="Y">
    <HELP>
Max distance in cells an emergency vehicle can stop from its dispatch destination
</HELP>
  </PROPERTY>
  <PROPERTY Name="Emergency Vehicle Repath Attempts" ID="0x89aec88d" Type="Uint8" Default="0x05" ShowAsHex="Y">
    <HELP>
How many times an emergency vehicle will try to repath to its destination
</HELP>
  </PROPERTY>
  <PROPERTY Name="Emergency Vehicle KPH" ID="0x89aec88e" Type="Uint32" Default="0x00000096" ShowAsHex="Y">
    <HELP>
Default speed for emergency vehicles, in kilometers per hour
</HELP>
  </PROPERTY>
  <PROPERTY Name="BrushCost" ID="0x8a020101" Type="Float32" Count="5" Default="0" ShowAsHex="Y">
    <HELP>
Cost/application at different zoom levels
</HELP>
  </PROPERTY>
  <PROPERTY Name="BrushWiggleAmount" ID="0x8a020102" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Cost/application at different zoom levels
</HELP>
  </PROPERTY>
  <PROPERTY Name="BrushActiveSound" ID="0x8a020103" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Sound Id
</HELP>
  </PROPERTY>
  <PROPERTY Name="BrushReleaseOneShot" ID="0x8a020104" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Sound Id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1TextureId" ID="0x8a020200" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component1: Texture id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1AlignedWithMouseMoveDirection" ID="0x8a020201" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Component1: should be aligned with the mouse movement direction
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1Width" ID="0x8a020202" Type="Float32" Count="5" Default="128" ShowAsHex="Y">
    <HELP>
Component1: zoom specific widths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1Strength" ID="0x8a020203" Type="Float32" Count="5" Default="0.400" ShowAsHex="Y">
    <HELP>
Component1: zoom specific brush strengths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1BaseTextureVal" ID="0x8a020204" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Component1: Base texture value (Raise/lower if value is more/less than this)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1OperationId" ID="0x8a020205" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component1: Operation id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1DecalTextureId" ID="0x8a020206" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component1: Decal texture id for paint brush
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1MaxDecalRotation" ID="0x8a020207" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Component1: Max rotation of decal texture (degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1MaxPlacementsPerCell" ID="0x8a020208" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component1: Max # of effects/decals placed in a cell during a scrubbing session
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp1IDOfEffectToPlace" ID="0x8a020209" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component1: (group id, instance id) of the effect to place
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2TextureId" ID="0x8a020300" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component2: Texture id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2AlignedWithMouseMoveDirection" ID="0x8a020301" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Component2: should be aligned with the mouse movement direction
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2Width" ID="0x8a020302" Type="Float32" Count="5" Default="128" ShowAsHex="Y">
    <HELP>
Component2: zoom specific widths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2Strength" ID="0x8a020303" Type="Float32" Count="5" Default="0.400" ShowAsHex="Y">
    <HELP>
Component2: zoom specific brush strengths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2BaseTextureVal" ID="0x8a020304" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Component2: Base texture value (Raise/lower if value is more/less than this)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2OperationId" ID="0x8a020305" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component2: Operation id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2DecalTextureId" ID="0x8a020306" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component2: Decal texture id for paint brush
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2MaxDecalRotation" ID="0x8a020307" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Component2: Max rotation of decal texture (degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2MaxPlacementsPerCell" ID="0x8a020308" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component2: Max # of effects/decals placed in a cell during a scrubbing session
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp2IDOfEffectToPlace" ID="0x8a020309" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component2: (group id, instance id) of the effect to place
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3TextureId" ID="0x8a020400" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component3: Texture id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3AlignedWithMouseMoveDirection" ID="0x8a020401" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Component3: should be aligned with the mouse movement direction
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3Width" ID="0x8a020402" Type="Float32" Count="5" Default="128" ShowAsHex="Y">
    <HELP>
Component3: zoom specific widths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3Strength" ID="0x8a020403" Type="Float32" Count="5" Default="0.400" ShowAsHex="Y">
    <HELP>
Component3: zoom specific brush strengths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3BaseTextureVal" ID="0x8a020404" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Component3: Base texture value (Raise/lower if value is more/less than this)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3OperationId" ID="0x8a020405" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component3: Operation id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3DecalTextureId" ID="0x8a020406" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component3: Decal texture id for paint brush
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3MaxDecalRotation" ID="0x8a020407" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Component3: Max rotation of decal texture (degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3MaxPlacementsPerCell" ID="0x8a020408" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component3: Max # of effects/decals placed in a cell during a scrubbing session
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp3IDOfEffectToPlace" ID="0x8a020409" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component3: (group id, instance id) of the effect to place
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4TextureId" ID="0x8a020500" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component4: Texture id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4AlignedWithMouseMoveDirection" ID="0x8a020501" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Component4: should be aligned with the mouse movement direction
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4Width" ID="0x8a020502" Type="Float32" Count="5" Default="128" ShowAsHex="Y">
    <HELP>
Component4: zoom specific widths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4Strength" ID="0x8a020503" Type="Float32" Count="5" Default="0.400" ShowAsHex="Y">
    <HELP>
Component4: zoom specific brush strengths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4BaseTextureVal" ID="0x8a020504" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Component4: Base texture value (Raise/lower if value is more/less than this)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4OperationId" ID="0x8a020505" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component4: Operation id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4DecalTextureId" ID="0x8a020506" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component4: Decal texture id for paint brush
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4MaxDecalRotation" ID="0x8a020507" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Component4: Max rotation of decal texture (degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4MaxPlacementsPerCell" ID="0x8a020508" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component4: Max # of effects/decals placed in a cell during a scrubbing session
</HELP>
  </PROPERTY>
  <PROPERTY Name="Comp4IDOfEffectToPlace" ID="0x8a020509" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Component4: (group id, instance id) of the effect to place
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight Receiving Capacity" ID="0x8a0b4103" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Freight traffic that can arrive at this building.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime, Jobless Indicator Smoothing factor" ID="0x8a0cbaa3" Type="Float32" Default="0.75" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, R$: EQ -) Base Criminality Curve" ID="0x8a0cbaa4" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, R$$: EQ -) Base Criminality Curve" ID="0x8a0cbaa5" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, R$$$: EQ -) Base Criminality Curve" ID="0x8a0cbaa6" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, R$: Jobless ratio -) Criminality Curve" ID="0x8a0cbaa7" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, R$$: Jobless ratio -) Criminality Curve" ID="0x8a0cbaa8" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, R$$$: Jobless ratio -) Criminality Curve" ID="0x8a0cbaa9" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, Criminality -) Crimes Curve" ID="0x8a0cbaaa" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, Police Protection -) Crime Attenuation" ID="0x8a0cbaab" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Crime, Crime Grid Decay Factor" ID="0x8a0cbaac" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Example: 0.5 means values get halved every month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime, Criminal Grid Decay Factor" ID="0x8a0cbaad" Type="Float32" Default="0.680" ShowAsHex="Y">
    <HELP>
Fraction (0 to 1.0) of unjailed criminals that will commit crimes next month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Worth" ID="0x8a1c3e72" Type="Sint64" Default="100" ShowAsHex="N">
    <HELP>
The reported damage amount (in simoleons) if the occupant gets destroyed by a disaster.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Age to output level response curve" ID="0x8a1e07ee" Type="Float32" Count="-4" Default="0 1" ShowAsHex="Y">
    <HELP>
Converts the current age degradation of the plant to a multiplier for production level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pipe burst probability" ID="0x8a235c56" Type="Float32" Default="0.00100" ShowAsHex="Y">
    <HELP>
Likelihood per month that a distressed pipe will burst
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Description" ID="0x8a2602a9" Type="String" ShowAsHex="Y">
    <HELP>
This is the in game readable description for this item.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Icon" ID="0x8a2602b8" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource instance ID of Menu Icon for this item
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Order" ID="0x8a2602b9" Type="Uint32" ShowAsHex="N">
    <HELP>
Controls position in menu.  Items with lower numbers appear on or near the top of the menu, items with higher numbers are placed lower on the menu.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Submenu" ID="0x8a2602ba" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
If needed: which sub menu this item belongs to
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Button ID" ID="0x8a2602bb" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
If needed: the button id this item corresponds to
</HELP>
  </PROPERTY>
  <PROPERTY Name="Port Type Exemplar IDs" ID="0x8a270fc3" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
List of instance IDs for exemplars containing the properties for each distinct airport/seaport type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simolean Cost Per Bridge Tile" ID="0x8a2d49ea" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Cost to create a bridge tile of network using this tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simolean Cost Per Tunnel Tile" ID="0x8a2d49f0" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Cost to create a tunnel tile of network using this tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="CategoryGodMisc" ID="0x8a3143b7" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Brush belongs to god mode, miscellaneous category
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: BondInterestRate" ID="0x8a3fb98d" Type="Float32" Default="8.5" ShowAsHex="Y">
    <HELP>
Interest applied to principal once and added to total
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LayerWeight" ID="0x8a3fc5dd" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Priority scalar
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Pollution Delta" ID="0x8a40620b" Type="Uint32" Default="0x00000032" ShowAsHex="N">
    <HELP>
Maximum amount of water pollution that can be added to/subtracted from each cell per month.
</HELP>
  </PROPERTY>
  <PROPERTY Name="User Visible Name Key" ID="0x8a416a99" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource key of the name of what this exemplar represents
</HELP>
  </PROPERTY>
  <PROPERTY Name="Commute Train Length" ID="0x8a441c9c" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Min/max length in cars, including engine, of commuter trains
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDb_MinDealAmountGarbage" ID="0x8a46933d" Type="Float32" Default="1000" ShowAsHex="Y">
    <HELP>
Min deal amount for garbage deal
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: Waning Wealth Property Tax Multiplier" ID="0x8a480df7" Type="Float32" Count="3" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier applied to a building tax value for each level of difference in wealth level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Vehicle Skid" ID="0x8a4efa75" Type="Float32" Default="0.200" ShowAsHex="Y">
    <HELP>
Percentage (0.0 - 1.0) of skid that will be applied to vehicle turns.  0 = clamp to paths
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Buses Per Second" ID="0x8a511dd1" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Max number of buses to cross a tile per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LayerPositionMode" ID="0x8a552758" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Layer Position Mode
</HELP>
  </PROPERTY>
  <PROPERTY Name="Is Ground Model" ID="0x8a5e5db8" Type="Bool" ShowAsHex="Y">
    <HELP>
Present if this prop is a ground-based model suitable for demolish fx, shadows, and collision avoidance.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 1" ID="0x8a5e7b50" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 2" ID="0x8a5e7b51" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 3" ID="0x8a5e7b52" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 4" ID="0x8a5e7b53" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 5" ID="0x8a5e7b54" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 6" ID="0x8a5e7b55" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 7" ID="0x8a5e7b56" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 8" ID="0x8a5e7b57" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 9" ID="0x8a5e7b58" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 10" ID="0x8a5e7b59" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 11" ID="0x8a5e7b5a" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 12" ID="0x8a5e7b5b" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 13" ID="0x8a5e7b5c" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 14" ID="0x8a5e7b5d" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 15" ID="0x8a5e7b5e" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 16" ID="0x8a5e7b5f" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 17" ID="0x8a5e7b60" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 18" ID="0x8a5e7b61" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 19" ID="0x8a5e7b62" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 20" ID="0x8a5e7b63" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio: Music Playlist Entry 21" ID="0x8a5e7b64" Type="Uint32" Count="3" Default="0x00000000 0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Music playlist entry values (Title, Filename, on/off)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinForPurposeFundingPercentageToAnimate" ID="0x8a5f88e3" Type="Uint32" Count="2" Default="0x00000000 0x00000014" ShowAsHex="Y">
    <HELP>
(PurposeId, funding)The occupant needs to be funded by at least this much for the specified purpose, for it to animate
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel Strategy Modifier" ID="0x8a612fee" Type="Sint32" Count="9" Default="0" ShowAsHex="Y">
    <HELP>
For each wealth type ($-$$$), modifies percentage of travelers using each of the three travel strategies
</HELP>
  </PROPERTY>
  <PROPERTY Name="Average Salary for Demographic" ID="0x8a63f2a1" Type="Uint32" Count="12" Default="0x00000000" ShowAsHex="Y">
    <HELP>
The average salary for each of the three wealth levels and four education levels (12 total)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Air Effect by zone type" ID="0x8a67e373" Type="Float32" Count="16" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on air pollution for each zone type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Effect by zone type" ID="0x8a67e374" Type="Float32" Count="16" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on water pollution for each zone type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Effect by zone type" ID="0x8a67e376" Type="Float32" Count="16" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on garbage for each zone type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Traffic Air Pollution Effect" ID="0x8a67e378" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on air pollution generated by traffic
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LayerDensityMode" ID="0x8a70b1a2" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Layer Density Mode
</HELP>
  </PROPERTY>
  <PROPERTY Name="Monthly Cost Per Pipe" ID="0x8a84778f" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Maintenance cost for each pipe occupant
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Capacity To Staff Divisor" ID="0x8a891421" Type="Uint32" Default="0x0000001e" ShowAsHex="N">
    <HELP>
The school's capacity is divided by this number to determine the number of teachers on staff
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Capacity To Staff Divisor" ID="0x8a89142a" Type="Uint32" Default="0x0000001e" ShowAsHex="N">
    <HELP>
The hospital's capacity is divided by this number to determine the number of doctors on staff
</HELP>
  </PROPERTY>
  <PROPERTY Name="Catalog Monthly Cost (float)" ID="0x8a94eee0" Type="Float32" Count="-1" Default="0" ShowAsHex="N">
    <HELP>
Float value for displaying monthly cost in the catalog - not simulated
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LayerPositionSmoothDelta" ID="0x8aa039b7" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Layer position smoothing delta limit
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Incident ID" ID="0x8aa864d5" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Which crime simulator incident this prop represents, or 0 if it's a generic crime prop.
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDd_UnsuspensionPeriod" ID="0x8b58c59e" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
If after suspension period the deal's at default during this number of days it will get killed without being re-suspended.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Conditional Automaton" ID="0x8bbd735e" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If true, automaton will be ghosted in the earned vehicle catalog view until an advisor condition is satisfied
</HELP>
  </PROPERTY>
  <PROPERTY Name="Runway End Number" ID="0x8bfb1072" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Indicate the location of the end of a runway. Must come in pairs.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Transport Versus Landfill Tiles" ID="0x8c19c3e9" Type="Float32" Count="-4" Default="0 0 100 100000" ShowAsHex="Y">
    <HELP>
How much garbage can be delivered to the landfill each month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AEMSZoomVolumes" ID="0x8c376d4f" Type="Float32" Count="5" Default="0 0 0 0.5 1" ShowAsHex="Y">
    <HELP>
Volume for AEMS system at each zoom level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Ferry Fare" ID="0x8c3caef5" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Income per traveller from a ferry trip
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travellers per bus" ID="0x8c3e8185" Type="Uint32" Default="0x00000032" ShowAsHex="Y">
    <HELP>
How many travellers it takes to yield a bus automata
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant Types" ID="0x8cb3511f" Type="Uint32" Count="-1" ShowAsHex="Y">
    <OPTION Value="0x00001010" Name="R$">
    </OPTION>
    <OPTION Value="0x00001020" Name="R$$">
    </OPTION>
    <OPTION Value="0x00001030" Name="R$$$">
    </OPTION>
    <OPTION Value="0x00003110" Name="CS$">
    </OPTION>
    <OPTION Value="0x00003120" Name="CS$$">
    </OPTION>
    <OPTION Value="0x00003130" Name="CS$$$">
    </OPTION>
    <OPTION Value="0x00003320" Name="CO$$">
    </OPTION>
    <OPTION Value="0x00003330" Name="CO$$$">
    </OPTION>
    <OPTION Value="0x00004100" Name="IR">
    </OPTION>
    <OPTION Value="0x00004200" Name="ID">
    </OPTION>
    <OPTION Value="0x00004300" Name="IM">
    </OPTION>
    <OPTION Value="0x00004400" Name="IH">
    </OPTION>
    <HELP>
Types of occupants
</HELP>
  </PROPERTY>
  <PROPERTY Name="mnWeeksForCompleteTemperatureSimulation" ID="0xa7607d70" Type="Sint32" Default="1" ShowAsHex="Y">
    <HELP>
mnWeeksForCompleteTemperatureSimulation
</HELP>
  </PROPERTY>
  <PROPERTY Name="mnWeeksForCompleteMoistureSimulation" ID="0xa7607d71" Type="Sint32" Default="1" ShowAsHex="Y">
    <HELP>
mnWeeksForCompleteMoistureSimulation
</HELP>
  </PROPERTY>
  <PROPERTY Name="mnSimulationSpreadWritingRadius" ID="0xa7607d72" Type="Sint32" Default="1" ShowAsHex="Y">
    <HELP>
mnSimulationSpreadWritingRadius
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientTemperature" ID="0xa7607d73" Type="Float32" Default="65" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientTemperature
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientTemperatureVariation" ID="0xa7607d74" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientTemperatureVariation
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientTemperatureVariationFactor" ID="0xa7607d75" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientTemperatureVariationFactor
</HELP>
  </PROPERTY>
  <PROPERTY Name="mnSeaModerationRadius" ID="0xa7607d76" Type="Sint32" Default="10" ShowAsHex="Y">
    <HELP>
mnSeaModerationRadius
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfSeaModerationFactor" ID="0xa7607d77" Type="Float32" Default="0.879" ShowAsHex="Y">
    <HELP>
mfSeaModerationFactor
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfAltitudeTemperatureFactor" ID="0xa7607d78" Type="Float32" Default="0.0820" ShowAsHex="Y">
    <HELP>
mfAltitudeTemperatureFactor
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfWindChillTemperatureFactor" ID="0xa7607d79" Type="Float32" Default="0.25" ShowAsHex="Y">
    <HELP>
mfWindChillTemperatureFactor
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientMoisture" ID="0xa7607d7a" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientMoisture
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientMoistureVariation" ID="0xa7607d7b" Type="Float32" Default="0.200" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientMoistureVariation
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientMoistureVariationFactor" ID="0xa7607d7c" Type="Float32" Default="0.200" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientMoistureVariationFactor
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfMoistureHillFactor" ID="0xa7607d7d" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Wind effect on hill moisture (H20 fractional units per m/s of perpendicular wind penetration)
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfValleyMoistureBoost" ID="0xa7607d7e" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Moisture boost for areas detected as valleys (0-1)
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfMoistureValleySlopeThreshold" ID="0xa7607d7f" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
Minimum concavity required to detect area as valley (linear height deviation in meters)
</HELP>
  </PROPERTY>
  <PROPERTY Name="mMoistureVariationScale" ID="0xa7607d80" Type="Uint32" Default="0x00000040" ShowAsHex="Y">
    <HELP>
Amplitude of plasma-based noise in moisture map (map creation only)
</HELP>
  </PROPERTY>
  <PROPERTY Name="mMoistureDitherScale" ID="0xa7607d81" Type="Uint32" Default="0x0000000f" ShowAsHex="Y">
    <HELP>
Amplitude of high-freq. dithering noise in moisture map (map creation only)
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientWindSpeed" ID="0xa7607d86" Type="Float32" Default="3" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientWindSpeed
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientWindDirection[0]" ID="0xa7607d87" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientWindDirection[0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfYearlyAmbientWindDirection[1]" ID="0xa7607d88" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
mfYearlyAmbientWindDirection[1]
</HELP>
  </PROPERTY>
  <PROPERTY Name="mfWindPerturbationRange" ID="0xa7607d89" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Angular window for periodic variation of ambient wind direction (0-90 degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Incinerator monthly capacity" ID="0xa8ebcf0c" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Amount of trash burned per month
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4FloraFamilyProperty" ID="0xa8f149c5" Type="Uint32" Count="-2" Default="0x00000001" ShowAsHex="Y">
    <HELP>
kSC4FloraFamilyProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Use Reduction" ID="0xa8f4eb0c" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinace has on water use
</HELP>
  </PROPERTY>
  <PROPERTY Name="IntelliScrollOuterRadiusPixels" ID="0xa90f5dec" Type="Uint32" Default="0x00000050" ShowAsHex="Y">
    <HELP>
When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power radiation radius" ID="0xa911e2f1" Type="Uint32" Default="0x00000002" MinValue="0x00000000" MaxValue="0x000000ff" ShowAsHex="Y">
    <HELP>
Number of cells surrounding buildings and zones that will also be powered
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line monthly upkeep" ID="0xa9132ef9" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Cost of maintaining each cell of wire connected to this power pole
</HELP>
  </PROPERTY>
  <PROPERTY Name="Air Pollution Threshold" ID="0xa91351a6" Type="Uint32" Default="0x00003e80" ShowAsHex="Y">
    <HELP>
When a cell has this much air pollution, it's considered polluted
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_R$" ID="0xa9188ef5" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the R$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Init/Max Allowed Funding" ID="0xa9189479" Type="Float32" Count="2" Default="25 120" ShowAsHex="Y">
    <HELP>
Initial and Maximum allowed funding percentage for health department
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Strike Duration" ID="0xa91894bc" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Maximum duration of a School strike, in months
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_Cs$" ID="0xa918c929" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the CS$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_IDirty" ID="0xa918c942" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the IDirty occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Coverage Radius % Effect" ID="0xa91b3af4" Type="Float32" Default="110" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200) by which this ordinance affects coverage radius of schools
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Effectiveness vs. Distance Effect" ID="0xa91b3afa" Type="Float32" Count="-2" Default="0 100" MinValue="0" MaxValue="100" ShowAsHex="Y">
    <HELP>
Maps % of coverage distance from a school to EQ boost %
</HELP>
  </PROPERTY>
  <PROPERTY Name="ShimmerMinQuadWidth" ID="0xa91cbe00" Type="Float32" Count="5" Default="127" ShowAsHex="Y">
    <HELP>
Min quad widths (meters) in different zooms
</HELP>
  </PROPERTY>
  <PROPERTY Name="ShimmerMaxQuadWidth" ID="0xa91cbe01" Type="Float32" Count="5" Default="254" ShowAsHex="Y">
    <HELP>
Max quad widths (meters) in different zooms
</HELP>
  </PROPERTY>
  <PROPERTY Name="ShimmerQuadDensity" ID="0xa91cbe02" Type="Uint32" Count="5" Default="0x00000258" ShowAsHex="Y">
    <HELP>
Number of shimmer quads to have if all of a 256x256 happenned to be water
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max roads funding percent" ID="0xa92356ae" Type="Float32" Default="1.200" ShowAsHex="Y">
    <HELP>
Maximum allowed funding percentage for roads
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max mass transit funding percent" ID="0xa92356af" Type="Float32" Default="1.200" ShowAsHex="Y">
    <HELP>
Maximum allowed funding percentage for mass transit
</HELP>
  </PROPERTY>
  <PROPERTY Name="Damaged road extra step cost" ID="0xa92356b0" Type="Float32" Default="32" ShowAsHex="Y">
    <HELP>
Additional cost to travel on a damaged road tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Income per tile by travel type" ID="0xa92356b1" Type="Float32" Count="9" Default="0" ShowAsHex="Y">
    <HELP>
Income gained for each tile: walk, car, bus, rail, freight truck, freight train, subway, lt rl
</HELP>
  </PROPERTY>
  <PROPERTY Name="Mass Transit Usage Chance" ID="0xa92356b2" Type="Uint8" Default="0x3c" ShowAsHex="Y">
    <HELP>
Percent chance an RCI trip will allow use of mass transit
</HELP>
  </PROPERTY>
  <PROPERTY Name="Network Traffic Capacity" ID="0xa92356b3" Type="Float32" Count="13" Default="0" ShowAsHex="Y">
    <HELP>
Level at which traffic volume becomes uncomfortable to sims (rd, rl, hwy, st, x, x, ave, sub, lr)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel type generates traffic" ID="0xa92356b4" Type="Bool" Count="9" Default="0 1 0 1" ShowAsHex="Y">
    <HELP>
Order: walk, car, bus, train, subway, lt rl
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel type can reach destination" ID="0xa92356b5" Type="Bool" Count="9" Default="1 1 0 0 0 1 1 0" ShowAsHex="Y">
    <HELP>
Order: walk, car, bus, train, subway, lt rl
</HELP>
  </PROPERTY>
  <PROPERTY Name="Maximum distance from origin to network" ID="0xa92356b8" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
How far a trip can jump from its starting zone to a road/rail/etc
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion vs Speed" ID="0xa92356b9" Type="Float32" Count="-4" Default="0 1 2 0.100" ShowAsHex="Y">
    <HELP>
Maps speed multiplier as a function of congestion
</HELP>
  </PROPERTY>
  <PROPERTY Name="Commute trip max time" ID="0xa92356ba" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
Maximum time for a commute trip in minutes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Intersection and Turn Capacity Effect" ID="0xa92356bb" Type="Float32" Count="-3" Default="0.5 0.680 0.879" ShowAsHex="Y">
    <HELP>
Diminishing effect of an intersection or turn on capacity
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trip Starting Cost by travel type" ID="0xa92356bc" Type="Float32" Count="9" Default="0" ShowAsHex="Y">
    <HELP>
Starting overhead cost in time for each travel type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Job Scaling Constant" ID="0xa92356bd" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Multiplies building capacity to determine number of jobs there
</HELP>
  </PROPERTY>
  <PROPERTY Name="Population Background Traffic" ID="0xa92356be" Type="Float32" Count="3" Default="0 0.200" ShowAsHex="Y">
    <HELP>
Amount of background (non-trip) traffic volume generated per population point for R, C, and I zones
</HELP>
  </PROPERTY>
  <PROPERTY Name="Travel type affected by traffic" ID="0xa92356bf" Type="Bool" Count="9" Default="0 1" ShowAsHex="Y">
    <HELP>
Order: walk, car, bus, train, freight truck, freight train, subway, lt rl
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Effectiveness vs. Average Age" ID="0xa92ae3bd" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Maps Average age of a tract to the % HQ boost the hospital gives the tract
</HELP>
  </PROPERTY>
  <PROPERTY Name="School EQ boost" ID="0xa92ae446" Type="Float32" Default="10" ShowAsHex="N">
    <HELP>
The EQ boost the school gives at it's origin.
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Type ID List" ID="0xa92d8e40" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Variable length list of type IDs for this school
</HELP>
  </PROPERTY>
  <PROPERTY Name="School EQ Boost Effect" ID="0xa92d9d7a" Type="Float32" Default="110" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200%) by which this ordinance affects all EQ values
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Effectiveness vs. Wealth" ID="0xa92d9fcd" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Maps wealth level to HQ boost %
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Pollution to HQ Decay Curve" ID="0xa941b028" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps amount of water pollution in a tract to the rate at which the HQ in that tract decays
</HELP>
  </PROPERTY>
  <PROPERTY Name="Underground Trench Floor Depth" ID="0xa96e5641" Type="Float32" Default="15" ShowAsHex="Y">
    <HELP>
Default depth of underground network trench floor below terrain
</HELP>
  </PROPERTY>
  <PROPERTY Name="Prop occupant class ID" ID="0xa977a86b" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Uint32: The class ID of the prop occupant to create. If not present, then 'kGZCLSID_cSC4PropOccupant' is used.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Watered Terrain Color" ID="0xa97f42ce" Type="Uint8" Count="4" Default="0x00" ShowAsHex="Y">
    <HELP>
RGBA color for watered terrain cells in pipe view
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_IHighTech" ID="0xa9a36e47" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the IHighTech occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant Trip Zone Filter" ID="0xa9af1e54" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Which zone types will generate occupant trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Occupant Trip Purpose Filter" ID="0xa9af1e55" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Which zone purpose types will generate occupant trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage Time" ID="0xa9b6ecd3" Type="Uint32" Count="-5" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Ticks to next fire stage by stage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spread Time" ID="0xa9b6ecd4" Type="Uint32" Count="-5" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Ticks between spread attempts per stage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spread Radius" ID="0xa9b6ecd5" Type="Uint32" Count="-5" Default="0x00000000 0x00000008 0x00000010 0x00000018 0x00000020" ShowAsHex="Y">
    <HELP>
In meters beyond occupant/lot boundaries
</HELP>
  </PROPERTY>
  <PROPERTY Name="Wind Scalar" ID="0xa9b6ecd6" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Wind effect on spread direction is directly scaled by this
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fires / Area (Top)" ID="0xa9b6ecd7" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Number of top fires per unit area
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fires / Area (Side)" ID="0xa9b6ecd8" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Number of side fires per unit area
</HELP>
  </PROPERTY>
  <PROPERTY Name="Extinguish Rate vs. Protection" ID="0xa9b6ecd9" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
The rate at which a fire declines as a function of protection
</HELP>
  </PROPERTY>
  <PROPERTY Name="Percent FireStart vs. Flammability" ID="0xa9b6ecda" Type="Float32" Count="-2" Default="0" ShowAsHex="N">
    <HELP>
Maps Flammability(0-255) to percent chance(0-100) of fire starting when ignited
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxBeachWidth" ID="0xa9c283d0" Type="Uint8" Default="0x04" ShowAsHex="Y">
    <HELP>
How far from water (in cells) does the beach extend
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxBeachAltitude" ID="0xa9c283d1" Type="Float32" Default="7" ShowAsHex="Y">
    <HELP>
How high above the sea level(meters), does the beach extend
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Crew Offsets" ID="0xa9d6cc17" Type="Float32" Count="2" Default="8 6" ShowAsHex="Y">
    <HELP>
Offsets (in meters) of fire team from center of engine and director from front of engine
</HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Crew Competence Pct" ID="0xa9d6cc18" Type="Float32" Count="3" Default="1 0.600 0" ShowAsHex="Y">
    <HELP>
Min Percentage (0.0-1.0) of fire team efficiency that will give the super, normal, and incompetent animations
</HELP>
  </PROPERTY>
  <PROPERTY Name="KeyboardScrollSpeed" ID="0xa9e581fb" Type="Float32" Default="0.200" ShowAsHex="Y">
    <HELP>
Speed of scrolling when arrow key is held down.
</HELP>
  </PROPERTY>
  <PROPERTY Name="NetworkLotConfigPropertyMaxSlopeAllowed" ID="0xaa120972" Type="Float32" Default="64" ShowAsHex="Y">
    <HELP>
The Max slope this lot will develop on
</HELP>
  </PROPERTY>
  <PROPERTY Name="NetworkLotConfigPropertyMinSlopeAllowed" ID="0xaa120973" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
The Min slope this lot will develop on
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Name" ID="0xaa12fcb0" Type="String" Default="Unknown Crime" ShowAsHex="Y">
  </PROPERTY>
  <PROPERTY Name="Icon Resource Key" ID="0xaa12fcb1" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
type, group, and instance ID
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Filter" ID="0xaa12fcb2" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Zone types compatible with crime (none == can appear in any zone)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Wealth Filter" ID="0xaa12fcb3" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Zone wealth values compatible with crime (none == can appear around any wealth)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Purpose Filter" ID="0xaa12fcb4" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Zone purpose types compatible with crime (none == can appear around any purpose)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Grid Value" ID="0xaa12fcb5" Type="Uint8" Default="0x40" ShowAsHex="Y">
    <HELP>
The crime grid tract value will be increased by this amount
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trigger Fire" ID="0xaa12fcb6" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
If set to non-zero value, this will trigger a fire
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Condition Filter" ID="0xaa12fcb7" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
Lot conditions compatible with crime
</HELP>
  </PROPERTY>
  <PROPERTY Name="Relative Occurrance" ID="0xaa12fcb8" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Relative occurance weight of this crime, only has meaning relative to values for other crimes.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max acceptable pumped water pollution level" ID="0xaa161f81" Type="Uint32" Default="0x00000007" ShowAsHex="Y">
    <HELP>
Water pumps will not function if water pollution higher than this level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health effect strength" ID="0xaa19f6ea" Type="Float32" Default="0" ShowAsHex="N">
    <HELP>
This is an optional property. If defined and less than 0, the building is a "health hazard" (in a way other than the standard pollution types) and will depress HQ in an area defined by the radius and strength. If the number is  greater than 0 then it will benefit health in the area.
</HELP>
  </PROPERTY>
  <PROPERTY Name="OccupantGroups" ID="0xaa1dd396" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
List of groups this occupant belongs to.
</HELP>
    <OPTION Value="0x1000" Name="Building: Residential">
    </OPTION>
    <OPTION Value="0x1001" Name="Building: Commercial">
    </OPTION>
    <OPTION Value="0x1002" Name="Building: Industrial">
    </OPTION>
    <OPTION Value="0x1003" Name="Building: Transportation">
    </OPTION>
    <OPTION Value="0x1004" Name="Building: Utility">
    </OPTION>
    <OPTION Value="0x1005" Name="Building: Civic">
    </OPTION>
    <OPTION Value="0x1006" Name="Building: Park">
    </OPTION>
    <OPTION Value="0x1009" Name="Building: ScriptingUse">
    </OPTION>
    <OPTION Value="0x100a" Name="Building: Fauna_generate">
    </OPTION>
    <OPTION Value="0x1100" Name="Building: Commercial FleaMarket">
    </OPTION>
    <OPTION Value="0x1101" Name="Building: Commercial MiddleClassMall">
    </OPTION>
    <OPTION Value="0x1102" Name="Building: Commercial FashionCentre">
    </OPTION>
    <OPTION Value="0x1103" Name="Building: Commercial Drivein">
    </OPTION>
    <OPTION Value="0x1104" Name="Building: Commercial Multiplex">
    </OPTION>
    <OPTION Value="0x1105" Name="Building: Commercial DinnerTheater">
    </OPTION>
    <OPTION Value="0x1106" Name="Building: Commercial FleaBagMotel">
    </OPTION>
    <OPTION Value="0x1107" Name="Building: Commercial FamilyCourt">
    </OPTION>
    <OPTION Value="0x1108" Name="Building: Commercial LuxurySpa">
    </OPTION>
    <OPTION Value="0x1109" Name="Building: Commercial GreasePit">
    </OPTION>
    <OPTION Value="0x110A" Name="Building: Commercial ServiceStation">
    </OPTION>
    <OPTION Value="0x110B" Name="Building: Commercial CarCarCentre">
    </OPTION>
    <OPTION Value="0x110C" Name="Building: Commercial UsedCarCheap">
    </OPTION>
    <OPTION Value="0x110D" Name="Building: Commercial CarDealership">
    </OPTION>
    <OPTION Value="0x110E" Name="Building: Commercial LuxuryAutoCentr">
    </OPTION>
    <OPTION Value="0x110F" Name="Building: Commercial TacoStand">
    </OPTION>
    <OPTION Value="0x1110" Name="Building: Commercial FamilyDiner">
    </OPTION>
    <OPTION Value="0x1111" Name="Building: Commercial ChezFancy">
    </OPTION>
    <OPTION Value="0x1112" Name="Building: Commercial Cinema">
    </OPTION>
    <OPTION Value="0x1113" Name="Building: Commercial MaxisSimTheatre">
    </OPTION>
    <OPTION Value="0x1114" Name="Building: Commercial FamilyInn">
    </OPTION>
    <OPTION Value="0x1115" Name="Building: Commercial Ritzy">
    </OPTION>
    <OPTION Value="0x1116" Name="Building: Commercial Simcys">
    </OPTION>
    <OPTION Value="0x1117" Name="Building: Commercial Sims4thAve">
    </OPTION>
    <OPTION Value="0x11010" Name="Building: R$">
    </OPTION>
    <OPTION Value="0x11020" Name="Building: R$$">
    </OPTION>
    <OPTION Value="0x11030" Name="Building: R$$$">
    </OPTION>
    <OPTION Value="0x13320" Name="Building: CO$$">
    </OPTION>
    <OPTION Value="0x13330" Name="Building: CO$$$">
    </OPTION>
    <OPTION Value="0x13110" Name="Building: CS$">
    </OPTION>
    <OPTION Value="0x13120" Name="Building: CS$$">
    </OPTION>
    <OPTION Value="0x13130" Name="Building: CS$$$">
    </OPTION>
    <OPTION Value="0x14100" Name="Building: IA">
    </OPTION>
    <OPTION Value="0x14200" Name="Building: ID">
    </OPTION>
    <OPTION Value="0x14300" Name="Building: IM">
    </OPTION>
    <OPTION Value="0x14400" Name="Building: IHT">
    </OPTION>
    <OPTION Value="0x21000" Name="Building: Commercial Car">
    </OPTION>
    <OPTION Value="0x21001" Name="Building: Commercial Food">
    </OPTION>
    <OPTION Value="0x21002" Name="Building: Commercial Shop">
    </OPTION>
    <OPTION Value="0x21003" Name="Building: Commercial Movie">
    </OPTION>
    <OPTION Value="0x21004" Name="Building: Commercial Hotel">
    </OPTION>
    <OPTION Value="0x31000" Name="Building: Large Commercial">
    </OPTION>
    <OPTION Value="0x1300" Name="Building: Rail">
    </OPTION>
    <OPTION Value="0x1301" Name="Building: Bus">
    </OPTION>
    <OPTION Value="0x1302" Name="Building: Subway">
    </OPTION>
    <OPTION Value="0x1303" Name="Building: El Train">
    </OPTION>
    <OPTION Value="0x1304" Name="Building: Ferry">
    </OPTION>
    <OPTION Value="0x1305" Name="Building: PassengerRail">
    </OPTION>
    <OPTION Value="0x1306" Name="Building: FreightRail">
    </OPTION>
    <OPTION Value="0x1307" Name="Building: MonoRail">
    </OPTION>
    <OPTION Value="0x1308" Name="Building: CarFerry">
    </OPTION>
    <OPTION Value="0x1309" Name="Building: PassengerFerry">
    </OPTION>
    <OPTION Value="0x130A" Name="Building: MiscTransit">
    </OPTION>
    <OPTION Value="0x130B" Name="Building: TollBooth">
    </OPTION>
    <OPTION Value="0x1400" Name="Building: Power">
    </OPTION>
    <OPTION Value="0x1401" Name="Building: Water">
    </OPTION>
    <OPTION Value="0x1402" Name="Building: Landfill">
    </OPTION>
    <OPTION Value="0x1403" Name="Building: Nuclear">
    </OPTION>
    <OPTION Value="0x1404" Name="Building: Recycle">
    </OPTION>
    <OPTION Value="0x1405" Name="Building: Toxic Dump">
    </OPTION>
    <OPTION Value="0x1406" Name="Building: Landfill Zone">
    </OPTION>
    <OPTION Value="0x1500" Name="Building: Police">
    </OPTION>
    <OPTION Value="0x1501" Name="Building: Jail">
    </OPTION>
    <OPTION Value="0x1502" Name="Building: Fire">
    </OPTION>
    <OPTION Value="0x1503" Name="Building: School">
    </OPTION>
    <OPTION Value="0x1504" Name="Building: College">
    </OPTION>
    <OPTION Value="0x1505" Name="Building: Library">
    </OPTION>
    <OPTION Value="0x1506" Name="Building: Museum">
    </OPTION>
    <OPTION Value="0x1507" Name="Building: Health">
    </OPTION>
    <OPTION Value="0x1508" Name="Building: Airport">
    </OPTION>
    <OPTION Value="0x1509" Name="Building: Seaport">
    </OPTION>
    <OPTION Value="0x150A" Name="Building: Landmark">
    </OPTION>
    <OPTION Value="0x150B" Name="Building: Reward">
    </OPTION>
    <OPTION Value="0x150C" Name="Building: Landmark Queue">
    </OPTION>
    <OPTION Value="0x150D" Name="Building: PoliceBig">
    </OPTION>
    <OPTION Value="0x150E" Name="Building: PoliceSm">
    </OPTION>
    <OPTION Value="0x150F" Name="Building: SchoolsK6">
    </OPTION>
    <OPTION Value="0x1510" Name="Building: SchoolsHS">
    </OPTION>
    <OPTION Value="0x1511" Name="Building: Courthouse">
    </OPTION>
    <OPTION Value="0x1512" Name="Building: Clinic">
    </OPTION>
    <OPTION Value="0x1513" Name="Building: Hospital">
    </OPTION>
    <OPTION Value="0x1514" Name="Building: SchoolsPrivate">
    </OPTION>
    <OPTION Value="0x1515" Name="Building: Deluxe Police Station">
    </OPTION>
    <OPTION Value="0x1516" Name="Building: Police Kiosk">
    </OPTION>
    <OPTION Value="0x1517" Name="Building: Landing Strip">
    </OPTION>
    <OPTION Value="0x1518" Name="Building: DeluxeFireStation">
    </OPTION>
    <OPTION Value="0x1519" Name="Building: WaterTransit ">
    </OPTION>
    <OPTION Value="0x151a" Name="Building: LargeHealth">
    </OPTION>
    <OPTION Value="0x151b" Name="Building: School Other">
    </OPTION>
    <OPTION Value="0x151c" Name="Building: Health Other">
    </OPTION>
    <OPTION Value="0x1700" Name="Building: Cemetary">
    </OPTION>
    <OPTION Value="0x1701" Name="Building: Pet Cemetary">
    </OPTION>
    <OPTION Value="0x1702" Name="Building: Zoo">
    </OPTION>
    <OPTION Value="0x1900" Name="Building: VIP">
    </OPTION>
    <OPTION Value="0x1901" Name="Building: Tourist">
    </OPTION>
    <OPTION Value="0x1902" Name="Building: CountryClub">
    </OPTION>
    <OPTION Value="0x1903" Name="Building: Taxi_Maker">
    </OPTION>
    <OPTION Value="0x1904" Name="Building: AmbulanceMaker">
    </OPTION>
    <OPTION Value="0x1905" Name="Building: DMV">
    </OPTION>
    <OPTION Value="0x1906" Name="Building: Stadium">
    </OPTION>
    <OPTION Value="0x1907" Name="Building: Worship">
    </OPTION>
    <OPTION Value="0x1908" Name="Building: NiteClub">
    </OPTION>
    <OPTION Value="0x1909" Name="Building: Opera">
    </OPTION>
    <OPTION Value="0x1910" Name="Building: TV Station">
    </OPTION>
    <OPTION Value="0x1911" Name="Building: TV Magnet">
    </OPTION>
    <OPTION Value="0x1912" Name="Building: Farmland">
    </OPTION>
    <OPTION Value="0x1913" Name="Building: Biz Lawyer Attack">
    </OPTION>
    <OPTION Value="0x1914" Name="Building: Army Base">
    </OPTION>
    <OPTION Value="0x1915" Name="Building: Army Missile Range">
    </OPTION>
    <OPTION Value="0x1916" Name="Building: Army Tank">
    </OPTION>
    <OPTION Value="0x1917" Name="Building: Ape Escape">
    </OPTION>
    <OPTION Value="0x1918" Name="Building: Maxis">
    </OPTION>
    <OPTION Value="0x1919" Name="Building: Dog Magnet">
    </OPTION>
    <OPTION Value="0x1920" Name="Building: YIMBY">
    </OPTION>
    <OPTION Value="0x1921" Name="Building: Convention Crowd">
    </OPTION>
    <OPTION Value="0x1922" Name="Building: Kid Crowd">
    </OPTION>
    <OPTION Value="0x1923" Name="Building: Sim Crowd Day r10Small">
    </OPTION>
    <OPTION Value="0x1924" Name="Building: Sim Crowd Day r70Lg">
    </OPTION>
    <OPTION Value="0x1925" Name="Building: State Fair">
    </OPTION>
    <OPTION Value="0x1926" Name="Building: Bus Stop">
    </OPTION>
    <OPTION Value="0x1927" Name="Building: Sim Crowd Stand">
    </OPTION>
    <OPTION Value="0x1928" Name="Building: NIMBY">
    </OPTION>
    <OPTION Value="0x1929" Name="Building: Crowd Biz">
    </OPTION>
    <OPTION Value="0x1930" Name="Building: Crowd White Coat">
    </OPTION>
    <OPTION Value="0x1931" Name="Building: Army_Ped">
    </OPTION>
    <OPTION Value="0x1932" Name="Building: Army_JumpinJacks">
    </OPTION>
    <OPTION Value="0x1933" Name="Building: ZombieBldg">
    </OPTION>
    <OPTION Value="0x1934" Name="Building: MowerBldg">
    </OPTION>
    <OPTION Value="0x1935" Name="Building: Landmark Ogle">
    </OPTION>
    <OPTION Value="0x1936" Name="Building: Burning Dude Maker">
    </OPTION>
    <OPTION Value="0x1937" Name="Building: Crowd Stand Return">
    </OPTION>
    <OPTION Value="0x1938" Name="Building: Mayor house">
    </OPTION>
    <OPTION Value="0x1939" Name="Building: Icecream spawner">
    </OPTION>
    <OPTION Value="0x1940" Name="Building: Casino">
    </OPTION>
    <OPTION Value="0x1941" Name="Building: Marina">
    </OPTION>
    <OPTION Value="0x1A00" Name="Building: Strikable Fire">
    </OPTION>
    <OPTION Value="0x1A01" Name="Building: Strikable Police">
    </OPTION>
    <OPTION Value="0x1A02" Name="Building: Strikable Health">
    </OPTION>
    <OPTION Value="0x1A03" Name="Building: Strikable Education">
    </OPTION>
    <OPTION Value="0x1A04" Name="Building: Strikable Transit">
    </OPTION>
    <OPTION Value="0x2000" Name="Style: Chicago">
    </OPTION>
    <OPTION Value="0x2001" Name="Style: New York">
    </OPTION>
    <OPTION Value="0x2002" Name="Style: Houston">
    </OPTION>
    <OPTION Value="0x2003" Name="Style: Euro">
    </OPTION>
    <OPTION Value="0x3000" Name="Industry: Anchor">
    </OPTION>
    <OPTION Value="0x3001" Name="Industry: Mechanical">
    </OPTION>
    <OPTION Value="0x3002" Name="Industry: Out">
    </OPTION>
    <OPTION Value="0x4000" Name="Automaton">
    </OPTION>
    <OPTION Value="0x4001" Name="Automata: Pedestrian">
    </OPTION>
    <OPTION Value="0x4002" Name="Automata: Vehicle">
    </OPTION>
    <OPTION Value="0x4003" Name="Automata: Aircraft">
    </OPTION>
    <OPTION Value="0x4004" Name="Automata: Watercraft">
    </OPTION>
    <OPTION Value="0x4005" Name="Automata: Train">
    </OPTION>
    <OPTION Value="0x4100" Name="Automata: Child">
    </OPTION>
    <OPTION Value="0x4101" Name="Automata: Construction Sim">
    </OPTION>
    <OPTION Value="0x4102" Name="Automata: Crime Sim">
    </OPTION>
    <OPTION Value="0x4103" Name="Automata: Firefighter">
    </OPTION>
    <OPTION Value="0x4104" Name="Automata: Sim Fire Crew">
    </OPTION>
    <OPTION Value="0x4105" Name="Automata: Police (multiple) Walking Strike Sim">
    </OPTION>
    <OPTION Value="0x4106" Name="Automata: Protestor">
    </OPTION>
    <OPTION Value="0x4107" Name="Automata: Sim">
    </OPTION>
    <OPTION Value="0x4108" Name="Automata: Police (multiple) Standing Strike Sim">
    </OPTION>
    <OPTION Value="0x4109" Name="Automata: Firemen (multiple) Walking Strike Sim">
    </OPTION>
    <OPTION Value="0x410a" Name="Automata: Fireman (multiple) Standing Strike Sim">
    </OPTION>
    <OPTION Value="0x410b" Name="Automata: Rioting Standing Sim">
    </OPTION>
    <OPTION Value="0x410c" Name="Automata: Rioting Walking Sim">
    </OPTION>
    <OPTION Value="0x410d" Name="Automata: Police">
    </OPTION>
    <OPTION Value="0x410e" Name="Automata: Fauna">
    </OPTION>
    <OPTION Value="0x410f" Name="Automata: Riot Police">
    </OPTION>
    <OPTION Value="0x4110" Name="Automata: Riot Police (multiple) Walking Sim">
    </OPTION>
    <OPTION Value="0x4111" Name="Automata: Riot Police (multiple) Standing Sim">
    </OPTION>
    <OPTION Value="0x4112" Name="Automata: Prisoner - (jail inhabitants)">
    </OPTION>
    <OPTION Value="0x4113" Name="Automata: Education (multiple) Standing Strike Sim">
    </OPTION>
    <OPTION Value="0x4114" Name="Automata: Education (multiple) Walking Strike Sim">
    </OPTION>
    <OPTION Value="0x4115" Name="Automata: Medical (multiple) Standing Strike Sim">
    </OPTION>
    <OPTION Value="0x4116" Name="Automata: Medical (multiple) Walking Strike Sim">
    </OPTION>
    <OPTION Value="0x4117" Name="Automata: Transit (multiple) Standing Strike Sim">
    </OPTION>
    <OPTION Value="0x4118" Name="Automata: Transit (multiple) Walking Strike Sim">
    </OPTION>
    <OPTION Value="0x4119" Name="Automata: Arsonist">
    </OPTION>
    <OPTION Value="0x4120" Name="Automata: BusinessPerson">
    </OPTION>
    <OPTION Value="0x4121" Name="Automata: Chimp">
    </OPTION>
    <OPTION Value="0x4122" Name="Automata: Dog">
    </OPTION>
    <OPTION Value="0x4123" Name="Automata: Llama">
    </OPTION>
    <OPTION Value="0x4124" Name="Automata: Education Worker">
    </OPTION>
    <OPTION Value="0x4125" Name="Automata: Medical Worker">
    </OPTION>
    <OPTION Value="0x4126" Name="Automata: Transit Worker">
    </OPTION>
    <OPTION Value="0x4127" Name="Automata: Chimp Experiment">
    </OPTION>
    <OPTION Value="0x4128" Name="Automata: Fauna_wild">
    </OPTION>
    <OPTION Value="0x4129" Name="Automata: Army Joggers">
    </OPTION>
    <OPTION Value="0x4130" Name="Automata: Chain Gang">
    </OPTION>
    <OPTION Value="0x4131" Name="Automata: Army JumpJacks">
    </OPTION>
    <OPTION Value="0x4132" Name="Automata: Army RunInPlace">
    </OPTION>
    <OPTION Value="0x4133" Name="Automata: Fauna Deer">
    </OPTION>
    <OPTION Value="0x4134" Name="Automata: Fauna Bear">
    </OPTION>
    <OPTION Value="0x4135" Name="Automata: Fauna Elephant">
    </OPTION>
    <OPTION Value="0x4136" Name="Automata: Fauna Giraffe">
    </OPTION>
    <OPTION Value="0x4137" Name="Automata: Fauna Horse">
    </OPTION>
    <OPTION Value="0x4138" Name="Automata: Fauna Lion">
    </OPTION>
    <OPTION Value="0x4139" Name="Automata: Fauna Moose">
    </OPTION>
    <OPTION Value="0x4140" Name="Automata: Fauna PolarBear">
    </OPTION>
    <OPTION Value="0x4141" Name="Automata: Fauna Rhino">
    </OPTION>
    <OPTION Value="0x4142" Name="Automata: Jail Prisoner Cop Magnet">
    </OPTION>
    <OPTION Value="0x4143" Name="Automata: Army Sims">
    </OPTION>
    <OPTION Value="0x4144" Name="Automata: TV Reporter_Ped">
    </OPTION>
    <OPTION Value="0x4145" Name="Automata: Zombie">
    </OPTION>
    <OPTION Value="0x4146" Name="Automata: Mower Dude">
    </OPTION>
    <OPTION Value="0x4147" Name="Automata: Flaming Stuntman">
    </OPTION>
    <OPTION Value="0x4148" Name="Automata: Carjacking Sims">
    </OPTION>
    <OPTION Value="0x4149" Name="Automata: MySim Walk Male">
    </OPTION>
    <OPTION Value="0x414a" Name="Automata: MySim Walk Female">
    </OPTION>
    <OPTION Value="0x4200" Name="Automata: Bus">
    </OPTION>
    <OPTION Value="0x4201" Name="Automata: Commute Train">
    </OPTION>
    <OPTION Value="0x4202" Name="Automata: Fire Engine">
    </OPTION>
    <OPTION Value="0x4203" Name="Automata: Freight Train">
    </OPTION>
    <OPTION Value="0x4204" Name="Automata: Freight Truck">
    </OPTION>
    <OPTION Value="0x4205" Name="Automata: Garbage Truck">
    </OPTION>
    <OPTION Value="0x4206" Name="Automata: Moving Van">
    </OPTION>
    <OPTION Value="0x4207" Name="Automata: Police Vehicle">
    </OPTION>
    <OPTION Value="0x4208" Name="Automata: Subway">
    </OPTION>
    <OPTION Value="0x4209" Name="Automata: MySim Vehicle">
    </OPTION>
    <OPTION Value="0x420A" Name="Automata: Soccer_Moms">
    </OPTION>
    <OPTION Value="0x420B" Name="Automata: Civilian_Cars">
    </OPTION>
    <OPTION Value="0x420C" Name="Automata: Taxi_Cars">
    </OPTION>
    <OPTION Value="0x420D" Name="Automata: Rich_Cars">
    </OPTION>
    <OPTION Value="0x420E" Name="Automata: Cheap_Cars">
    </OPTION>
    <OPTION Value="0x420F" Name="Automata: School_Bus">
    </OPTION>
    <OPTION Value="0x4210" Name="Automata: Limo">
    </OPTION>
    <OPTION Value="0x4211" Name="Automata: Ambulance">
    </OPTION>
    <OPTION Value="0x4212" Name="Automata: Toxic Carrier">
    </OPTION>
    <OPTION Value="0x4213" Name="Automata: Hearse">
    </OPTION>
    <OPTION Value="0x4214" Name="Automata: Recycle Truck">
    </OPTION>
    <OPTION Value="0x4215" Name="Automata: Commute Train Engine">
    </OPTION>
    <OPTION Value="0x4216" Name="Automata: Freight Train Engine">
    </OPTION>
    <OPTION Value="0x4217" Name="Automata: Subway Engine">
    </OPTION>
    <OPTION Value="0x4218" Name="Automata: TV Reporter">
    </OPTION>
    <OPTION Value="0x4219" Name="Automata: Farm Vehicles">
    </OPTION>
    <OPTION Value="0x421A" Name="Automata: Freight Train Caboose">
    </OPTION>
    <OPTION Value="0x421B" Name="Automata: U_Haul Leader">
    </OPTION>
    <OPTION Value="0x421C" Name="Automata: U_Haul Trailer">
    </OPTION>
    <OPTION Value="0x421D" Name="Automata: Subway Tunneler">
    </OPTION>
    <OPTION Value="0x421E" Name="Automata: Army Truck">
    </OPTION>
    <OPTION Value="0x421F" Name="Automata: Missile Truck">
    </OPTION>
    <OPTION Value="0x4220" Name="Automata: Army Tank - maybe">
    </OPTION>
    <OPTION Value="0x4221" Name="Automata: ArmyTruckLeader">
    </OPTION>
    <OPTION Value="0x4222" Name="Automata: Semi Truck">
    </OPTION>
    <OPTION Value="0x4223" Name="Automata: Semi Trailer">
    </OPTION>
    <OPTION Value="0x4224" Name="Automata: CC Dumptruck">
    </OPTION>
    <OPTION Value="0x4225" Name="Automata: CC Grader">
    </OPTION>
    <OPTION Value="0x4226" Name="Automata: Getaway Van">
    </OPTION>
    <OPTION Value="0x4227" Name="Automata: Crime Vehicle">
    </OPTION>
    <OPTION Value="0x4228" Name="Automata: Patrol Car">
    </OPTION>
    <OPTION Value="0x4229" Name="Automata: Carjacked Vehicle">
    </OPTION>
    <OPTION Value="0x422a" Name="Automata: Ice Cream Truck">
    </OPTION>
    <OPTION Value="0x422b" Name="Automata: Mayor Limo">
    </OPTION>
    <OPTION Value="0x422c" Name="Automata: El Train Engine">
    </OPTION>
    <OPTION Value="0x422d" Name="Automata: El Train">
    </OPTION>
    <OPTION Value="0x422e" Name="Automata: Monorail Engine">
    </OPTION>
    <OPTION Value="0x422f" Name="Automata: Monorail">
    </OPTION>
    <OPTION Value="0x4230" Name="Automata: Steam Train">
    </OPTION>
    <OPTION Value="0x4231" Name="Automata: Police Van">
    </OPTION>
    <OPTION Value="0x4232" Name="Automata: Cement Mixer">
    </OPTION>
    <OPTION Value="0x4233" Name="Automata: Standard Freight Engine">
    </OPTION>
    <OPTION Value="0x4234" Name="Automata: Expensive sports car">
    </OPTION>
    <OPTION Value="0x4235" Name="Automata: Train Track Checker">
    </OPTION>
    <OPTION Value="0x4236" Name="Automata: Train Car Spill">
    </OPTION>
    <OPTION Value="0x4300" Name="Automata: Helicopter">
    </OPTION>
    <OPTION Value="0x4301" Name="Automata: Police Helicopter">
    </OPTION>
    <OPTION Value="0x4302" Name="Automata: Planes">
    </OPTION>
    <OPTION Value="0x4303" Name="Automata: Fire planes">
    </OPTION>
    <OPTION Value="0x4304" Name="Automata: News Helicopter">
    </OPTION>
    <OPTION Value="0x4305" Name="Automata: Medical Helicopter">
    </OPTION>
    <OPTION Value="0x4306" Name="Automata: Crop Duster">
    </OPTION>
    <OPTION Value="0x4307" Name="Automata: Attack Helicopter">
    </OPTION>
    <OPTION Value="0x4308" Name="Automata: UFO">
    </OPTION>
    <OPTION Value="0x4311" Name="Automata: Stunt Plane">
    </OPTION>
    <OPTION Value="0x4312" Name="Automata: Fighter Plane">
    </OPTION>
    <OPTION Value="0x4313" Name="Automata: Sky Diver">
    </OPTION>
    <OPTION Value="0x4400" Name="Automata: Ferry Boat">
    </OPTION>
    <OPTION Value="0x4401" Name="Automata: Speed Boat">
    </OPTION>
    <OPTION Value="0x4402" Name="Automata: Passenger only Ferry Boat">
    </OPTION>
    <OPTION Value="0x4406" Name="Automata: Yacht">
    </OPTION>
    <OPTION Value="0x4407" Name="Automata: SailCat">
    </OPTION>
    <OPTION Value="0x4408" Name="Automata: motorboat">
    </OPTION>
    <OPTION Value="0x4409" Name="Automata: offshore">
    </OPTION>
    <OPTION Value="0x440a" Name="Automata: cargo">
    </OPTION>
    <OPTION Value="0x440c" Name="Automata: fishingboat">
    </OPTION>
    <OPTION Value="0x440d" Name="Automata: luxsailboat">
    </OPTION>
    <OPTION Value="0x440e" Name="Automata: sailboat">
    </OPTION>
    <OPTION Value="0x4410" Name="Automata: tug">
    </OPTION>
    <OPTION Value="0x4411" Name="Automata: cruiseship">
    </OPTION>
    <OPTION Value="0x4412" Name="Automata: WatercraftSmall">
    </OPTION>
    <OPTION Value="0x4413" Name="Automata: WatercraftMedium">
    </OPTION>
    <OPTION Value="0x4414" Name="Automata: WatercraftLarge">
    </OPTION>
    <OPTION Value="0x4415" Name="Automata: MetalWhale">
    </OPTION>
    <OPTION Value="0x5001" Name="Prop: Zot">
    </OPTION>
    <OPTION Value="0x5002" Name="Prop: Stoplight">
    </OPTION>
    <OPTION Value="0x5003" Name="Prop: RR Crossing">
    </OPTION>
    <OPTION Value="0x5004" Name="Prop: Flora">
    </OPTION>
    <OPTION Value="0x5005" Name="Prop: Fire Occupant">
    </OPTION>
    <OPTION Value="0x5006" Name="Prop: Toxic Occupant">
    </OPTION>
    <OPTION Value="0x5007" Name="Prop: Construction Occupant">
    </OPTION>
    <OPTION Value="0x00047000" Name="Automata: BMW Cars">
    </OPTION>
    <OPTION Value="0x00047001" Name="Automata: Ford Cars">
    </OPTION>
    <OPTION Value="0x00047002" Name="Automata: Honda Cars">
    </OPTION>
    <OPTION Value="0x00047003" Name="Automata: Mercedes Cars">
    </OPTION>
    <OPTION Value="0x00047004" Name="Automata: VW Cars">
    </OPTION>
    <OPTION Value="0x0004D000" Name="MikeSeith: BMW Dealer">
    </OPTION>
    <OPTION Value="0x0004D001" Name="MikeSeith: Ford Dealer">
    </OPTION>
    <OPTION Value="0x0004D002" Name="MikeSeith: Honda Dealer">
    </OPTION>
    <OPTION Value="0x0004D003" Name="MikeSeith: Mercedes Dealer">
    </OPTION>
    <OPTION Value="0x0004D004" Name="MikeSeith: VW Dealer">
    </OPTION>
    <OPTION Value="0xB5C00000" Name="CSX: CSX Lots">
    </OPTION>
    <OPTION Value="0xB5C00001" Name="CSX: Rewards">
    </OPTION>
    <OPTION Value="0xB5C00002" Name="CSX: Fields">
    </OPTION>
    <OPTION Value="0xB5C00003" Name="CSX: Farms">
    </OPTION>
    <OPTION Value="0xB5C00004" Name="CSX: Residential">
    </OPTION>
    <OPTION Value="0xB5C00005" Name="CSX: Commercial">
    </OPTION>
    <OPTION Value="0xB5C00006" Name="CSX: Industrial">
    </OPTION>
    <OPTION Value="0xB5C00007" Name="CSX: Civics">
    </OPTION>
    <OPTION Value="0xB5C0000A" Name="BTE: Gascooker Lots">
    </OPTION>
    <OPTION Value="0xB5C0000B" Name="BTE: Market Chain">
    </OPTION>
    <OPTION Value="0xB5C0000C" Name="BTE: Liquor Chain">
    </OPTION>
    <OPTION Value="0xB5C0000D" Name="BTE: Technology Chain">
    </OPTION>
    <OPTION Value="0xB5C0000E" Name="CSX: Parks">
    </OPTION>
    <OPTION Value="0xB5C0000F" Name="BTE: Industrial Chain">
    </OPTION>
    <OPTION Value="0xB5C00010" Name="CSX: Commercial Farms">
    </OPTION>
    <OPTION Value="0xB5C00011" Name="BTE: Tourism Chain">
    </OPTION>
    <OPTION Value="0xB5C00012" Name="BTE: Petronas Trigger Mansion">
    </OPTION>
    <OPTION Value="0xB5C00013" Name="BTE: Pipelines">
    </OPTION>
    <OPTION Value="0xB5C00014" Name="BTE: Woodlands Menu Trigger">
    </OPTION>
    <OPTION Value="0xB5C00015" Name="BTE: Nature Conservation">
    </OPTION>
    <OPTION Value="0xB5C00016" Name="CSX: Mega 8x8 Industrials">
    </OPTION>
    <OPTION Value="0xB5C00017" Name="CSX: Mining">
    </OPTION>
    <OPTION Value="0xB5C00018" Name="CSX: Timber Industry">
    </OPTION>
    <OPTION Value="0xB5C00019" Name="BTE: JRJ Lots">
    </OPTION>
    <OPTION Value="0xB5C00020" Name="BTE: JRJ Canals">
    </OPTION>
    <OPTION Value="0xB5C00100" Name="SG: Sainsbury Local">
    </OPTION>
    <OPTION Value="0xB5C00101" Name="SG: Sainsbury Local">
    </OPTION>
    <OPTION Value="0xB5C00102" Name="SG: Sainsbury Local">
    </OPTION>
    <OPTION Value="0xB5C00110" Name="SG: Fuddruckers">
    </OPTION>
    <OPTION Value="0xB5C00111" Name="SG: Ruby Tuesday">
    </OPTION>
    <OPTION Value="0xB5C00112" Name="SG: Capt Jacks Seafood">
    </OPTION>
    <OPTION Value="0xB5C00150" Name="SG: Homes">
    </OPTION>
    <OPTION Value="0xB5C00151" Name="SG: Shops">
    </OPTION>
    <OPTION Value="0xB5C00152" Name="SG: Offices">
    </OPTION>
    <OPTION Value="0xB5C00153" Name="SG: Grocery">
    </OPTION>
    <OPTION Value="0xB5C00154" Name="SG: Hotels">
    </OPTION>
    <OPTION Value="0xB5C00156" Name="SG: Restaurants">
    </OPTION>
    <OPTION Value="0xB5C00157" Name="SG: Entertainment">
    </OPTION>
    <OPTION Value="0xB5C00158" Name="SG: Utility">
    </OPTION>
    <OPTION Value="0xB5C00159" Name="SG: Un-Defined">
    </OPTION>
    <OPTION Value="0xB5C0015A" Name="SG: Industrial">
    </OPTION>
    <OPTION Value="0xB5C00160" Name="SG: Magical Fruit Bean Farms">
    </OPTION>
    <OPTION Value="0xB5C00161" Name="SG: Sally's Corn Fields">
    </OPTION>
    <OPTION Value="0xB5C00162" Name="SG: Shanonn's Flower Fields">
    </OPTION>
    <OPTION Value="0xB5C00163" Name="SG: Goober's Peanuts">
    </OPTION>
    <OPTION Value="0xB5C00164" Name="SG: Holland Tulips">
    </OPTION>
    <OPTION Value="0xB5C00165" Name="SG: Amber Waves Heat">
    </OPTION>
    <OPTION Value="0xB5C00166" Name="SG: Rice Farms">
    </OPTION>
    <OPTION Value="0xB5C00167" Name="SG: Melony's Melon Farms">
    </OPTION>
    <OPTION Value="0xB5C00168" Name="SG: Sugar Cane Plantation">
    </OPTION>
    <OPTION Value="0xB5C00169" Name="SG: Pirate Rum Destillery">
    </OPTION>
    <OPTION Value="0xB5C0016A" Name="SG: Cattle Farm">
    </OPTION>
    <OPTION Value="0xB5C00175" Name="SG: Dennys Restaurant">
    </OPTION>
    <OPTION Value="0xB5C00176" Name="SG: Kellys Escort">
    </OPTION>
    <OPTION Value="0xB5C0017A" Name="SG: Props, Swimming Pools">
    </OPTION>
    <OPTION Value="0xB5C0017B" Name="SG: Props, Play Gyms">
    </OPTION>
    <OPTION Value="0xB5C00180" Name="SG: NIMBY">
    </OPTION>
    <OPTION Value="0xB5C00185" Name="SG: Waterway">
    </OPTION>
    <OPTION Value="0xB5C00186" Name="SG: Mass Transit">
    </OPTION>
    <OPTION Value="0xB5C001FF" Name="SG: SG General">
    </OPTION>
    <OPTION Value="0xB5C00200" Name="DW: DW Lots">
    </OPTION>
    <OPTION Value="0xB5C00201" Name="DW: IHT Pharm Set">
    </OPTION>
    <OPTION Value="0xB5C00202" Name="DW: El Rail Set">
    </OPTION>
    <OPTION Value="0xB5C00203" Name="DW: Art Deco Hotels">
    </OPTION>
    <OPTION Value="0xB5C00204" Name="DW: Small Aussie Shops">
    </OPTION>
    <OPTION Value="0xB5C00205" Name="DW: Servos">
    </OPTION>
    <OPTION Value="0xB5C00206" Name="DW: Raised Parks">
    </OPTION>
    <OPTION Value="0xB5C00207" Name="DW: Undefined">
    </OPTION>
    <OPTION Value="0xB5C003A0" Name="JBS: General">
    </OPTION>
    <OPTION Value="0xB5C003A1" Name="JBS: Small Town USA">
    </OPTION>
    <OPTION Value="0xB5C003A2" Name="JBS: SHUR Project">
    </OPTION>
    <OPTION Value="0xB5C00400" Name="BLS: Indoor Nursery Farms">
    </OPTION>
    <OPTION Value="0xB5C00401" Name="BLS: Outdoor Nursery Farms">
    </OPTION>
    <OPTION Value="0xB5C00402" Name="BLS: Lime Tree Fields">
    </OPTION>
    <OPTION Value="0xB5C00403" Name="BLS: Lemon Tree Fields">
    </OPTION>
    <OPTION Value="0xB5C004A0" Name="BLS: Flower Farms">
    </OPTION>
    <OPTION Value="0xB5C004A5" Name="BLS: Residential">
    </OPTION>
    <OPTION Value="0xB5C004A6" Name="BLS: The Dead Parrot">
    </OPTION>
    <OPTION Value="0xB5C004B0" Name="BLS: Comm General">
    </OPTION>
    <OPTION Value="0xB5C004B1" Name="BLS: Comm Alcohol">
    </OPTION>
    <OPTION Value="0xB5C004B2" Name="BLS: Comm Herbs">
    </OPTION>
    <OPTION Value="0xB5C004B3" Name="BLS: Comm Flowers">
    </OPTION>
    <OPTION Value="0xB5C004B4" Name="BLS: Comm Food">
    </OPTION>
    <OPTION Value="0xB5C004C0" Name="BLS: Industrial">
    </OPTION>
    <OPTION Value="0xB5C004D0" Name="BLS: Equine">
    </OPTION>
    <OPTION Value="0xB5C004E0" Name="BLS: Casa de Soleil">
    </OPTION>
    <OPTION Value="0xB5C004E1" Name="BLS: Agave Farms">
    </OPTION>
    <OPTION Value="0xB5C004E2" Name="BLS: Tapas Bars">
    </OPTION>
    <OPTION Value="0xB5C004E3" Name="BLS: Don Quixote Park">
    </OPTION>
    <OPTION Value="0xB5C004E4" Name="BLS: Pavillion Park">
    </OPTION>
    <OPTION Value="0xB5C004E5" Name="BLS: Minerva Park">
    </OPTION>
    <OPTION Value="0xB5C004E6" Name="BLS: Farden Independencia">
    </OPTION>
    <OPTION Value="0xB5C004E7" Name="BLS: Seaplane Base">
    </OPTION>
    <OPTION Value="0xB5C004E8" Name="BLS: Bull Ranch">
    </OPTION>
    <OPTION Value="0xB5C004FA" Name="BLS: Farms">
    </OPTION>
    <OPTION Value="0xB5C004FB" Name="BLS: Banana Farms">
    </OPTION>
    <OPTION Value="0xB5C009A1" Name="CP: Early 19th Century American Buildings">
    </OPTION>
    <OPTION Value="0xB5C009A2" Name="CP: Late 19th Century American Buildings">
    </OPTION>
    <OPTION Value="0xB5C009A3" Name="CP: Early 20th Century American Buildings">
    </OPTION>
    <OPTION Value="0xB5C009A4" Name="CP: Late 20th Century American Buildings">
    </OPTION>
    <OPTION Value="0xB5C009A5" Name="CP: 21st Century Buildings">
    </OPTION>
    <OPTION Value="0xB5C009B0" Name="CP: Timber Related Business/industry">
    </OPTION>
    <OPTION Value="0xB5C009B1" Name="CP: Outdoor Recreation Related Business/industry">
    </OPTION>
    <OPTION Value="0xB5C009B2" Name="CP: Grain Related Business/industry">
    </OPTION>
    <OPTION Value="0xB5C009B3" Name="CP: Maritime Related Business/industry">
    </OPTION>
    <OPTION Value="0xB5C009B4" Name="CP: Gambling Related Business/industry">
    </OPTION>
    <OPTION Value="0xB5C009B5" Name="CP: Construction Related Business/industry">
    </OPTION>
    <OPTION Value="0xB5C009C1" Name="CP: Log Buildings">
    </OPTION>
    <OPTION Value="0xB5C009CD" Name="CP: Cycledogg Lots">
    </OPTION>
    <OPTION Value="0xB5C009D0" Name="CP: RCI Lots containing Large Conifer Trees">
    </OPTION>
    <OPTION Value="0xB5C009D1" Name="CP: RCI Lots containing Seasonal Trees">
    </OPTION>
    <OPTION Value="0xB5C009E1" Name="CP: Medieval Buildings">
    </OPTION>
    <OPTION Value="0xB5C009E2" Name="CP: Pre-19th Century French RCI">
    </OPTION>
    <OPTION Value="0xB5C009E3" Name="CP: Pre-19th Century UK RCI">
    </OPTION>
    <OPTION Value="0xB5C00A01" Name="BTE: Comm. Pubs or Bars">
    </OPTION>
    <OPTION Value="0xB5C00A02" Name="BTE: Comm. Financial">
    </OPTION>
    <OPTION Value="0xB5C00A03" Name="BTE: Comm. Tourism">
    </OPTION>
    <OPTION Value="0xB5C00A04" Name="BTE: Comm. Offices">
    </OPTION>
    <OPTION Value="0xB5C00A05" Name="BTE: Comm. W2W">
    </OPTION>
    <OPTION Value="0xB5C00A06" Name="BTE: Comm. Restaurants">
    </OPTION>
    <OPTION Value="0xB5C00A07" Name="BTE: Comm. Grocers">
    </OPTION>
    <OPTION Value="0xB5C00A08" Name="BTE: Comm. Retailers">
    </OPTION>
    <OPTION Value="0xB5C00A09" Name="BTE: Comm. Petroleum">
    </OPTION>
    <OPTION Value="0xB5C00A0A" Name="BTE: Comm. Entertainment">
    </OPTION>
    <OPTION Value="0xB5C00A0B" Name="BTE: Comm. Flea Markets">
    </OPTION>
    <OPTION Value="0xB5C00A0C" Name="BTE: Comm. Auto Dealers">
    </OPTION>
    <OPTION Value="0xB5C00A0D" Name="BTE: Comm. Postal Services">
    </OPTION>
    <OPTION Value="0xB5C00A0E" Name="BTE: Comm. Diagonals">
    </OPTION>
    <OPTION Value="0xB5C00AA8" Name="CAM: CS$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00AA9" Name="CAM: CS$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00AAA" Name="CAM: CS$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00AAB" Name="CAM: CS$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00AAC" Name="CAM: CS$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00AAD" Name="CAM: CS$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00AAE" Name="CAM: CS$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00AAF" Name="CAM: CS$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00AB0" Name="CAM: CS$$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00AB1" Name="CAM: CS$$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00AB2" Name="CAM: CS$$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00AB3" Name="CAM: CS$$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00AB4" Name="CAM: CS$$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00AB5" Name="CAM: CS$$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00AB6" Name="CAM: CS$$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00AB7" Name="CAM: CS$$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00AB8" Name="CAM: CS$$$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00AB9" Name="CAM: CS$$$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00ABA" Name="CAM: CS$$$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00ABB" Name="CAM: CS$$$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00ABC" Name="CAM: CS$$$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00ABD" Name="CAM: CS$$$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00ABE" Name="CAM: CS$$$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00ABF" Name="CAM: CS$$$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00AC0" Name="CAM: CO$$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00AC1" Name="CAM: CO$$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00AC2" Name="CAM: CO$$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00AC3" Name="CAM: CO$$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00AC4" Name="CAM: CO$$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00AC5" Name="CAM: CO$$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00AC6" Name="CAM: CO$$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00AC7" Name="CAM: CO$$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00AC8" Name="CAM: CO$$$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00AC9" Name="CAM: CO$$$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00ACA" Name="CAM: CO$$$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00ACB" Name="CAM: CO$$$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00ACC" Name="CAM: CO$$$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00ACD" Name="CAM: CO$$$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00ACE" Name="CAM: CO$$$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00ACF" Name="CAM: CO$$$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00B01" Name="BTE: Res. Complexes">
    </OPTION>
    <OPTION Value="0xB5C00B02" Name="BTE: Res. High Wealth">
    </OPTION>
    <OPTION Value="0xB5C00B03" Name="BTE: Res. Mid Wealth">
    </OPTION>
    <OPTION Value="0xB5C00B04" Name="BTE: Res. Low Wealth">
    </OPTION>
    <OPTION Value="0xB5C00B05" Name="BTE: Res. W2W">
    </OPTION>
    <OPTION Value="0xB5C00BA8" Name="CAM: R$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00BA9" Name="CAM: R$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00BAA" Name="CAM: R$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00BAB" Name="CAM: R$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00BAC" Name="CAM: R$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00BAD" Name="CAM: R$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00BAE" Name="CAM: R$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00BAF" Name="CAM: R$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00BB0" Name="CAM: R$$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00BB1" Name="CAM: R$$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00BB2" Name="CAM: R$$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00BB3" Name="CAM: R$$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00BB4" Name="CAM: R$$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00BB5" Name="CAM: R$$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00BB6" Name="CAM: R$$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00BB7" Name="CAM: R$$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00BB8" Name="CAM: R$$$ CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00BB9" Name="CAM: R$$$ Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00BBA" Name="CAM: R$$$ Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00BBB" Name="CAM: R$$$ Stage 11">
    </OPTION>
    <OPTION Value="0xB5C00BBC" Name="CAM: R$$$ Stage 12">
    </OPTION>
    <OPTION Value="0xB5C00BBD" Name="CAM: R$$$ Stage 13">
    </OPTION>
    <OPTION Value="0xB5C00BBE" Name="CAM: R$$$ Stage 14">
    </OPTION>
    <OPTION Value="0xB5C00BBF" Name="CAM: R$$$ Stage 15">
    </OPTION>
    <OPTION Value="0xB5C00C01" Name="BTE: Field - Grain">
    </OPTION>
    <OPTION Value="0xB5C00C02" Name="BTE: Field - Fruit">
    </OPTION>
    <OPTION Value="0xB5C00C03" Name="BTE: Field - ??">
    </OPTION>
    <OPTION Value="0xB5C00C04" Name="BTE: Field - ??">
    </OPTION>
    <OPTION Value="0xB5C00C05" Name="BTE: Field - ??">
    </OPTION>
    <OPTION Value="0xB5C00C06" Name="BTE: Field - ??">
    </OPTION>
    <OPTION Value="0xB5C00C07" Name="BTE: Field - Timber">
    </OPTION>
    <OPTION Value="0xB5C00C08" Name="BTE: Field - GM">
    </OPTION>
    <OPTION Value="0xB5C00C09" Name="BTE: Field - Organic">
    </OPTION>
    <OPTION Value="0xB5C00C0A" Name="BTE: Field - Herbs">
    </OPTION>
    <OPTION Value="0xB5C00C0B" Name="BTE: Field - Textiles">
    </OPTION>
    <OPTION Value="0xB5C00C0C" Name="BTE: Field - Nuts">
    </OPTION>
    <OPTION Value="0xB5C00C0D" Name="BTE: Field - Tobacco">
    </OPTION>
    <OPTION Value="0xB5C00C0E" Name="BTE: Field - Alcohol">
    </OPTION>
    <OPTION Value="0xB5C00C0F" Name="BTE: Field - Beer">
    </OPTION>
    <OPTION Value="0xB5C00C10" Name="BTE: Field - Vegetables">
    </OPTION>
    <OPTION Value="0xB5C00C11" Name="BTE: Field - Nursery">
    </OPTION>
    <OPTION Value="0xB5C00C12" Name="BTE: Field - Vineyards">
    </OPTION>
    <OPTION Value="0xB5C00C13" Name="BTE: Field - Nature">
    </OPTION>
    <OPTION Value="0xB5C00C14" Name="BTE: Field - Medicinal">
    </OPTION>
    <OPTION Value="0xB5C00C15" Name="BTE: Field - General Use">
    </OPTION>
    <OPTION Value="0xB5C00C21" Name="BTE: Farm Stage 1">
    </OPTION>
    <OPTION Value="0xB5C00C22" Name="BTE: Farm Stage 2">
    </OPTION>
    <OPTION Value="0xB5C00C23" Name="BTE: Farm Stage 3">
    </OPTION>
    <OPTION Value="0xB5C00C24" Name="CAM: Farm Stage 4">
    </OPTION>
    <OPTION Value="0xB5C00C25" Name="CAM: Farm Stage 5">
    </OPTION>
    <OPTION Value="0xB5C00C26" Name="CAM: Farm Stage 6">
    </OPTION>
    <OPTION Value="0xB5C00C27" Name="CAM: Farm Stage 7">
    </OPTION>
    <OPTION Value="0xB5C00C30" Name="BTE: Farm - Meat">
    </OPTION>
    <OPTION Value="0xB5C00C31" Name="BTE: Farm - Dairy">
    </OPTION>
    <OPTION Value="0xB5C00C32" Name="BTE: Farm - Fish">
    </OPTION>
    <OPTION Value="0xB5C00C33" Name="BTE: Farm - Poutry">
    </OPTION>
    <OPTION Value="0xB5C00C34" Name="BTE: Farm - Timber">
    </OPTION>
    <OPTION Value="0xB5C00C35" Name="BTE: Farm - Vegetables">
    </OPTION>
    <OPTION Value="0xB5C00C36" Name="BTE: Farm - Fruit">
    </OPTION>
    <OPTION Value="0xB5C00C37" Name="BTE: Farm - Wine">
    </OPTION>
    <OPTION Value="0xB5C00C38" Name="BTE: Farm - Nursery">
    </OPTION>
    <OPTION Value="0xB5C00C39" Name="BTE: Farm - Herbs">
    </OPTION>
    <OPTION Value="0xB5C00C3A" Name="BTE: Farm - Grain">
    </OPTION>
    <OPTION Value="0xB5C00C3B" Name="BTE: Farm - Tobacco">
    </OPTION>
    <OPTION Value="0xB5C00C3C" Name="BTE: Farm - Beer">
    </OPTION>
    <OPTION Value="0xB5C00C3D" Name="BTE: Farm - Alcohol">
    </OPTION>
    <OPTION Value="0xB5C00C3E" Name="BTE: Farm - Medicinal">
    </OPTION>
    <OPTION Value="0xB5C00C3F" Name="BTE: Farm - Textiles">
    </OPTION>
    <OPTION Value="0xB5C00C40" Name="BTE: Farm - Equine">
    </OPTION>
    <OPTION Value="0xB5C00C45" Name="BTE: Farm - General Use">
    </OPTION>
    <OPTION Value="0xB5C00C50" Name="BTE: Farm - Gen. Modified">
    </OPTION>
    <OPTION Value="0xB5C00C51" Name="BTE: Farm - Organic">
    </OPTION>
    <OPTION Value="0xB5C00C52" Name="BTE: Farm - Homestead">
    </OPTION>
    <OPTION Value="0xB5C00C53" Name="BTE: Farm - Commercial">
    </OPTION>
    <OPTION Value="0xB5C00CC0" Name="BTE: IR CAP Relief 100">
    </OPTION>
    <OPTION Value="0xB5C00CC1" Name="BTE: IR CAP Relief 200">
    </OPTION>
    <OPTION Value="0xB5C00CC2" Name="BTE: IR CAP Relief 400">
    </OPTION>
    <OPTION Value="0xB5C00CC3" Name="BTE: IR CAP Relief 800">
    </OPTION>
    <OPTION Value="0xB5C00CC4" Name="BTE: IR CAP Relief 1600">
    </OPTION>
    <OPTION Value="0xB5C00CC5" Name="BTE: IR CAP Relief 3200">
    </OPTION>
    <OPTION Value="0xB5C00CC6" Name="BTE: IR CAP Relief 6400">
    </OPTION>
    <OPTION Value="0xB5C00CC7" Name="BTE: IR CAP Relief 12800">
    </OPTION>
    <OPTION Value="0xB5C00CC8" Name="BTE: IR CAP Relief 25600">
    </OPTION>
    <OPTION Value="0xB5C00CC9" Name="BTE: IR CAP Relief 51200">
    </OPTION>
    <OPTION Value="0xB5C00CCA" Name="BTE: IR CAP Relief 102400">
    </OPTION>
    <OPTION Value="0xB5C00CCB" Name="BTE: IR CAP Relief 204800">
    </OPTION>
    <OPTION Value="0xB5C00CCC" Name="BTE: IR CAP Relief 409600">
    </OPTION>
    <OPTION Value="0xB5C00CCD" Name="BTE: IR CAP Relief 819200">
    </OPTION>
    <OPTION Value="0xB5C00CCE" Name="BTE: IR CAP Relief 1638400">
    </OPTION>
    <OPTION Value="0xB5C00CCF" Name="BTE: IR CAP Relief 3276800">
    </OPTION>
    <OPTION Value="0xB5C00D01" Name="BTE: NDEX Building">
    </OPTION>
    <OPTION Value="0xB5C00D02" Name="BTE: SOMY Building">
    </OPTION>
    <OPTION Value="0xB5C00DD0" Name="BTE: Civic">
    </OPTION>
    <OPTION Value="0xB5C00DD1" Name="BTE: Parks">
    </OPTION>
    <OPTION Value="0xB5C00DD2" Name="BTE: BSC Landmark">
    </OPTION>
    <OPTION Value="0xB5C00DD3" Name="BTE: NDEX Landmark">
    </OPTION>
    <OPTION Value="0xB5C00DD4" Name="BTE: Adult Store">
    </OPTION>
    <OPTION Value="0xB5C00DD5" Name="BTE: NIMBY Building">
    </OPTION>
    <OPTION Value="0xB5C00DD6" Name="BTE: Waterfront">
    </OPTION>
    <OPTION Value="0xB5C00DD7" Name="BTE: PEG Productions">
    </OPTION>
    <OPTION Value="0xB5C00DD8" Name="BTE: Inland Waterways">
    </OPTION>
    <OPTION Value="0xB5C00DD9" Name="BTE: Military">
    </OPTION>
    <OPTION Value="0xB5C00DDA" Name="BTE: Security">
    </OPTION>
    <OPTION Value="0xB5C00DDB" Name="BTE: Health">
    </OPTION>
    <OPTION Value="0xB5C00DDC" Name="BTE: Education">
    </OPTION>
    <OPTION Value="0xB5C00DDD" Name="BTE: Culture">
    </OPTION>
    <OPTION Value="0xB5C00DDE" Name="BTE: W2W General">
    </OPTION>
    <OPTION Value="0xB5C00DDF" Name="BTE: Religious">
    </OPTION>
    <OPTION Value="0xB5C00DF0" Name="BTE: Transit - Ped">
    </OPTION>
    <OPTION Value="0xB5C00DF1" Name="BTE: Transit - Car">
    </OPTION>
    <OPTION Value="0xB5C00DF2" Name="BTE: Transit - Bus">
    </OPTION>
    <OPTION Value="0xB5C00DF3" Name="BTE: Transit - Passener Rail">
    </OPTION>
    <OPTION Value="0xB5C00DF4" Name="BTE: Transit - Freight Rail">
    </OPTION>
    <OPTION Value="0xB5C00DF5" Name="BTE: Transit - Subway">
    </OPTION>
    <OPTION Value="0xB5C00DF6" Name="BTE: Transit - El Rail">
    </OPTION>
    <OPTION Value="0xB5C00DF7" Name="BTE: Transit - Monorail">
    </OPTION>
    <OPTION Value="0xB5C00DF8" Name="BTE: Utility - Water">
    </OPTION>
    <OPTION Value="0xB5C00E01" Name="BTE: Ind - Dirty">
    </OPTION>
    <OPTION Value="0xB5C00E02" Name="BTE: Ind - Manufacturing">
    </OPTION>
    <OPTION Value="0xB5C00E03" Name="BTE: Ind - Hi Tech">
    </OPTION>
    <OPTION Value="0xB5C00E10" Name="BTE: Ind - Warehouses">
    </OPTION>
    <OPTION Value="0xB5C00E11" Name="BTE: Ind - Baked Goods">
    </OPTION>
    <OPTION Value="0xB5C00E12" Name="BTE: Ind - Clothing">
    </OPTION>
    <OPTION Value="0xB5C00E13" Name="BTE: Ind - Automotive">
    </OPTION>
    <OPTION Value="0xB5C00E14" Name="BTE: Ind - Recreational">
    </OPTION>
    <OPTION Value="0xB5C00E15" Name="BTE: Ind - Construction">
    </OPTION>
    <OPTION Value="0xB5C00E16" Name="BTE: Ind - Mining">
    </OPTION>
    <OPTION Value="0xB5C00E17" Name="BTE: Ind - Military">
    </OPTION>
    <OPTION Value="0xB5C00E18" Name="BTE: Ind - Electrical">
    </OPTION>
    <OPTION Value="0xB5C00E19" Name="BTE: Ind - Engineering">
    </OPTION>
    <OPTION Value="0xB5C00EA8" Name="CAM: ID CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00EA9" Name="CAM: ID Stage 4">
    </OPTION>
    <OPTION Value="0xB5C00EAA" Name="CAM: ID Stage 5">
    </OPTION>
    <OPTION Value="0xB5C00EAB" Name="CAM: ID Stage 6">
    </OPTION>
    <OPTION Value="0xB5C00EAC" Name="CAM: ID Stage 7">
    </OPTION>
    <OPTION Value="0xB5C00EAD" Name="CAM: ID Stage 8">
    </OPTION>
    <OPTION Value="0xB5C00EAE" Name="CAM: ID Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00EAF" Name="CAM: ID Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00EB0" Name="CAM: IM CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00EB1" Name="CAM: IM Stage 4">
    </OPTION>
    <OPTION Value="0xB5C00EB2" Name="CAM: IM Stage 5">
    </OPTION>
    <OPTION Value="0xB5C00EB3" Name="CAM: IM Stage 6">
    </OPTION>
    <OPTION Value="0xB5C00EB4" Name="CAM: IM Stage 7">
    </OPTION>
    <OPTION Value="0xB5C00EB5" Name="CAM: IM Stage 8">
    </OPTION>
    <OPTION Value="0xB5C00EB6" Name="CAM: IM Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00EB7" Name="CAM: IM Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00EB8" Name="CAM: IHT CAMeLot">
    </OPTION>
    <OPTION Value="0xB5C00EB9" Name="CAM: IHT Stage 4">
    </OPTION>
    <OPTION Value="0xB5C00EBA" Name="CAM: IHT Stage 5">
    </OPTION>
    <OPTION Value="0xB5C00EBB" Name="CAM: IHT Stage 6">
    </OPTION>
    <OPTION Value="0xB5C00EBC" Name="CAM: IHT Stage 7">
    </OPTION>
    <OPTION Value="0xB5C00EBD" Name="CAM: IHT Stage 8">
    </OPTION>
    <OPTION Value="0xB5C00EBE" Name="CAM: IHT Stage 9">
    </OPTION>
    <OPTION Value="0xB5C00EBF" Name="CAM: IHT Stage 10">
    </OPTION>
    <OPTION Value="0xB5C00EF0" Name="BTE: Utility - Water">
    </OPTION>
    <OPTION Value="0xB5C00EF1" Name="BTE: Utility - Power">
    </OPTION>
    <OPTION Value="0xB5C00EF2" Name="BTE: Utility - Garbage">
    </OPTION>
    <OPTION Value="0xB5C00F00" Name="SFBT: Large Lot Series">
    </OPTION>
    <OPTION Value="0xB5C00F01" Name="SFBT: R-$ Large Lot Low Density">
    </OPTION>
    <OPTION Value="0xB5C00F02" Name="SFBT: R-$ Large Lot Medium Density">
    </OPTION>
    <OPTION Value="0xB5C00F03" Name="SFBT: R-$ Large Lot High Density">
    </OPTION>
    <OPTION Value="0xB5C00F04" Name="SFBT: R-$$ Large Lot Low Density">
    </OPTION>
    <OPTION Value="0xB5C00F05" Name="SFBT: R-$$ Large Lot Medium Density">
    </OPTION>
    <OPTION Value="0xB5C00F06" Name="SFBT: R-$$ Large Lot High Density">
    </OPTION>
    <OPTION Value="0xB5C00F07" Name="SFBT: R-$$$ Large Lot Low Density">
    </OPTION>
    <OPTION Value="0xB5C00F08" Name="SFBT: R-$$$ Large Lot Medium Density">
    </OPTION>
    <OPTION Value="0xB5C00F09" Name="SFBT: R-$$$ Large Lot High Density">
    </OPTION>
    <OPTION Value="0xB5C00F0A" Name="SFBT: Hamburg W2W">
    </OPTION>
    <OPTION Value="0xB5C00F5F" Name="BTE: SFBT Building">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="SFX:Query Sound" ID="0xaa1dd397" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of the sound to play when the occupant is clicked on with query tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage service cost per unit of garbage" ID="0xaa1f8ab7" Type="Float32" Default="0.100" ShowAsHex="Y">
    <HELP>
Cost per unit of garbage sent to landfill, incinerator or w2e
</HELP>
  </PROPERTY>
  <PROPERTY Name="Industrial Building Type" ID="0xaa230baf" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Which type of Industrial (Anchor/Out/Mech)
</HELP>
  </PROPERTY>
  <PROPERTY Name="UIActiveEffectID" ID="0xaa2ed800" Type="Uint32" Count="2" Default="0xea3169e6 0x00000002" ShowAsHex="Y">
    <HELP>
UI effect in active state
</HELP>
  </PROPERTY>
  <PROPERTY Name="UIIdleEffectID" ID="0xaa2ed801" Type="Uint32" Count="2" Default="0xea3169e6 0x00000001" ShowAsHex="Y">
    <HELP>
UI effect in idle state
</HELP>
  </PROPERTY>
  <PROPERTY Name="UIActiveIconID" ID="0xaa2ed802" Type="Uint32" Count="2" Default="0xea3169e6 0x00000004" ShowAsHex="Y">
    <HELP>
Icon effect in active state
</HELP>
  </PROPERTY>
  <PROPERTY Name="UIIdleIconID" ID="0xaa2ed803" Type="Uint32" Count="2" Default="0xea3169e6 0x00000003" ShowAsHex="Y">
    <HELP>
Icon effect in idle state
</HELP>
  </PROPERTY>
  <PROPERTY Name="UIActiveCursorId" ID="0xaa2ed804" Type="Uint32" Default="0x071e5700" ShowAsHex="Y">
    <HELP>
Hardware cursor ID for active state
</HELP>
  </PROPERTY>
  <PROPERTY Name="UIIdleCursorId" ID="0xaa2ed805" Type="Uint32" Default="0x071e5705" ShowAsHex="Y">
    <HELP>
Hardware cursor ID for idle state
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ZoomLoopEnable" ID="0xaa3fbdde" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Bitfield describing which zoom levels loop is active for
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:FreshVolume" ID="0xaa3fc48e" Type="Uint32" Default="0x00000400" ShowAsHex="Y">
    <HELP>
Freshness Volume
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDd_MinDealTerm (years)" ID="0xaa46934b" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Min term a deal can be had before renewal.
</HELP>
  </PROPERTY>
  <PROPERTY Name="VolcanoLavaScaleIntensityOfProduction" ID="0xaa4bc72a" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplying Factor to the Response curve so response curve shape preserves
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph type" ID="0xaa4c0d1b" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Type of the graph to be shown (line, bar, etc.)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Pollution at outer edge of circle" ID="0xaa5832f3" Type="Sint32" Count="4" Default="0" ShowAsHex="Y">
    <HELP>
Amount of pollution generated by the building, for each type (air, water, garbage, and radiation). This value represents the amount of pollution at the outer edge of the circular area of effect. The default value is zero. This can be negative for buildings that decrease pollution.
</HELP>
    <OPTION Value="Col:0" Name="Air">
    </OPTION>
    <OPTION Value="Col:1" Name="Water">
    </OPTION>
    <OPTION Value="Col:2" Name="Garbage">
    </OPTION>
    <OPTION Value="Col:3" Name="Radiation">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Ignore Lighting" ID="0xaa5a9633" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Automaton should not be lit by the lighting manager
</HELP>
  </PROPERTY>
  <PROPERTY Name="Mayor Rating" ID="0xaa5b8407" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
This value get added globally to mayor rating
</HELP>
  </PROPERTY>
  <PROPERTY Name="Radiation Spew Intensity" ID="0xaa5c04c5" Type="Float32" Default="0" MinValue="0" MaxValue="5000" ShowAsHex="N">
    <HELP>
Intensity of spewed radiation (at center of area) when nuclear power plant explodes.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Radiation Spew Radius" ID="0xaa5c04c8" Type="Float32" Default="0" MinValue="0" MaxValue="255" ShowAsHex="N">
    <HELP>
Radius of the area in which radiation is spread when nuclear power plant explodes (in cells).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Landmark Homage Key" ID="0xaa5c23fa" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource key of string to be displayed in the landmark's query dialog
</HELP>
  </PROPERTY>
  <PROPERTY Name="Goofy Stat Response Curve" ID="0xaa60e745" Type="Float32" Count="-4" Default="0 0 100" ShowAsHex="Y">
    <HELP>
Response curve for the Goofy Stat field in query dialogs
</HELP>
  </PROPERTY>
  <PROPERTY Name="Funding percentage to power pole decay/repair" ID="0xaa713782" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crane Hints" ID="0xaa83558f" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
What kind of crane to use
</HELP>
    <OPTION Value="0" Name="No Crane">
    </OPTION>
    <OPTION Value="1" Name="Outer Crane">
    </OPTION>
    <OPTION Value="2" Name="Inner Crane">
    </OPTION>
    <OPTION Value="3" Name="Outer Then Inner Crane">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="SFX:Intersection Sound" ID="0xaa87817a" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of the sound to play when the occupant approaches an intersection
</HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Query Sound decayed" ID="0xaa905ab9" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID of the sound to play when the occupant is clicked on with query tool and is decayed.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:Max Concurrent One-Shots" ID="0xaabaa0d3" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Max concurrent playing one-shots
</HELP>
  </PROPERTY>
  <PROPERTY Name="DV/RegionalTransport: Color table" ID="0xab9ec143" Type="Uint32" Count="14" Default="0x40c8c8c8 0xff232323 0xff969696 0xff969696 0xff969696 0xff780094 0xff780094 0xffaf1e1e 0xffaf1e1e 0xff30305f 0xff30305f 0xff507d50 0xff30305f 0x1affffc8" ShowAsHex="Y">
    <HELP>
Color table for regional transport map: street, rail, road, 1way road, avenue, monorail, elrail, highway, elhighway, airport, seaport, park, rail station, default zone.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Helipad Type" ID="0xabb90e58" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Indicate what kind of helicopter should appear on this helipad
</HELP>
    <OPTION Value="0" Name="None">
    </OPTION>
    <OPTION Value="1" Name="Police">
    </OPTION>
    <OPTION Value="2" Name="Hospital">
    </OPTION>
    <OPTION Value="3" Name="News">
    </OPTION>
    <OPTION Value="4" Name="Military">
    </OPTION>
    <OPTION Value="5" Name="UFO">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="BridgeObstruction" ID="0xabe1b5a3" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
This property prevents water automata from crossing under the bridge tile.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Shadow Model Key" ID="0xac2bc81c" Type="Uint32" Count="3" Default="0x5ae0e817 0xbadb57f1 0xcba912b0" ShowAsHex="Y">
    <HELP>
Model type, group, and instance for shadow model
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hospital Capacity Chunk Size" ID="0xac43826d" Type="Uint32" Count="2" Default="0x000000fa" ShowAsHex="N">
    <HELP>
How many people are represented by one unit in the coverage map
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxTerrainHtIncrease" ID="0xc7b36ca4" Type="Float32" Default="300" ShowAsHex="Y">
    <HELP>
How much can terrain be raised during network placement [0.0 - 100000.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxTerrainHtDecrease" ID="0xc7b36ca5" Type="Float32" Default="300" ShowAsHex="Y">
    <HELP>
How much can terrain be lowered during network placement [0.0 - 100000.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxNetworkHtAdjustment" ID="0xc804dd86" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
Range: [0.0 - 100000.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="MinTerrainSlopeForTunnelStart" ID="0xc804dd87" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Min terrain slope to trigger tunnel placement
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxTunnelSlope" ID="0xc804dd88" Type="Float32" Default="15" ShowAsHex="Y">
    <HELP>
Maximum slope of tunnel (in degrees)
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxDisplacementBeyondRefPlane" ID="0xc804dd89" Type="Float32" Default="15" ShowAsHex="Y">
    <HELP>
Maximum amount (in meters) by which a network vertex is allowed to move beyond reference plane
</HELP>
  </PROPERTY>
  <PROPERTY Name="UseFreehandMode" ID="0xc804dd90" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Use freehand mode of placement (i.e., anchor points freeze)
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumFramesBetweenAnchorPtFreeze" ID="0xc804dd91" Type="Uint32" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
[deprecated] Number of frame updates between the freezing of successive anchor points
</HELP>
  </PROPERTY>
  <PROPERTY Name="NumCellsBetweenAnchorPtFreeze" ID="0xc804dd92" Type="Uint32" Count="5" Default="0x0000000a" ShowAsHex="Y">
    <HELP>
Min number of cells between successive anchor points in different zooms
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxDistFromTerrain" ID="0xc804dd93" Type="Float32" Default="300" ShowAsHex="Y">
    <HELP>
How far away from the terrain is the network allowed to be [0.0 - 100000.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxRetainingWallHt" ID="0xc804dd94" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max height of the retaining walls [0.0 - 100000.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxPylonHt" ID="0xc804dd95" Type="Float32" Default="30" ShowAsHex="Y">
    <HELP>
Max height of the supporting pylons [Reating wall ht - 100000.0]
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxHtDiffBetweenLandBridgeEnds" ID="0xc804dd96" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
Max allowed terrain height diff between the two ends of land bridges
</HELP>
  </PROPERTY>
  <PROPERTY Name="SmoothenOnlyConnectedTiles" ID="0xc804dd97" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Smoothen only those tiles that are connected to the segment being placed
</HELP>
  </PROPERTY>
  <PROPERTY Name="numSmoothingProgressionSteps" ID="0xc804dd98" Type="Uint32" Default="0x00000002" ShowAsHex="Y">
    <HELP>
Number of times we attempt expanding the smoothing region before giving up
</HELP>
  </PROPERTY>
  <PROPERTY Name="distAddedPerSmoothingProgressionStep" ID="0xc804dd99" Type="Uint32" Default="0x00000006" ShowAsHex="Y">
    <HELP>
How much (in cells) does the smoothing region expand in each smoothing progression step
</HELP>
  </PROPERTY>
  <PROPERTY Name="networkHtChangeThatRequiresFixing" ID="0xc804dd9a" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
If an existing network moves by less than this, we do not attempt to fix it (for efficiency)
</HELP>
  </PROPERTY>
  <PROPERTY Name="TimeBetweenAnchorPtFreeze" ID="0xc804dd9b" Type="Uint32" Default="0x000003e8" ShowAsHex="Y">
    <HELP>
Time in milliseconds between the freezing of successive anchor points
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Treatment monthly capacity" ID="0xc8ebd131" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Amount of water treated per month
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Consumed" ID="0xc8ed2d84" Type="Uint32" Default="0x00000000" ShowAsHex="N">
    <HELP>
Amount of water consumed by this building per month.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power plant energy conversion cost" ID="0xc910b4ce" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
Cost to produce one unit of electricity, not including infrastructure maintenance
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4FoundationPropertySideTextureSize" ID="0xc911eda0" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Size of a texture in meters. Defaults to standard city cell size.
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4FoundationPropertyTopTextureSize" ID="0xc911eda1" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Size of a texture in meters. Defaults to standard city cell size.
</HELP>
  </PROPERTY>
  <PROPERTY Name="(OBS) School Min Acceptable Funding %" ID="0xc91894a8" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Minimum acceptable percentage for School department funding
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Strike Response Curve" ID="0xc91894cb" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % chance of a School strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Effectiveness vs. Average Age Effect" ID="0xc91b3b02" Type="Float32" Count="-2" Default="0 100" ShowAsHex="N">
    <HELP>
Maps average age to EQ boost %
</HELP>
    <OPTION Value="0x0000000A" Name="10">
    </OPTION>
    <OPTION Value="0x00000014" Name="20">
    </OPTION>
    <OPTION Value="0x0000001E" Name="30">
    </OPTION>
    <OPTION Value="0x00000028" Name="40">
    </OPTION>
    <OPTION Value="0x00000032" Name="50">
    </OPTION>
    <OPTION Value="0x0000003C" Name="60">
    </OPTION>
    <OPTION Value="0x00000046" Name="70">
    </OPTION>
    <OPTION Value="0x00000050" Name="80">
    </OPTION>
    <OPTION Value="0x0000005A" Name="90">
    </OPTION>
    <OPTION Value="0x00000064" Name="100">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Hospital HQ boost" ID="0xc9299659" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
      Amount of monthly HQ boost from this building.  HQ can range between 0 and 200 and is automatically reduced by 3 each month, so to have a net positive effect this number should be greater than 3.
    </HELP>
  </PROPERTY>
  <PROPERTY Name="School Effectiveness vs. Average Age" ID="0xc9299662" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
      Maps Average age of a tract to the % EQ boost the school gives the tract
    </HELP>
  </PROPERTY>
  <PROPERTY Name="EQ Decay" ID="0xc929c433" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      Amount by which EQ decays each month
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Low Wealth Average Age" ID="0xc929c652" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
      Average age assigned to new Low Wealth residents
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Low Wealth EQ" ID="0xc929cc58" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
      EQ assigned to new Low Wealth residents
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Low Wealth HQ" ID="0xc929cc8d" Type="Uint8" Default="0x01" ShowAsHex="Y">
    <HELP>
      HQ assigned to new Low Wealth residents
    </HELP>
  </PROPERTY>
  <PROPERTY Name="School Effectiveness vs. Wealth" ID="0xc92d7ec0" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
      Maps wealth level to EQ boost %
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Health Quotient Decay Effect" ID="0xc92d9c7a" Type="Float32" Default="100" ShowAsHex="Y">
    <HELP>
      Percentage (from 0 to 200%) by which this ordinance affects the rate at which HQ decays
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Pollution to HQ Decay Curve" ID="0xc941b02e" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
      Maps amount of garbage pollution in a tract to the rate at which the HQ in that tract decays
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Layer Filter" ID="0xc973c9aa" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
      Which automata layers this model can appear in
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Visual effect name" ID="0xc98204b8" Type="String" ShowAsHex="Y">
    <HELP>
      If present, indicates an effect by string name. If not present, then 'kExemplarPropertyID_ExemplarName' is used.
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Visual effect name 1" ID="0xc98204b9" Type="String" ShowAsHex="Y">
    <HELP>
    </HELP>
  </PROPERTY>
  <PROPERTY Name="kPropertyID_LotConfigNetworkTileId" ID="0xc9a5a1be" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
      kPropertyID_LotConfigNetworkTileId
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Flammability multiplier, summer" ID="0xc9b40128" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      flammability multiplier during summer
    </HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Default Plop Sound" ID="0xc9b93a56" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
      GUID of sound played when building is plopped
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Moving Van Frequency" ID="0xc9c18eae" Type="Float32" Default="0.800" ShowAsHex="Y">
    <HELP>
      How often (0.0-1.0) a moving van will be created in response to a new residence
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Attraction Threshold" ID="0xc9da95d4" Type="Float32" Count="2" Default="-60 80" ShowAsHex="Y">
    <HELP>
      Magnitude of a repulsor or attractor at which peds will break their paths to get away from or closer to it
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: burnt sweep interval" ID="0xc9dbdd00" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      Days between sweeps for burnt stumps (may be fractional)
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: burnt sweep size" ID="0xc9dbdd01" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
      Maximum number of burnt stumps removed per sweep (may be fractional)
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Flora: elevation scale range" ID="0xc9dbdd02" Type="Float32" Default="200" ShowAsHex="Y">
    <HELP>
      Meters from sea level over which to distribute the 16 elevation rows
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Auxiliary Model 2 Key" ID="0xc9e69af6" Type="Uint32" Count="3" Default="0x5ad0e817 0xbadb57f1 0x00000000" ShowAsHex="Y">
    <HELP>
      Type/Group/Instance for additional model (e.g. flashing lights on emerg. vehicles)
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Grade max angle" ID="0xc9ee640a" Type="Float32" Default="45" ShowAsHex="Y">
    <HELP>
      Maximum angle (in degrees) of network grade that will change the speed of a vehicle
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Grade speed multiplier" ID="0xc9ee640b" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
      Percentage that will be added to/subtracted from a vehicle's speed when driving up/down a grade at max angle
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Fire Crew Max Stream Dist" ID="0xc9ee640c" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
      Max distance between fire and crew for the crew to aim its water stream at it
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Emergency Vehicle Clear Radius" ID="0xc9ee640d" Type="Uint8" Default="0x04" ShowAsHex="Y">
    <HELP>
      Number of tiles around emergency vehicles on which traffic will be removed
    </HELP>
  </PROPERTY>
  <PROPERTY Name="Average Age reset value" ID="0xca027307" Type="Uint8" Default="0x19" ShowAsHex="Y">
    <HELP>
      When average age reaches life expectancy in a tract, the tract's average age is set to this value
    </HELP>
  </PROPERTY>
  <PROPERTY Name="EQ reset percent" ID="0xca027325" Type="Float32" Default="70" ShowAsHex="Y">
    <HELP>
      When average age reaches life expectancy in a tract, the tract's EQ is multiplied by this value
    </HELP>
  </PROPERTY>
  <PROPERTY Name="HQ reset percent" ID="0xca027328" Type="Float32" Default="70" ShowAsHex="Y">
    <HELP>
      When average age reaches life expectancy in a tract, the tract's HQ is multiplied by this value
    </HELP>
  </PROPERTY>
  <PROPERTY Name="SFX:Ambience Good Sound" ID="0xca19d7ca" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <OPTION Value="0x2a4c43bd" Name="Coal Power Plant">
    </OPTION>
    <OPTION Value="0x4a4c42d4" Name="Hydrogen Power Plant">
    </OPTION>
    <OPTION Value="0x6a4c467c" Name="Natural Gas Power Plant">
    </OPTION>
    <OPTION Value="0xca4c440f" Name="Nuclear Power Plant">
    </OPTION>
    <OPTION Value="0x69dc1c2e" Name="Oil Power Plant">
    </OPTION>
    <OPTION Value="0x6a4c4406" Name="Solar Power Plant">
    </OPTION>
    <OPTION Value="0x2a4c445c" Name="Wind Power Plant">
    </OPTION>
    <OPTION Value="0xaa4c4467" Name="Waste To Energy Plant">
    </OPTION>
    <OPTION Value="0xea5b166e" Name="Water Pump">
    </OPTION>
    <OPTION Value="0x8a55b1a2" Name="Water Purification Plant">
    </OPTION>
    <HELP>
GUID of sound played when building is around and in good working order.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Num Growth Stages" ID="0xca271780" Type="Uint32" Default="0x00000003" ShowAsHex="Y">
    <HELP>
Number of growth stages (i.e. number of lots) for this particular airport type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot stage template IDs" ID="0xca271781" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
List of template IDs for each growth stage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Obsolete! (Demand Thresholds List)" ID="0xca271782" Type="Float32" Count="-1" Default="1000" ShowAsHex="Y">
    <HELP>
List of demand thresholds for each growth stage. What this value refers to is zone type specific.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget Requirements List" ID="0xca271783" Type="Sint64" Count="-1" Default="50" ShowAsHex="Y">
    <HELP>
List of budget requirements for each growth stage - in Simoleans (tm)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trip Capacity List" ID="0xca271784" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="N">
    <HELP>
List of trip capacities for each growth stage for airport or seaport
</HELP>
  </PROPERTY>
  <PROPERTY Name="Efficiency Distress Threshold" ID="0xca271785" Type="Float32" Default="25" ShowAsHex="Y">
    <HELP>
Efficiency percentage under which the port lot distresses
</HELP>
  </PROPERTY>
  <PROPERTY Name="Stage Upgrade Cost" ID="0xca271786" Type="Sint64" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
List of costs in Simoleans (tm) associated with each growth stage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Port Size" ID="0xca271787" Type="Uint8" Default="0x02" ShowAsHex="Y">
    <HELP>
Port Size identifier. 1=small, 2=medium, 3=large
</HELP>
  </PROPERTY>
  <PROPERTY Name="Port Width" ID="0xca271788" Type="Uint8" Default="0x06" ShowAsHex="Y">
    <HELP>
Width of the port lot (in North rotation)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Port Height" ID="0xca271789" Type="Uint8" Default="0x06" ShowAsHex="Y">
    <HELP>
Height of the port lot (in North rotation)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Height Map" ID="0xca271800" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
Optional list of vertex altitude values corresponding to each cell in the lot for airport or seaport
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ZoomDistances" ID="0xca359f17" Type="Float32" Count="5" Default="1336 667 333 145 73" ShowAsHex="Y">
    <HELP>
Distance above ground or sea for microphone position
</HELP>
  </PROPERTY>
  <PROPERTY Name="ScrollingDeceleration" ID="0xca383ca2" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Percent amount to decelerate scrolling speed per GZPaint tick.
</HELP>
  </PROPERTY>
  <PROPERTY Name="IntelliScrollOuterRadiusPixels" ID="0xca383ca3" Type="Uint32" Default="0x00000050" ShowAsHex="Y">
    <HELP>
When right-click scrolling, this is the number of pixels away from the anchor at which the scrolling speed maxes out.
</HELP>
  </PROPERTY>
  <PROPERTY Name="IntelliScrollInnerRadiusPixels" ID="0xca383ca4" Type="Uint32" Default="0x0000000c" ShowAsHex="Y">
    <HELP>
When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins.
</HELP>
  </PROPERTY>
  <PROPERTY Name="HullHorizontal" ID="0xca383ca5" Type="Uint32" Default="0x00000096" ShowAsHex="Y">
    <HELP>
Horizontal scroll hull edge in pixels.
</HELP>
  </PROPERTY>
  <PROPERTY Name="HullVertical" ID="0xca383ca6" Type="Uint32" Default="0x00000096" ShowAsHex="Y">
    <HELP>
Vertical scroll hull edge in pixels.
</HELP>
  </PROPERTY>
  <PROPERTY Name="ScrollGradient" ID="0xca383ca7" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
# of pixels per speed increase (higher is slower).
</HELP>
  </PROPERTY>
  <PROPERTY Name="WaterErosionIterations" ID="0xca383ca8" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Auto gen region: water erosion steps.
</HELP>
  </PROPERTY>
  <PROPERTY Name="FlowStepsForWaterErosion" ID="0xca383ca9" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Auto gen region: water erosion flow steps.
</HELP>
  </PROPERTY>
  <PROPERTY Name="SmoothingStepsForWindErosion" ID="0xca383caa" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Auto gen region: wind erosion steps.
</HELP>
  </PROPERTY>
  <PROPERTY Name="RegionUI: Grid color" ID="0xca383cab" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Color of regional grid, in 0xRRGGBB form.
</HELP>
  </PROPERTY>
  <PROPERTY Name="RegionUI: Highlight" ID="0xca383cac" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Color of regional highlight, in 0xRRGGBB form.
</HELP>
  </PROPERTY>
  <PROPERTY Name="RegionUI: Plains map level" ID="0xca383cad" Type="Uint8" Default="0x80" ShowAsHex="Y">
    <HELP>
Height map fill value for new cities in plains regions (0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="RegionUI: Water map level" ID="0xca383cae" Type="Uint8" Default="0x40" ShowAsHex="Y">
    <HELP>
Height map fill value for new cities in water regions (0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="RegionUI: Cloud opacity range" ID="0xca383cb1" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Range of opacity values for clouds (min,max; 0-255).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:Density2FreshPlayCurve" ID="0xca4132e9" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Density to freshness play percentage curve
</HELP>
  </PROPERTY>
  <PROPERTY Name="Item Description Key" ID="0xca416ab5" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource key of the string resource of the description
</HELP>
  </PROPERTY>
  <PROPERTY Name="Description Key" ID="0xca416b2a" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource key of ordinance description
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim: Name res key" ID="0xca416b3f" Type="Uint32" Count="3" Default="0x00000000" ShowAsHex="Y">
    <HELP>
My sim default name resource key
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDa_MinTermToSustainSellDealCost (months)" ID="0xca46931f" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Min term required for the neighbor to be able to sustain sell deal cost
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDc_MaxDealProfitFactor" ID="0xca469346" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max deal profit factor (1 + NDc_MinDealProfitFactor)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Efficiency Distress Threshold" ID="0xca480830" Type="Float32" Default="25" ShowAsHex="Y">
    <HELP>
Efficiency value under which the lot begins to distress
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight Truck Density Curve" ID="0xca51189a" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps city population to a multiplier (0.0-1.0) for freight truck density
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Commute Trains Per Second" ID="0xca511de6" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Max number of commute trains to cross a tile per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Freight Trucks Per Second" ID="0xca511df2" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Max number of freight trucks to cross a tile per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Vehicle Blur Speed KPH" ID="0xca5545ea" Type="Uint32" Default="0x00000064" ShowAsHex="Y">
    <HELP>
Speed in KPH at which vehicles will draw motion blur effect.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Mayor Rating Effect" ID="0xca5b9305" Type="Sint32" Count="2" Default="50 6" MinValue="-100" MaxValue="100" ShowAsHex="N">
    <HELP>
Mayor Rating effect. Magnitude (-100 to +100), radius (in cells).
</HELP>
    <OPTION Value="Col:0" Name="Magnitude">
    </OPTION>
    <OPTION Value="Col:1" Name="Radius">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Crime Effect" ID="0xca5b9306" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Crime effect: magnitude, radius. Doesn't increase overall crime, but can negate effects of police stations
</HELP>
  </PROPERTY>
  <PROPERTY Name="Transit Switch Entry Cost vs. Budget" ID="0xca5f7821" Type="Float32" Count="-4" Default="0 0.5 100 1" ShowAsHex="N">
    <HELP>
Maps the budget percent (0-100%) to a multiplier on the time cost of using a transit switch.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Funding percentage to pipe decay/repair" ID="0xca7138c4" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Converts a funding level (percentage) into a decay rate (negative numbers) or repair rate (positive numbers)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simulator Date Start" ID="0xca7515cc" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Simulator MONTH (1-12) and DAY (1-31) to start this prop's date interval
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trip Length to Minutes Display Multiplier" ID="0xca76013b" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Multiply the trip length map values (0-255, 255 = Max Commute Time) by this value to get a time in minutes for display purposes
</HELP>
  </PROPERTY>
<PROPERTY Name="Go To Zoom Level" ID="0xca821b8c" Type="Uint8" Default="0x00" ShowAsHex="Y">
  <HELP>
    Specifies the camera zoom level to use on disaster go to
  </HELP>
</PROPERTY>
<PROPERTY Name="Unused Medical Property" ID="0xca9b4ca8" Type="Bool" Default="True" ShowAsHex="Y">
  <HELP>
    Present in the Medical Clinic and Hospital. It is not used within the exe file though.
  </HELP>
</PROPERTY>
<PROPERTY Name="Hover Query Only" ID="0xcaa9ab92" Type="Bool" Default="True" ShowAsHex="Y">
  <HELP>
    If present, the occupant will respond to hover queries but not to click-queries
  </HELP>
</PROPERTY>
  <PROPERTY Name="Subjective Factor Threshold (Min value)" ID="0xcab1ce3a" Type="Sint32" Count="7" Default="-4" ShowAsHex="Y">
    <HELP>
Min value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Subjective Factor Threshold (Max value)" ID="0xcab1ce3c" Type="Sint32" Count="7" Default="20" ShowAsHex="Y">
    <HELP>
Max value of desirability for subjective factors (pollution,garbage,school,hospital,crime,traffic,triplength).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trip Starting Cost by travel type for Car Pref" ID="0xcad64136" Type="Float32" Count="9" Default="0.100 0" ShowAsHex="Y">
    <HELP>
Starting overhead cost in time for each travel type for car preferred trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, MaxInstances" ID="0xcadb6b3e" Type="Uint32" Default="0x00000003" ShowAsHex="Y">
    <HELP>
Maximum number of simultaneous riot instances
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spawn/Recall for Streets" ID="0xcba5895b" Type="Float32" Count="4" Default="0.100 0.5 0.100 0.5" ShowAsHex="Y">
    <HELP>
a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spawn/Recall for Roads" ID="0xcba5895c" Type="Float32" Count="4" Default="0.100 0.5 0.100 0.5" ShowAsHex="Y">
    <HELP>
a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spawn/Recall for Avenues" ID="0xcba5895d" Type="Float32" Count="4" Default="0.100 0.5 0.100 0.5" ShowAsHex="Y">
    <HELP>
a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spawn/Recall for Highway" ID="0xcba5895e" Type="Float32" Count="4" Default="0.100 0.5 0.100 0.5" ShowAsHex="Y">
    <HELP>
a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Spawn/Recall for Rail" ID="0xcba5895f" Type="Float32" Count="4" Default="0.100 0.5 0.100 0.5" ShowAsHex="Y">
    <HELP>
a% (0.0-1.0) chance of adding/removing automaton from tile when actual auto count is b% (0.0-1.0) lower/higher than desired.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion to CPS for Streets" ID="0xcba58a5b" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Response curve of congestion vs. expected automata per second on a tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion to CPS for Roads" ID="0xcba58a5c" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Response curve of congestion vs. expected automata per second on a tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion to CPS for Avenues" ID="0xcba58a5d" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Response curve of congestion vs. expected automata per second on a tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion to CPS for Highway" ID="0xcba58a5e" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Response curve of congestion vs. expected automata per second on a tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Congestion to CPS for Rail" ID="0xcba58a5f" Type="Float32" Count="-4" Default="0 0 1" ShowAsHex="Y">
    <HELP>
Response curve of congestion vs. expected automata per second on a tile
</HELP>
  </PROPERTY>
  <PROPERTY Name="Sound Bank ID" ID="0xcbbba52f" Type="Uint32" Default="0xab955c50" ShowAsHex="Y">
    <HELP>
Refers to an .abk file with player-drive sounds
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AEMSMaxVolume" ID="0xcbfb03fa" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Max volume for AEMS systems
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AEMSMasterFxLevel" ID="0xcbfb03ff" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Master FX level
</HELP>
  </PROPERTY>
  <PROPERTY Name="Police Station, Total Copter Dispatches" ID="0xcc0b0705" Type="Sint32" Default="1" MinValue="0" MaxValue="1" ShowAsHex="Y">
    <HELP>
Number of police helicopters this station can send.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Playerdrive Vehicles Per Second" ID="0xcc101142" Type="Float32" Default="0.00980" ShowAsHex="Y">
    <HELP>
Desired # of vehicles per second that will be generated on roads during player-drive
</HELP>
  </PROPERTY>
  <PROPERTY Name="Auto-load Auxiliary Models" ID="0xcc21420d" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Index (1,2,3,etc.) of auxiliary model to load automatically on Init
</HELP>
  </PROPERTY>
  <PROPERTY Name="kPropertyID_FlipsAllowed" ID="0xcc3e4755" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
kPropertyID_FlipsAllowed
</HELP>
  </PROPERTY>
  <PROPERTY Name="PropType" ID="0xe82b68eb" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
If assigned to an occupant, this property denotes it as a prop. Must use a valid prop ID as a property value. See SC4PropOccupant.h
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4BuildingModelRotationProperty" ID="0xe83a081d" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If property is present (regardless of value), then the model can be rotated and contains 'full geometry'.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Update Period" ID="0xe8ec2720" Type="Uint32" Default="0x00000028" ShowAsHex="Y">
    <HELP>
How often the Crime simulator updates, in days
</HELP>
  </PROPERTY>
  <PROPERTY Name="Crime Police Factor" ID="0xe8ec2721" Type="Float32" Default="0.25" ShowAsHex="Y">
    <HELP>
Crime Police Factor
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Effect" ID="0xe8f79c8b" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on water pollution
</HELP>
  </PROPERTY>
  <PROPERTY Name="Garbage Effect" ID="0xe8f79c90" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Effect (multiplier) this ordinance has on garbage
</HELP>
  </PROPERTY>
  <PROPERTY Name="kMaxCellAltitudeDeltaForFlatnessProperty" ID="0xe900ea24" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
kMaxCellAltitudeDeltaForFlatnessProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="kMaxSlopeForFlatnessProperty" ID="0xe900ea25" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
kMaxSlopeForFlatnessProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="kDefaultLotFoundationTypeProperty" ID="0xe900ea26" Type="Uint32" Default="0x890b7312" ShowAsHex="Y">
    <HELP>
kDefaultLotFoundationTypeProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="kShouldAttemptLotLevellingProperty" ID="0xe900ea27" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
kShouldAttemptLotLevellingProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="kShouldAttemptInternalLotLevellingProperty" ID="0xe900ea28" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
kShouldAttemptInternalLotLevellingProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="kLotAutoLevelInternalAltitudeDeltaProperty" ID="0xe900ea29" Type="Float32" Default="20" ShowAsHex="Y">
    <HELP>
kLotAutoLevelInternalAltitudeDeltaProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="MaxAreaSlopeAllowedForLevellingProperty" ID="0xe900ea2a" Type="Float32" Default="40" ShowAsHex="Y">
    <HELP>
MaxAreaSlopeAllowedForLevellingProperty
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Developer: Night Update Interval" ID="0xe900ea2b" Type="Uint32" Default="0x000000c8" ShowAsHex="Y">
    <HELP>
Update interval in milliseconds for toggling building lights.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Developer: Night Update Count" ID="0xe900ea2c" Type="Uint32" Default="0x00000008" ShowAsHex="Y">
    <HELP>
Number of buildings to toggle lights on per update interval (integer).
</HELP>
  </PROPERTY>
  <PROPERTY Name="Transit Switch Point" ID="0xe90e25a1" Type="Uint8" Count="-4" Default="0x00" ShowAsHex="Y">
    <HELP>
Paired entries indicating this building allows a travelling Sim to switch between transit types
</HELP>
    <OPTION Value="0x00000000" Name="Walk">
    </OPTION>
    <OPTION Value="0x00000001" Name="Drive Car">
    </OPTION>
    <OPTION Value="0x00000002" Name="Ride Bus">
    </OPTION>
    <OPTION Value="0x00000003" Name="Ride Train">
    </OPTION>
    <OPTION Value="0x00000004" Name="Freight Truck">
    </OPTION>
    <OPTION Value="0x00000005" Name="Freight Train">
    </OPTION>
    <OPTION Value="0x00000006" Name="Ride Subway">
    </OPTION>
    <OPTION Value="0x00000007" Name="Ride El Train">
    </OPTION>
    <OPTION Value="0x00000008" Name="Ride Monorail">
    </OPTION>
    <OPTION Value="0x00000010" Name="South">
    </OPTION>
    <OPTION Value="0x00000020" Name="East">
    </OPTION>
    <OPTION Value="0x00000030" Name="South+East">
    </OPTION>
    <OPTION Value="0x00000040" Name="North">
    </OPTION>
    <OPTION Value="0x00000050" Name="North+South">
    </OPTION>
    <OPTION Value="0x00000060" Name="North+East">
    </OPTION>
    <OPTION Value="0x00000070" Name="North+South+East">
    </OPTION>
    <OPTION Value="0x00000080" Name="West">
    </OPTION>
    <OPTION Value="0x00000090" Name="West+South">
    </OPTION>
    <OPTION Value="0x000000a0" Name="West+East">
    </OPTION>
    <OPTION Value="0x000000b0" Name="West+East+South">
    </OPTION>
    <OPTION Value="0x000000c0" Name="West+North">
    </OPTION>
    <OPTION Value="0x000000d0" Name="West+North+South">
    </OPTION>
    <OPTION Value="0x000000e0" Name="West+North+East">
    </OPTION>
    <OPTION Value="0x000000f0" Name="All Sides">
    </OPTION>
    <OPTION Value="0x00000081" Name="Outside-to-Inside">
    </OPTION>
    <OPTION Value="0x00000082" Name="Inside-to-Outside">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Transit Switch Entry Cost" ID="0xe90e25a2" Type="Float32" Default="6" ShowAsHex="N">
    <HELP>
Cost in travel time to enter this transit switch. Once inside, travel time inside the building is zero.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Transit Switch Traffic Capacity" ID="0xe90e25a3" Type="Float32" Default="20" MinValue="0" ShowAsHex="N">
    <HELP>
When traffic density rises above this capacity, it costs trips extra travel time.
</HELP>
  </PROPERTY>
  <PROPERTY Name="IntelliScrollInnerRadiusPixels" ID="0xe90f5de4" Type="Uint32" Default="0x0000000c" ShowAsHex="Y">
    <HELP>
When right-click scrolling, this is the number of pixels away from the anchor that the user must move before scrolling begins.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power max allowed funding" ID="0xe911e2d1" Type="Float32" Default="120" ShowAsHex="Y">
    <HELP>
Maximum allowed funding percentage for utilities
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power plant max production ratio" ID="0xe911e2fc" Type="Float32" Default="110" ShowAsHex="Y">
    <HELP>
Maximum allowed percentage for power plant production
</HELP>
  </PROPERTY>
  <PROPERTY Name="(OBS) Health Min Acceptable Funding %" ID="0xe918946f" Type="Float32" Default="60" ShowAsHex="Y">
    <HELP>
Minimum acceptable percentage for Health department funding
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Strike Efficiency %" ID="0xe91894b3" Type="Float32" Default="50" ShowAsHex="Y">
    <HELP>
Efficiency of School buildings will drop to this % during a strike
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: TaxRateOccWeight_R$$" ID="0xe918c920" Type="Float32" Default="1" ShowAsHex="Y">
    <HELP>
Multiplier to tweak the relative weighting of the R$$ occupant type's taxes
</HELP>
  </PROPERTY>
  <PROPERTY Name="Building value" ID="0xe91a0b5f" Type="Sint64" Default="0" ShowAsHex="N">
    <HELP>
Base value in simoleons of this building.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Quotient Boost Effect" ID="0xe91b3aee" Type="Float32" Default="110" ShowAsHex="Y">
    <HELP>
Percentage (from 0 to 200%) by which this ordinance affects all HQ values
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Population vs. Distance" ID="0xe921a936" Type="Float32" Count="-2" Default="0 100" MinValue="0" MaxValue="100" ShowAsHex="Y">
    <HELP>
Maps distance from a covered tract to a % of that tract's population that is actually served.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Health Effectiveness vs. Average Age Effect" ID="0xe92d9db4" Type="Float32" Count="-2" Default="0 100" ShowAsHex="Y">
    <HELP>
Maps average age of a tract to addional HQ boost %
</HELP>
  </PROPERTY>
  <PROPERTY Name="kZM_mZoneMinCellSize" ID="0xe94825b2" Type="Sint32" Count="16" Default="0" ShowAsHex="Y">
    <HELP>
kZM_mZoneMinCellSize
</HELP>
  </PROPERTY>
  <PROPERTY Name="kZM_mZoneMaxCellSize" ID="0xe94825b3" Type="Sint32" Count="16" Default="0" ShowAsHex="Y">
    <HELP>
kZM_mZoneMaxCellSize
</HELP>
  </PROPERTY>
  <PROPERTY Name="kZM_mZoneCreationCostArray" ID="0xe94825b4" Type="Sint64" Count="16" Default="-1" ShowAsHex="Y">
    <HELP>
kZM_mZoneCreationCostArray
</HELP>
  </PROPERTY>
  <PROPERTY Name="kZM_mZoneDestructionCostArray" ID="0xe94825b5" Type="Sint64" Count="16" Default="-1" ShowAsHex="Y">
    <HELP>
kZM_mZoneDestructionCostArray
</HELP>
  </PROPERTY>
  <PROPERTY Name="kZM_mZoneTextureResourceInstanceArray" ID="0xe94825b6" Type="Uint32" Count="16" Default="0xffffffff" ShowAsHex="Y">
    <HELP>
kZM_mZoneTextureResourceInstanceArray
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Display Alpha" ID="0xe94825b7" Type="Uint8" Default="0xff" ShowAsHex="Y">
    <HELP>
Replaces drag color alpha after zone placement
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Drag Color" ID="0xe94825b8" Type="Uint32" Count="16" Default="0xffffffff" ShowAsHex="Y">
    <HELP>
RGBA color to blend with black and white texture NRRRCCCIIIMASSLP
</HELP>
  </PROPERTY>
  <PROPERTY Name="Zone Max Slope" ID="0xe94825b9" Type="Float32" Count="16" Default="16" ShowAsHex="Y">
    <HELP>
Meters per cell must be less than this value NRRRCCCIIIMASSLP
</HELP>
  </PROPERTY>
  <PROPERTY Name="NetworkTextureId" ID="0xe974eaa1" Type="Uint32" Default="0x00004b00" ShowAsHex="Y">
    <HELP>
Id of the network texture for which it is OK to have pylon/retaining wall
</HELP>
  </PROPERTY>
  <PROPERTY Name="ConnectedVerts" ID="0xe974eaa2" Type="Uint32" Count="-2" Default="0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Pairs of cell vertices connected by retaining walls / side flaps
</HELP>
  </PROPERTY>
  <PROPERTY Name="PylonCornerXZs" ID="0xe974eaa3" Type="Float32" Count="8" Default="-8 -8 -8 8 8 8 8 -8" ShowAsHex="Y">
    <HELP>
(x,z) corresponding to the 4 corners of the pylon w.r.t cell center
</HELP>
  </PROPERTY>
  <PROPERTY Name="TunnelResourceIds" ID="0xe974eaa4" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Model resource id(s) for tunnel piece(s)
</HELP>
  </PROPERTY>
  <PROPERTY Name="TunnelModelRotations" ID="0xe974eaa5" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Tunnel model rotations
</HELP>
  </PROPERTY>
  <PROPERTY Name="TunnelModelHeights" ID="0xe974eaa6" Type="Float32" Count="-1" Default="0" ShowAsHex="Y">
    <HELP>
Tunnel piece model heights
</HELP>
  </PROPERTY>
  <PROPERTY Name="Special Pylon Model Id" ID="0xe974eaa7" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Pylon model exemplar instance used by some networks (can be single instance or one per zoom)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Watered Building Color" ID="0xe97f42b0" Type="Uint8" Count="4" Default="0x00" ShowAsHex="Y">
    <HELP>
RGBA color for watered buildings in pipe view
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4BuildingNoModelProperty" ID="0xe9822d62" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If present, then there are no building-style models for this building and if there are any, they should be ignored.
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyMaxSlopeAllowed" ID="0xe99b068c" Type="Float32" Default="90" ShowAsHex="Y">
    <HELP>
The Max slope this lot will develop on
</HELP>
  </PROPERTY>
  <PROPERTY Name="LotConfigPropertyDoConstruction" ID="0xe99b068d" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
If non-zero, buildings on the lot will construct, otherwise they will be fully constructed when plopped
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line control max horiz. distance" ID="0xe9a18d3f" Type="Float32" Default="16" ShowAsHex="Y">
    <HELP>
Max horizontal distance from the center of the line at which the control points are placed
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line control vertical %" ID="0xe9a1e8d4" Type="Float32" Default="0.150" ShowAsHex="Y">
    <HELP>
Percent of line length at which to place control points, vertically
</HELP>
  </PROPERTY>
  <PROPERTY Name="Prop Wealth" ID="0xe9a316eb" Type="Uint8" MinValue="0x00" MaxValue="0x03" ShowAsHex="Y">
    <OPTION Value="0x00" Name="None">
    </OPTION>
    <OPTION Value="0x01" Name="Low Wealth">
    </OPTION>
    <OPTION Value="0x02" Name="Medium Wealth">
    </OPTION>
    <OPTION Value="0x03" Name="High Wealth">
    </OPTION>
    <HELP>
What wealth level this prop will answer. Choices are None, Low Wealth, Medium Wealth and High Wealth.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Power line scaling factor" ID="0xe9ac43e7" Type="Float32" Count="5" Default="0.300" ShowAsHex="Y">
    <HELP>
Array of scaling factors for the width of the power lines, one per zoom level.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Response vehicle type" ID="0xe9aee3da" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Group(s) of vehicle automata that will be created when this building is constructed or plopped.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Response vehicle count" ID="0xe9aee3db" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
How many of each type will be created when building is constructed or plopped.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Response pedestrian type" ID="0xe9aee3dc" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Group(s) of pedestrian automata that will be created when this building is constructed or plopped.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Response pedestrian count" ID="0xe9aee3dd" Type="Uint8" Count="-1" Default="0x00" ShowAsHex="Y">
    <HELP>
How many of each type (in Response Pedestrian Type property) will be created when building is constructed or plopped.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Special case only" ID="0xe9d117c3" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If set, occupant is never chosen based on user action or normal simulation.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Self-illuminated" ID="0xe9f0fa86" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If set to true, specifies that the prop should be treated as self-lit
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Park Effect" ID="0xea023270" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Pollution Effect, Air" ID="0xea023271" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Pollution Effect, Water" ID="0xea023272" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Pollution Effect, Garbage" ID="0xea023273" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Pollution Effect, Radiation" ID="0xea023274" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, School Effect" ID="0xea023275" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Hospital Effect" ID="0xea023276" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Crime Effect" ID="0xea023277" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Trip Length" ID="0xea023278" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Traffic" ID="0xea023279" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps grid data to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Long Term Decay Factor" ID="0xea02327a" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
(1.0 means no decay, 0.0 means full decay (no smoothing)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Short Term Decay Factor" ID="0xea02327b" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
(1.0 means no decay, 0.0 means full decay (no smoothing)
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Base Aura (Low)" ID="0xea02327c" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Base aura for R$,Cs$,Id occupancy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Base Aura (Med)" ID="0xea02327d" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Base aura for R$$,Cs$$,Co$$,Ir,Im occupancy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Base Aura (High)" ID="0xea02327e" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Base aura for R$$$,Cs$$$,Co$$$ occupancy
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Tax Rate Change Effect" ID="0xea02327f" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps tax rate change (in percent) to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Value/Wealth Effect" ID="0xea023280" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps (value_type-wealth_type) to aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Transient Effect, Fire" ID="0xea023290" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
    <HELP>
magnitude and radius in meters of transient aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Transient Effect, Flora" ID="0xea023291" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
    <HELP>
magnitude and radius in meters of transient aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Transient Effect, Civic Plop" ID="0xea023292" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
    <HELP>
magnitude and radius in meters of transient aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Transient Effect, Network Plop" ID="0xea023293" Type="Float32" Count="2" Default="0" ShowAsHex="Y">
    <HELP>
magnitude and radius in meters of transient aura effect
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Hotspot Settings" ID="0xea0232a0" Type="Sint32" Count="3" Default="-64 3 4" ShowAsHex="Y">
    <HELP>
hotspot settings: threshold value (0-255), radius (in tracts), minimum weight
</HELP>
  </PROPERTY>
  <PROPERTY Name="Aura, Hotspot Riot Probability" ID="0xea0232a1" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
maps hotspot weight (# of cells above threshold) to monthly fire probability (in percent 0-100)
</HELP>
  </PROPERTY>
  <PROPERTY Name="kSC4BuildingModelClassProperty" ID="0xea123cef" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
If present, specifies a GZCLSID (class id) for the model class to use. Otherwise, just use the default kGZCLSID_cS3DModelInstance.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Age degradation rate" ID="0xea1cf220" Type="Float32" Default="0.00319" MinValue="0" ShowAsHex="N">
    <HELP>
How fast this building's condition decays over time. The "life expectancy" of the plant in months can be calculated roughly as the reciprocal of this number. Thus, a plant with a 50-year lifespan will have a base decay rate of 1.0 / (50 * 12) and 0.00333 = 25 years.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Soft failure threshold" ID="0xea1cf221" Type="Float32" Default="1" MinValue="0" ShowAsHex="N">
    <HELP>
When a building's "Age Degradation" exceeds this level, the plant will begin to exhibit various kinds of "soft" failures (visual distress, sounds, frequent outages, etc.). This will typically be a number near 1.0.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Hard failure threshold" ID="0xea1cf222" Type="Float32" Default="1.100" MinValue="0" ShowAsHex="N">
    <HELP>
When a building's "Age Degradation" exceeds this level, the plant will either become abandoned or will have a chance to undergo violent catastrophic failure (i.e., blow up). This will typically be 1.0 or higher.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water building pumping cost" ID="0xea1e3c53" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
Cost to produce one unit of water, not including infrastructure maintenance.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Lot Resource Key" ID="0xea260589" Type="Uint32" Count="0" ShowAsHex="Y">
    <HELP>
For ploppable buildings: Resource instance ID of lot exemplar for this building
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim: Bitmap ID" ID="0xea296f8d" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Specify ID for bitmap in Select-A-My-Sim dialog.
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim: Default name" ID="0xea296f8f" Type="String" ShowAsHex="Y">
    <HELP>
Specifies default name for My Sim.
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim: Zodiac Sign" ID="0xea296f90" Type="Uint8" Default="0x00" ShowAsHex="Y">
    <HELP>
Specify default zodiac sign for My Sim.
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim: Is Male" ID="0xea296f91" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Specify My Sim gender (true=male, false=female)
</HELP>
  </PROPERTY>
  <PROPERTY Name="City Exclusion Group" ID="0xea2e078b" Type="Uint32" Count="0" ShowAsHex="Y">
    <HELP>
For ploppable buildings: No more than one building within the specified group can be built in a single city.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Conditional Building" ID="0xea3209f8" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If true, building will appear ghosted in the menu until triggered by a script condition
</HELP>
  </PROPERTY>
  <PROPERTY Name="No Shadows" ID="0xea3209f9" Type="Bool" Default="True" ShowAsHex="Y">
    <HELP>
If true, building will not draw shadows
</HELP>
  </PROPERTY>
  <PROPERTY Name="CategoryGodValley" ID="0xea33d694" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Brush belongs to god mode, valley category
</HELP>
  </PROPERTY>
  <PROPERTY Name="kPropertyID_WaterFlora" ID="0xea346888" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
If this property is present, then the given flora is a water flora and its elevation preference table entries are interpreted as depth below sea level instead of altitude above sea level
</HELP>
  </PROPERTY>
  <PROPERTY Name="MiniMap: Terrain ramp" ID="0xea3573af" Type="Uint32" Count="10" Default="0x00000000 0xff000000 0x00000040 0xff3f3f3f 0x00000080 0xff7f7f7f 0x000000c0 0xffbfbfbf 0x000000ff 0xffffffff" ShowAsHex="Y">
    <HELP>
Color progression to use for terrain.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:FreshScoreKey" ID="0xea3fbdd7" Type="Uint32" Count="2" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Freshness score key without the class id
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:LoopVolume" ID="0xea3fc42a" Type="Uint32" Default="0x00000400" ShowAsHex="Y">
    <HELP>
Loop Volume
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, NumStages" ID="0xea400620" Type="Uint32" Default="0x00000002" ShowAsHex="Y">
    <HELP>
Total number of stages
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, SecondsBetweenStages" ID="0xea400621" Type="Uint32" Default="0x0000003c" ShowAsHex="Y">
    <HELP>
Number of seconds per stage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, Controller2Stage" ID="0xea400622" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Stage at which second controller gets added
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, SpawnArray" ID="0xea400623" Type="Uint32" Count="-2" Default="0x00000000 0x00000001" ShowAsHex="Y">
    <HELP>
Array of number of new leaders to spawn at each stage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Riot, Protection-vs-Suppression" ID="0xea400624" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps Police Protection value (0-255) to Riot Suppression( 0=none, 1=riot progression halted, 2+=riot regresses
</HELP>
  </PROPERTY>
  <PROPERTY Name="Water Department Max Funding" ID="0xea4025a9" Type="Float32" Default="120" ShowAsHex="Y">
    <HELP>
Max funding percentage for the water department
</HELP>
  </PROPERTY>
  <PROPERTY Name="Freight Train Length" ID="0xea441c97" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
Min/max length in cars, including engine, of freight trains
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDb_MinDealAmountPower" ID="0xea46932c" Type="Float32" Default="1000" ShowAsHex="Y">
    <HELP>
Min deal amount for power deal
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDd_MaxDealTerm (years)" ID="0xea46934f" Type="Float32" Default="10" ShowAsHex="Y">
    <HELP>
Max term a deal can be had before renewal.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:ZoomDistanceCameraPull" ID="0xea4a7c55" Type="Float32" Count="5" Default="1 0.75 0.5 0.25 0" ShowAsHex="Y">
    <HELP>
Amount of horz dist to camera to pull to camera
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDa_MaxOverDemandFactorForBuyer" ID="0xea4ad2ff" Type="Float32" Default="1.100" ShowAsHex="Y">
    <HELP>
buyer_demand * NDa_MaxOverDemandFactorForBuyer is the maximum amount the buyer can buy.
</HELP>
  </PROPERTY>
  <PROPERTY Name="NDa_MinBudgetForBuyDeals" ID="0xea4ae9ef" Type="Float32" Default="10000" ShowAsHex="Y">
    <HELP>
Budget level below which new buy deals become prohibited.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Graph minimum Y value" ID="0xea4aedc6" Type="Float32" Default="0" ShowAsHex="Y">
    <HELP>
Overrides the automatic minimum Y value.
</HELP>
  </PROPERTY>
  <PROPERTY Name="VolcanoLavaCurveProductionRate" ID="0xea4bc6e4" Type="Float32" Count="-4" Default="0 0.200 1" ShowAsHex="Y">
    <HELP>
Production Rate for the Flow of VolcanoLava (Input Time in Fraction from [0, 1])
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Freight Trains Per Second" ID="0xea511de0" Type="Float32" Default="2" ShowAsHex="Y">
    <HELP>
Max number of freight trains to cross a tile per second
</HELP>
  </PROPERTY>
  <PROPERTY Name="Requires power to animate" ID="0xea5393ed" Type="Bool" Default="False" ShowAsHex="Y">
    <HELP>
Set this to true if the occupant requires power to animate
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Funding to Coverage Curve" ID="0xea53b30f" Type="Float32" Count="-2" Default="0 50" ShowAsHex="Y">
    <HELP>
Maps difference between actual % funding and % ideal funding to % coverage
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 1-10 Age Group" ID="0xea540621" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 1-10 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 11-20 Age Group" ID="0xea540622" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 11-20 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 21-30 Age Group" ID="0xea540623" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 21-30 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 31-40 Age Group" ID="0xea540624" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 31-40 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 41-50 Age Group" ID="0xea540625" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 41-50 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 51-60 Age Group" ID="0xea540626" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 51-60 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 61-70 Age Group" ID="0xea540627" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 61-70 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 71-80 Age Group" ID="0xea540628" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 71-80 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Avg. Age to 81-90 Age Group" ID="0xea540629" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
How average age translates to the distribution of population into the 81-90 age group
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget Item: Department" ID="0xea54d283" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID(s) of department ID for this budget item.
</HELP>
    <OPTION Value="0xc921ceeb" Name="Mass Transit">
    </OPTION>
    <OPTION Value="0x09188f42" Name="Health Staff">
    </OPTION>
    <OPTION Value="0xaa538cb3" Name="Health Coverage">
    </OPTION>
    <OPTION Value="0x09188f4c" Name="Education Staff">
    </OPTION>
    <OPTION Value="0x4a538cc6" Name="Education Coverage">
    </OPTION>
    <OPTION Value="0x28f55a9f" Name="Fire Department">
    </OPTION>
    <OPTION Value="0xa2963983" Name="Police Department">
    </OPTION>
    <OPTION Value="0xa2963984" Name="Jails">
    </OPTION>
    <OPTION Value="0xaa4014b4" Name="Water Department">
    </OPTION>
    <OPTION Value="0x8910bc8a" Name="Power Department">
    </OPTION>
    <OPTION Value="0x6a42a8f5" Name="Sanitation Department">
    </OPTION>
    <OPTION Value="0x8a416368" Name="Landmarks">
    </OPTION>
    <OPTION Value="0xea59717a" Name="Government Buildings">
    </OPTION>
    <OPTION Value="0x6a4119f0" Name="Airports">
    </OPTION>
    <OPTION Value="0x2a5a723f" Name="Business Deals">
    </OPTION>
    <OPTION Value="0x4a4155ab" Name="Seaports">
    </OPTION>
    <OPTION Value="0x8a4260a6" Name="Park and Rec">
    </OPTION>
    <OPTION Value="0xc921ceea" Name="Roads">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Budget Item: Line" ID="0xea54d284" Type="Uint32" Count="-1" ShowAsHex="Y">
    <HELP>
GUID(s) of line item ID for this budget item.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget Item: Purpose" ID="0xea54d285" Type="Uint32" Count="-1" Default="0x00000000" ShowAsHex="Y">
    <HELP>
GUID(s) of purpose ID for this budget item.
</HELP>
    <OPTION Value="0xca550301" Name="Mass Transit Switch">
    </OPTION>
    <OPTION Value="0xca565486" Name="Hospital Staff">
    </OPTION>
    <OPTION Value="0xea56549e" Name="Hospital Coverage">
    </OPTION>
    <OPTION Value="0xea5654b6" Name="School Staff">
    </OPTION>
    <OPTION Value="0x4a5654ba" Name="School Coverage">
    </OPTION>
    <OPTION Value="0x0a567baa" Name="Police Protection">
    </OPTION>
    <OPTION Value="0xea56768a" Name="Jail">
    </OPTION>
    <OPTION Value="0xea567bc3" Name="Fire Protection">
    </OPTION>
    <OPTION Value="0xca58c9d5" Name="Water Production">
    </OPTION>
    <OPTION Value="0xca58edc7" Name="Sanitation">
    </OPTION>
    <OPTION Value="0xca58e540" Name="Power Production">
    </OPTION>
    <OPTION Value="0xaa59670c" Name="Landmark Effect">
    </OPTION>
    <OPTION Value="0x4a5a495e" Name="Business Deal Income">
    </OPTION>
    <OPTION Value="0xca639989" Name="Park Effect">
    </OPTION>
    <OPTION Value="0x0c3bf549" Name="Toll Booth Maintenance">
    </OPTION>
  </PROPERTY>
  <PROPERTY Name="Budget Item: Cost" ID="0xea54d286" Type="Sint64" Count="-1" Default="0" MinValue="0" ShowAsHex="N">
    <HELP>
Monthly cost(s) in Simoleans for this budget item.
</HELP>
  </PROPERTY>
  <PROPERTY Name="Jail, Jailbreak Response Curve" ID="0xea614f63" Type="Float32" Count="-2" Default="0" ShowAsHex="Y">
    <HELP>
Maps REAL jail capacity to jailbreak chance
</HELP>
  </PROPERTY>
  <PROPERTY Name="Jail, Jailbreak Escapee Percentage" ID="0xea614f64" Type="Float32" Count="2" Default="1 5" ShowAsHex="Y">
    <HELP>
Min/max percentage (0.0-100.0) of jail capacity that will escape during jailbreaks
</HELP>
  </PROPERTY>
  <PROPERTY Name="Jail, End Jailbreak Capacity" ID="0xea614f65" Type="Float32" Default="0.5" ShowAsHex="Y">
    <HELP>
Stop any jailbreak in progress when REAL jail capacity percentage goes below this value
</HELP>
  </PROPERTY>
  <PROPERTY Name="No highlight" ID="0xea639fb1" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="General OK" ID="0xea639fb2" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="General Not OK" ID="0xea639fb3" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Create OK" ID="0xea639fb4" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Create Not OK" ID="0xea639fb5" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Destroy OK" ID="0xea639fb6" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Destroy Not OK" ID="0xea639fb7" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Query OK" ID="0xea639fb8" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Query Not OK" ID="0xea639fb9" Type="Float32" Count="4" Default="1" ShowAsHex="Y">
    <HELP>
-
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max Mass Transit Strategy Trip Length" ID="0xea7b5f06" Type="Float32" Default="4" ShowAsHex="Y">
    <HELP>
Max time in raw trip length that the mass transit preferred strategy will go using mass transit
</HELP>
  </PROPERTY>
  <PROPERTY Name="Simolean Cost Per Tile to Demolish" ID="0xea86e3b5" Type="Uint32" Default="0x00000001" ShowAsHex="Y">
    <HELP>
Cost to demolish a tile of network using this tool
</HELP>
  </PROPERTY>
  <PROPERTY Name="Trip Starting Cost by travel type for Mass Transit" ID="0xea8c3cdb" Type="Float32" Count="9" Default="0 0.100 0" ShowAsHex="Y">
    <HELP>
Starting overhead cost in time for each travel type for mass transit preferred trips
</HELP>
  </PROPERTY>
  <PROPERTY Name="Anim Loop Count Range" ID="0xea958845" Type="Uint8" Count="2" Default="0x00" ShowAsHex="Y">
    <HELP>
For static (one-shot) sims: How many times automaton will loop through its animation before fading out
</HELP>
  </PROPERTY>
  <PROPERTY Name="Audio:AEMSMasterFxType" ID="0xebfb0404" Type="Uint32" Default="0x00000025" ShowAsHex="Y">
    <HELP>
Effect type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Max CSIs" ID="0xebfb4a0a" Type="Uint8" Default="0x05" ShowAsHex="Y">
    <HELP>
Maximum number of city-situation-indicators that will be visible
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim Wealth Level" ID="0xebfc5e26" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
0 = $, 1 = $$, 2 = $$$
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim Icon Image" ID="0xebfc5e5e" Type="Uint32" Default="0x00000000" ShowAsHex="Y">
    <HELP>
Resource ID of the icon to be used in the choose vehicle dialog
</HELP>
  </PROPERTY>
  <PROPERTY Name="My Sim Sort Order" ID="0xebfc5fba" Type="Sint32" Default="0" ShowAsHex="Y">
    <HELP>
Relative sort ordering in the catalog
</HELP>
  </PROPERTY>
  <PROPERTY Name="Budget: Difficulty Tax Multiplier" ID="0xebff69e7" Type="Float32" Count="3" Default="1.200 1.100 1" ShowAsHex="Y">
    <HELP>
Multiplier for tax revenue by difficulty type
</HELP>
  </PROPERTY>
  <PROPERTY Name="Mayor Limo Money Properties" ID="0xec15654a" Type="Float32" Count="3" Default="50 48 10" ShowAsHex="Y">
    <HELP>
Cost per second, desirability radius meters, desirability magnitude
</HELP>
  </PROPERTY>
  <PROPERTY Name="Auxiliary Model 3 Key" ID="0xec214180" Type="Uint32" Count="3" Default="0x5ad0e817 0xbadb57f1 0x00000000" ShowAsHex="Y">
    <HELP>
Type/Group/Instance for additional model
</HELP>
  </PROPERTY>
  <PROPERTY Name="kPropertyID_RotationsAllowed" ID="0xec3bd470" Type="Uint8" Default="0x0f" ShowAsHex="Y">
    <HELP>
kPropertyID_RotationsAllowed
</HELP>
  </PROPERTY>
  <PROPERTY Name="School Capacity Chunk Size" ID="0xec43826b" Type="Uint32" Count="6" Default="0x000000fa" ShowAsHex="N">
    <HELP>
How many people are represented by one unit in the coverage map
</HELP>
  </PROPERTY>
  
</PROPERTIES>
  
<CATEGORIES>

<CATEGORY Name="All" ID="0xec8fba75" ParentID="0x00000000" img="img_all.gif"
>
<HELP>
This selection will display all of the descriptor plug-ins found in the plug-in manager.
</HELP>
</CATEGORY>


<CATEGORY Name="Flora" ID="0x6d155e57" ParentID="0xec8fba75" img="img_flora.gif">
<HELP>
This selection will filter the display to only show foundation plug-ins.  To create a foundation, drag a model on to this category.
</HELP>
<FILTERS>
  <NEEDED ID="0x10" Value="0x0000000F"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x00000010" Value="0x0000000F"/><!--Exemplar Type-->
 <PROPERTY ID="0x00000021" Set="IID"/><!--Exemplar ID-->
 <PROPERTY ID="0x083DC35B" Value="3.00000000,2.00000000,10.00000000,1.00000000,32.00000000,2.00000000,3.00000000,0.40000001,0.10000000,1.50000000,2.00000000,1.00000000,2.00000000,5.00000000"/><!--kSC4FloraParametersProperty-->
 <PROPERTY ID="0x083DC487" Value="1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001,1.00000000,1.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.00000000,0.20000000,0.40000001,0.60000002,0.80000001"/><!--kSC4FloraPreferencesProperty-->
 <PROPERTY ID="0x083DE16F" Value="0x66DB0502"/><!--kSC4FloraCursorProperty-->
 <PROPERTY ID="0x085489C8" Value="0x69D3A23B"/><!--Shadow Texture ID-->
 <PROPERTY ID="0x085489CC" Value="0.40000001"/><!--Shadow strength-->
 <PROPERTY ID="0x27812851" Value="-3,0x00000000,0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x29244DB5" Value="0x0A"/><!--Flammability-->
 <PROPERTY ID="0x2A0348BA" Value="0x2A0C8213"/><!--Flora: Cluster type-->
 <PROPERTY ID="0x2A0348BB" Value="18.00000000"/><!--Flora: Cluster max radius-->
 <PROPERTY ID="0x2A0348BC" Value="10.00000000"/><!--Flora: Cluster max height-->
 <PROPERTY ID="0x49BEDA31" Value="0x01"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="3.00000000,0.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A37EBB6" Value="True"/><!--Flora: Wild--> 
 <PROPERTY ID="0xA8F149C5" Value="0xE8F02106,0x48F02107"/><!--kSC4FloraFamilyProperty-->
 <PROPERTY ID="0xE9D117C3" Value="False"/><!--Special case only-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Foundation" ID="0x6d055e57" ParentID="0xec8fba75" img="img_found.gif">
<HELP>
This selection will filter the display to only show foundation plug-ins.  To create a foundation, drag a model on to this category.
</HELP>
<FILTERS>
  <NEEDED ID="0x10" Value="0x00000011"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x00000010" Value="0x00000011"/><!--Exemplar Type-->
 <PROPERTY ID="0x00000021" Set="IID"/><!--Exemplar ID-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Building" ID="0x0c8fbb55" ParentID="0xec8fba75">
<HELP>
This selection will filter the display to only show building plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x10" Value="0x02"/>
</FILTERS>
<PROPERTIES>
 <eval name="CalculatedElevation" value="max(Height,Volume/(Width*Depth))"/>
 <eval name="BiasedVol" value="Volume*min(1,0.51+(Volume/26000.0)**2)"/>
 <PROPERTY ID="0x10" Value="0x02"/>
 <PROPERTY ID="0x27812811" Set="0.5"/>
 <PROPERTY ID="0xaa83558f" Eval="Test(LessThan(Height,29), 0x0, 0x3)"/>      <!--Crane hints-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Unknown" ID="0xD30E71DF" ParentID="0x0c8fbb55" img="img_unknown.gif">
<FILTERS>
 <NEEDED ID="0x10" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Unused" ID="0xcc8abc2d" ParentID="0x0c8fbb55" img="img_unused.gif">
<HELP>
This selection will filter the display to only show plug-ins that are ploppable in game.
</HELP>
<FILTERS>
 <NEEDED ID="0xea260589" Value="0x0"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Agricultural Field" ID="0x2caa4e2a" ParentID="0x0c8fbb55" img="img_ind.gif">
<HELP>
This selection will filter the display to only show Agricultrual plug-ins.  To create an Agricultural plug-in drag a model to this category.
</HELP>
<FILTERS>
<NEEDED ID="0x27812837"/>
<NEEDED ID="0x27812833" Value="5"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x099AFACD" Eval="0x000000000000000a"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812837" Eval="0xff"/><!--Growth Stage-->
 <PROPERTY ID="0x2781283F" Value="True"/><!--Monopoly Piece-->
 <PROPERTY ID="0x27812851" Eval="0xFFFFFFFF,0x00000001,0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x88FCD877" Set="0x194b1000"/><!--Building foundation-->
 <PROPERTY ID="0x27812832" Eval="0x01"/><!--Wealth-->
 <PROPERTY ID="0x27812833" Eval="0x05"/><!--Purpose-->
 <PROPERTY ID="0x27812834" Eval="0x00004100,0x00000001"/><!--Capacity Satisfied-->
 <PROPERTY ID="0xAA83558F" Remove="AA83558F"/><!--Crane Hints-->
 <PROPERTY ID="0x49BEDA31" Remove="49BEDA31"/><!--MaxFireStage-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="R-C-I" ID="0xac8fbb73" ParentID="0x0c8fbb55" img="img_rci.gif">
<HELP>
This selection will filter the display to only show Residential, Commercial and Industrial plug-ins.
</HELP>
<FILTERS>
 <NOT ID="0x8A2602B8"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x8a1c3e72" Eval="Worth"/> <!--Worth-->
 <PROPERTY ID="0x099AFACD" Eval="Worth"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x499AFA38" Eval="Worth/10."/> <!--construction time-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0xE91A0B5F" Eval="int( BiasedBC*BuildingValueFactor)"/><!--building value-->
 <PROPERTY ID="0x27812851" Eval="max(1,int( BiasedBC*AirPollutionFactor)),max(1,int( BiasedBC*WaterPollutionFactor)),max(4,int( BiasedBC*GarbagePollutionFactor)),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(WaterConsumedConstant+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Residential" ID="0x0c8fbb86" ParentID="0xac8fbb73" img="img_res.gif">
<HELP>
This seletion will filter the display to only show Residential plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1000"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round( 3 + BiasedVol/(3*12.42) )"/>
 <eval name="CapacityR2" value ="round( 3 + BiasedVol/(3*22.5) )"/>
 <eval name="CapacityR3" value ="round( 3 + BiasedVol/(3*51.5) )"/>
 <eval name="BiasedBC" value ="int( round( min( 5000., BaseCapacity ) * max( 1., sqrt( BaseCapacity/5000. ) ) ) )"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForResidential"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0x6a63bba2"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa905ab9" Set="0x0a8916c8"/> <!--SFx:Query Sound decayed-->
 <PROPERTY ID="0x27812833" Value="0x01"/>       <!--Purpose-->
 <PROPERTY ID="0x0a902434" Set="0x4a890f5b"/> <!--SFx:Query Sound abandoned-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(R $) Low Wealth" ID="0x2c8fbb95" ParentID="0x0c8fbb86">
<HELP>
This selection will filter the display to only show Residential Low Wealth plug-ins.  To create a Residential Low Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x11010"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.0)"/>
 <eval name="BuildingValueFactor" value="13.590000"/>
 <eval name="AirPollutionFactor" value="0.005"/>
 <eval name="WaterPollutionFactor" value="0.002"/>
 <eval name="GarbagePollutionFactor" value="0.003"/>
 <eval name="PowerConsumedFactor" value="0.0041999"/>
 <eval name="WaterConsumedFactor" value="0.01"/>
 <eval name="WaterConsumedConstant" value="1.0"/>
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00001010"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001000,0x00011010,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0x2c8fbb95"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,5,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00001010,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(R $$) Medium Wealth" ID="0x6c8fbba5" ParentID="0x0c8fbb86">
<HELP>
This selection will filter the display to only show Residential Medium Wealth plug-ins.  To create a Residential Medium Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x11020"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.099997)"/>
 <eval name="BuildingValueFactor" value="14.43"/>
 <eval name="AirPollutionFactor" value="0.006*7./9."/>
 <eval name="WaterPollutionFactor" value="0.003*7./9."/>
 <eval name="GarbagePollutionFactor" value="0.003*7./9."/>
 <eval name="PowerConsumedFactor" value="0.0074999"/>
 <eval name="WaterConsumedFactor" value="0.02"/>
 <eval name="WaterConsumedConstant" value="2.0"/>
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00001010,0x00001020"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001000,0x00011020,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0x6C8FBBA5"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00001010,BaseCapacity,0x00001020,CapacityR2"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(R $$$) High Wealth" ID="0x0c8fbbae" ParentID="0x0c8fbb86">
<HELP>
This selection will filter the display to only show Residential High Wealth plug-ins.  To create a Residential High Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x11030"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <eval name="BuildingValueFactor" value="15.27"/>
 <eval name="AirPollutionFactor" value="0.006*3./5."/>
 <eval name="WaterPollutionFactor" value="0.002*3./5."/>
 <eval name="GarbagePollutionFactor" value="0.002*3./5."/>
 <eval name="PowerConsumedFactor" value="0.0304000"/>
 <eval name="WaterConsumedFactor" value="0.04"/>
 <eval name="WaterConsumedConstant" value="4.0"/>
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00001010,0x00001020,0x00001030"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001000,0x00011030,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0x0c8fbbae"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00001010,BaseCapacity,0x00001020,CapacityR2,0x00001030,CapacityR3"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Commercial Service" ID="0xac8fbbbb" ParentID="0xac8fbb73" img="img_com.gif">
<HELP>
This selection will filter the display to only show Commercial Service plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1001"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round( 3 + BiasedVol/(3*10.0) )"/>
 <eval name="CapacityC2" value ="round( 3 + BiasedVol/(3*40.0) )"/>
 <eval name="CapacityC3" value ="round( 3 + BiasedVol/(3*100.0) )"/>
 <eval name="BiasedBC" value ="int( round( min( 5000., BaseCapacity ) * max( 1., sqrt( BaseCapacity/5000. ) ) ) )"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0x2A8916AB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x02"/>       <!--Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(CS $) Low Wealth" ID="0x8c8fbbcc" ParentID="0xac8fbbbb">
<HELP>
This selection will filter the display to only show Commercial Service Low Wealth plug-ins.  To create a Commercial Service Low Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x13110"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.0)"/>
 <eval name="BuildingValueFactor" value="7.659996"/>
 <eval name="AirPollutionFactor" value="0.01"/>
 <eval name="WaterPollutionFactor" value="0.005"/>
 <eval name="GarbagePollutionFactor" value="0.03"/>
 <eval name="PowerConsumedFactor" value="0.019999"/>
 <eval name="WaterConsumedFactor" value="0.20"/>
 <eval name="WaterConsumedConstant" value="2.0"/>
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003110"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001001,0x00013110,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0x8C8FBBCC"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,5,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003110,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(CS $$) Medium Wealth" ID="0x0c8fbbdc" ParentID="0xac8fbbbb">
<HELP>
This selection will filter the display to only show Commercial Service Medium Wealth plug-ins.  To create a Commercial Service Medium Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x13120"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.099997)"/>
 <eval name="BuildingValueFactor" value="8.579998"/>
 <eval name="AirPollutionFactor" value="0.015*5./8."/>
 <eval name="WaterPollutionFactor" value="0.01*5./8."/>
 <eval name="GarbagePollutionFactor" value="0.02*5./8."/>
 <eval name="PowerConsumedFactor" value="0.019999"/>
 <eval name="WaterConsumedFactor" value="0.24"/>
 <eval name="WaterConsumedConstant" value="4.0"/>
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003110,0x0003120"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001001,0x00013120,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0x0c8fbbdc"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003110,BaseCapacity,0x00003120,CapacityC2"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(CS $$$) High Wealth" ID="0xac8fbbeb" ParentID="0xac8fbbbb">
<HELP>
This selection will filter the display to only show Commercial Service High Wealth plug-ins.  To create a Commercial Service High Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x13130"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <eval name="BuildingValueFactor" value="9.72"/>
 <eval name="AirPollutionFactor" value="0.015*9./20."/>
 <eval name="WaterPollutionFactor" value="0.01*9./20."/>
 <eval name="GarbagePollutionFactor" value="0.02*9./20."/>
 <eval name="PowerConsumedFactor" value="0.028000"/>
 <eval name="WaterConsumedFactor" value="0.25"/>
 <eval name="WaterConsumedConstant" value="6.0"/>
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003110,0x0003120,0x0003130"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001001,0x00013130,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0xac8fbbeb"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003110,BaseCapacity,0x00003120,CapacityC2,0x00003130,CapacityC3"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Commercial Office" ID="0xccaa4cce" ParentID="0xac8fbb73" img="img_com.gif">
<HELP>
This selection will filter the display to only show Commercial Office plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1001"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round( 3 + BiasedVol/(3*22.5) )"/>
 <eval name="CapacityC3" value ="round( 3 + BiasedVol/(3*32.169998) )"/>
 <eval name="BiasedBC" value ="int( round( min( 5000., BaseCapacity ) * max( 1., sqrt( BaseCapacity/5000. ) ) ) )"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BDEB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x03"/>       <!--Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(CO $$) Medium Wealth" ID="0x6c8fbbf5" ParentID="0xccaa4cce">
<HELP>
This selection will filter the display to only show Commercial Office Medium Wealth plug-ins.  To create a Commercial Office Medium Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x13320"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.0999997)"/>
 <eval name="BuildingValueFactor" value="6.989995"/>
 <eval name="AirPollutionFactor" value="0.004"/>
 <eval name="WaterPollutionFactor" value="0.004"/>
 <eval name="GarbagePollutionFactor" value="0.002"/>
 <eval name="PowerConsumedFactor" value="0.019999"/>
 <eval name="WaterConsumedFactor" value="0.20"/>
 <eval name="WaterConsumedConstant" value="10.0"/>
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003320"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001001,0x00013320,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0x6c8fbbf5"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003320,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(CO $$$) High Wealth" ID="0xcc8fbc01" ParentID="0xccaa4cce">
<HELP>
This selection will filter the display to only show Commercial Office High Wealth plug-ins.  To create a Commercial Office High Wealth plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x13330"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <eval name="BuildingValueFactor" value="7.82"/>
 <eval name="AirPollutionFactor" value="0.005*17./20."/>
 <eval name="WaterPollutionFactor" value="0.005*17./20."/>
 <eval name="GarbagePollutionFactor" value="0.002*17./20."/>
 <eval name="PowerConsumedFactor" value="0.028000"/>
 <eval name="WaterConsumedFactor" value="0.30"/>
 <eval name="WaterConsumedConstant" value="15.0"/>
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003320,0x00003330"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x00001001,0x00013330,0x00002000,0x00002001,0x00002002,0x00002003"/> <!--OccupantGroups-->
 <PROPERTY ID="0x2C8F8746" Value="0xcc8fbc01"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003320,BaseCapacity,0x00003330,CapacityC3"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Industrial" ID="0x8c8fbc0b" ParentID="0xac8fbb73" img="img_ind.gif">
<HELP>
This selection will filter the display to only show Industrial plug-ins.
</HELP>
<FILTERS>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value="2+int(BiasedVol/(3*flooragePerWorker))"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForIndustrial"/> <!--Query Examplar -->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-a) Agricultural Industry" ID="0x2caa4d2a" ParentID="0x8c8fbc0b">
<HELP>
This selection will filter the display to only show Agricultrual plug-ins.  To create an Agricultural plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14100"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int( 30. +10./3.*Height*3.0)"/>
 <eval name="flooragePerWorker" value ="250"/>
 <eval name="BuildingValueFactor" value="154.830001"/>
 <eval name="AirPollutionFactor" value="0.125"/>
 <eval name="WaterPollutionFactor" value="0.25"/>
 <eval name="GarbagePollutionFactor" value="0.2"/>
 <eval name="PowerConsumedFactor" value="0.400000"/>
 <eval name="WaterConsumedFactor" value="5.000000"/>
 <eval name="BiasedBC" value ="int( round( min( 50., BaseCapacity ) * max( 1., sqrt( BaseCapacity/50. ) ) ) )"/>
 <PROPERTY ID="0xaa1dd397" Set="0xAA8A4B05"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x05"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004100"/>        <!--Occupant Types-->
 <PROPERTY ID="0x2C8F8746" Value="0x2caa4d2a"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="50"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004100,BaseCapacity"/> <!--Capacity Satisfied-->
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014100,0x00003002"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29B55F73" Value="0x00024100,0x2A6E4309,0x2A6E431D,0xAA6E4328,0x6A6E4332,0xEA6E4721,0xEA6E4722"/> <!--Field lots-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-d) Dirty Industry" ID="0x2c8fbc17" ParentID="0x8c8fbc0b">
<HELP>
This selection will filter the display to only show Dirty Industry plug-ins.  To create an Dirty Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14200"/>
 <NEEDED ID="0xaa1dd396" Value="0x1002"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.299998)"/>
 <eval name="BuildingValueFactor" value="7.4"/>
 <eval name="AirPollutionFactor" value="0.1"/>
 <eval name="WaterPollutionFactor" value="0.06"/>
 <eval name="GarbagePollutionFactor" value="0.012"/>
 <eval name="PowerConsumedFactor" value="0.3"/>
 <eval name="WaterConsumedFactor" value=".85"/>
 <eval name="BiasedBC" value ="int( round( min( 500., BaseCapacity ) * max( 1., sqrt( BaseCapacity/500. ) ) ) )"/>
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BAAB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x06"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004200"/>        <!--Occupant Types-->
 <PROPERTY ID="0x2C8F8746" Value="0x2c8fbc17"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="80"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="16,20,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004200,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-d) Dirty Industry Anchor" ID="0x2c8fbc18" ParentID="0x2c8fbc17">
<HELP>
This selection will filter the display to only show Dirty Industry plug-ins.  To create an Dirty Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3000"/>
</FILTERS>
<PROPERTIES>
 <eval name="flooragePerWorker" value ="60"/>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014200,0x00003000"/> <!--OccupantGroups-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-d) Dirty Industry Mechanical" ID="0x2c8fbc19" ParentID="0x2c8fbc17">
<HELP>
This selection will filter the display to only show Dirty Industry plug-ins.  To create an Dirty Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3001"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014200,0x00003001"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="40"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-d) Dirty Industry Out" ID="0x2c8fbc1A" ParentID="0x2c8fbc17">
<HELP>
This selection will filter the display to only show Dirty Industry plug-ins.  To create an Dirty Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3002"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014200,0x00003002"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="20"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-m) Manufacturing Industry" ID="0x6c7e983b" ParentID="0x8c8fbc0b">
<HELP>
This selection will filter the display to only show Manufacturing Industry plug-ins.  To create a Manufacturing Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14300"/>
 <NEEDED ID="0xaa1dd396" Value="0x1002"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.599997)"/>
 <eval name="BuildingValueFactor" value="7.63"/>
 <eval name="AirPollutionFactor" value="0.06"/>
 <eval name="WaterPollutionFactor" value="0.04"/>
 <eval name="GarbagePollutionFactor" value="0.01"/>
 <eval name="PowerConsumedFactor" value="0.06"/>
 <eval name="WaterConsumedFactor" value=".9"/>
 <eval name="BiasedBC" value ="int( round( min( 500., BaseCapacity ) * max( 1., sqrt( BaseCapacity/500. ) ) ) )"/>
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BAAB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x07"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004300"/>        <!--Occupant Types-->
 <PROPERTY ID="0x2C8F8746" Value="0x6c7e983b"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="70"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="9,13,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004300,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-m) Manufacturing Industry Anchor" ID="0x6c7e983c" ParentID="0x6c7e983b">
<HELP>
This selection will filter the display to only show Manufacturing Industry plug-ins.  To create a Manufacturing Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3000"/>
</FILTERS>
<PROPERTIES>
<PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014300,0x00003000"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="30"/>
 </PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-m) Manufacturing Industry Mechanical" ID="0x6c7e983d" ParentID="0x6c7e983b">
<HELP>
This selection will filter the display to only show Manufacturing Industry plug-ins.  To create a Manufacturing Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3001"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014300,0x00003001"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="60"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-m) Manufacturing Industry Out" ID="0x6c7e983e" ParentID="0x6c7e983b">
<HELP>
This selection will filter the display to only show Manufacturing Industry plug-ins.  To create a Manufacturing Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3002"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014300,0x00003002"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="30"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-ht) High-Tech Industry" ID="0x6c8fbddc" ParentID="0x8c8fbc0b">
<HELP>
This selection will filter the display to only show High-Tech Industry plug-ins.  To create a High-Tech Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14400"/>
 <NEEDED ID="0xaa1dd396" Value="0x1002"/>
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.900000)"/>
 <eval name="BuildingValueFactor" value="7.86"/>
 <eval name="AirPollutionFactor" value="0.025"/>
 <eval name="WaterPollutionFactor" value="0.01"/>
 <eval name="GarbagePollutionFactor" value="0.008"/>
 <eval name="PowerConsumedFactor" value="0.18"/>
 <eval name="WaterConsumedFactor" value="0.17"/>
 <eval name="BiasedBC" value ="int( round( min( 500., BaseCapacity ) * max( 1., sqrt( BaseCapacity/500. ) ) ) )"/>
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BAAB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x08"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004400"/>        <!--Occupant Types-->
 <PROPERTY ID="0x2C8F8746" Value="0x6c8fbddc"/>  <!--Examplar Category-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004400,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-ht) High-Tech Industry Anchor" ID="0x6c8fbddd" ParentID="0x6c8fbddc">
<HELP>
This selection will filter the display to only show High-Tech Industry plug-ins.  To create a High-Tech Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3000"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014400,0x00003000"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="25"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-ht) High-Tech Industry Mechanical" ID="0x6c8fbdde" ParentID="0x6c8fbddc">
<HELP>
This selection will filter the display to only show High-Tech Industry plug-ins.  To create a High-Tech Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3001"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014400,0x00003001"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="40"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="(I-ht) High-Tech Industry Out" ID="0x6c8fbddf" ParentID="0x6c8fbddc">
<HELP>
This selection will filter the display to only show High-Tech Industry plug-ins.  To create a High-Tech Industry plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x3002"/>
</FILTERS>
<PROPERTIES>
<PROPERTY ID="0xaa1dd396" Value="0x00001002,0x00014400,0x00003002"/> <!--OccupantGroups-->
 <eval name="flooragePerWorker" value ="25"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Ploppable" ID="0xcc8fbc2d" ParentID="0x0c8fbb55" img="img_plop.gif">
<HELP>
This selection will filter the display to only show plug-ins that are ploppable in game.
</HELP>
<FILTERS>
 <NOT ID="0xaa1dd396" Value="0x1000"/>
 <NOT ID="0xaa1dd396" Value="0x1001"/>
 <NOT ID="0xaa1dd396" Value="0x1002"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812851" Eval="int(BiasedBC*AirPollutionFactor),int(BiasedBC*WaterPollutionFactor),int(BiasedBC*GarbagePollutionFactor),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0x6A871B82" Set="IID"/><!--PluginPack ID-->
 <PROPERTY ID="0x899AFBAD" Set="examplarName"/>
 <PROPERTY ID="0x8A2602A9" Set="This building was made by a Typing Monkey"/>
 <PROPERTY ID="0x8A2602B8" Set="0x00"/><!-- Icon -->
 <PROPERTY ID="0xC8ED2D84" Eval="int(0+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
 <PROPERTY ID="0xC9B93A56" Set="0x4A5EC571"/><!--SFX:Default plop sound-->
 <PROPERTY ID="0xEA260589" Set="0x00000000"/><!--Lot Resource Key-->
 <eval name="BaseCapacity" value="round(3+Volume/(3*15))"/>
 <eval name="BiasedBC" value="int(round(min(500.,BaseCapacity)*max(1.,sqrt(BaseCapacity/500.))))"/>
 <eval name="AirPollutionFactor" value="0.006"/>
 <eval name="WaterPollutionFactor" value="0.004"/>
 <eval name="GarbagePollutionFactor" value="0.003"/>
 <eval name="PowerConsumedFactor" value="0.01"/>
 <eval name="WaterConsumedFactor" value="0.04"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Education" ID="0x2c8fbc37" ParentID="0xcc8fbc2d" img="img_education.gif">
<HELP>
This selection will filter the display to only show Education plug-ins.
</HELP>
<PROPERTIES>
 <PROPERTY ID="0x099AFACD" Eval="BCost"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="PCost"/><!--Plop Cost-->
 <PROPERTY ID="0x691B42B3" Eval="Radius"/><!--School Coverage Radius-->
 <PROPERTY ID="0x8922041B" Eval="Students"/><!--School Student Capacity-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Elementary" ID="0x8c8fbc82" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show Elementary school plug-ins. To create a plug-in of this type drag a model to Elementary.  In the lot editor this plug-in building can be found by choosing and replacing the building on one of the following lots; CV3x3_K-8SmallSchool_0314 and CV4x3_9-12LargeSchool_0317
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1503"/>
 <NEEDED ID="0xaa1dd396" Value="0x150F"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSElementary,50*int(1+Volume/750.))"/>
 <eval name="CivicJobs" value="int(ceil(Students/30.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*3./4.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*1./4.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*0./4.)"/>
 <eval name="Radius" value="8*int(12.5+3.*Students**0.4)"/>
 <eval name="TCost" value="50*int(1+0.007*Students**0.9)"/>
 <eval name="MCost" value="3.0*TCost"/>
 <eval name="CCost" value="TCost+MCost"/>
 <eval name="PCost" value="50*int(1+0.0062*Students**1.1)"/>
 <eval name="BCost" value="10*int(1+0.003*Students**1.1)"/>
 <PROPERTY ID="0x0A36AFA2" Value="0xCA3C8139"/><!--SFX:AlarmSoundId-->
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x20"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForSchool"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8B7DD1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Students"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A36AFAB" Value="9.32999992,15.25000000"/><!--SFX:AlarmTime-->
 <PROPERTY ID="0x6AD54804" Eval="CCost"/><!--Catalog Monthly Cost-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForElementary"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="24.00000000"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001503,0x0000150F,0x00001A03"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x4A55BA9D"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9299662" Value="20.00000000,5.00000000,30.00000000,5.00000000,40.00000000,0.50000000,50.00000000,0.00000000,60.00000000,0.00000000,70.00000000,0.00000000,80.00000000,0.00000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C,0x4A538CC6"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000,0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6,0x4A5654BA"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost,TCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="High School" ID="0xcc8fbc8c" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show High School plug-ins. To create a plug-in of this type drag a model to High School.  In the lot editor this plug-in building can be found by choosing and replacing the building on the CV4x3_9-12LargeSchool_0317 lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1503"/>
 <NEEDED ID="0xaa1dd396" Value="0x1510"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSHighSchool,50*int(1+Volume/1500.))"/>
 <eval name="CivicJobs" value="int(ceil(Students/30.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*3./4.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*1./4.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*0./4.)"/>
 <eval name="Radius" value="8*int(27.5+2.625*Students**0.4)"/>
 <eval name="TCost" value="50*int(1+0.005*Students**0.9)"/>
 <eval name="MCost" value="6.5*TCost"/>
 <eval name="CCost" value="TCost+MCost"/>
 <eval name="PCost" value="50*int(1+0.014*Students**1.1)"/>
 <eval name="BCost" value="10*int(1+0.005*Students**1.1)"/>
 <PROPERTY ID="0x0A36AFA2" Value="0x0A376642"/><!--SFX:AlarmSoundId-->
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x20"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForSchool"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8B7DD1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Students"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A36AFAB" Value="9.32999992,15.25000000"/><!--SFX:AlarmTime-->
 <PROPERTY ID="0x6AD54804" Eval="CCost"/><!--Catalog Monthly Cost-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForHighSchool"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="24.00000000"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001503,0x00001510,0x00001A03"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x4A55BA9D"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9299662" Value="20.00000000,0.00000000,30.00000000,0.50000000,40.00000000,5.00000000,50.00000000,2.50000000,60.00000000,0.00000000,70.00000000,0.00000000,80.00000000,0.00000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C,0x4A538CC6"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000,0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6,0x4A5654BA"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost,TCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Private School" ID="0xcc8fba8c" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show High School plug-ins. To create a plug-in of this type drag a model to High School.  In the lot editor this plug-in building can be found by choosing and replacing the building on the CV4x3_9-12LargeSchool_0317 lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1503"/>
 <NEEDED ID="0xaa1dd396" Value="0x1514"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSPrivate,50*int(1+Volume/1500.))"/>
 <eval name="CivicJobs" value="int(ceil(Students/30.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*3./4.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*1./4.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*0./4.)"/>
 <eval name="Radius" value="8*int(27.5+2.625*Students**0.4)"/>
 <eval name="TCost" value="50*int(1+0.005*Students**0.9)"/>
 <eval name="MCost" value="6.5*TCost"/>
 <eval name="CCost" value="TCost+MCost"/>
 <eval name="PCost" value="50*int(1+0.014*Students**1.1)"/>
 <eval name="BCost" value="10*int(1+0.005*Students**1.1)"/>
 <PROPERTY ID="0x0A36AFA2" Value="0x0A376642"/><!--SFX:AlarmSoundId-->
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x20"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForSchool"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8B7DD1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Students"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A36AFAB" Value="9.32999992,15.25000000"/><!--SFX:AlarmTime-->
 <PROPERTY ID="0x6AD54804" Eval="CCost"/><!--Catalog Monthly Cost-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForHighSchool"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="24.00000000"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001503,0x00001514,0x00001902"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x4A55BA9D"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9299662" Value="20.00000000,0.00000000,30.00000000,0.50000000,40.00000000,5.00000000,50.00000000,2.50000000,60.00000000,0.00000000,70.00000000,0.00000000,80.00000000,0.00000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C,0x4A538CC6"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000,0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6,0x4A5654BA"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost,TCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Library" ID="0xec8fbc96" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show Library plug-ins. To create a plug-in of this type drag a model to Library.  In the lot editor this plug-in building can be found by choosing and replacing the building on the CV2x2_SmallLibrary_0319 lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1505"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSLibrary,5000*int(2+Volume/750.))"/>
 <eval name="CivicJobs" value="int(ceil(Students/3000.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*3./10.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*7./10.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*0./10.)"/>
 <eval name="Radius" value="40*int(1+0.75*Students**0.4)"/>
 <eval name="MCost" value="50*int(5+0.0002*Students**0.9)"/>
 <eval name="PCost" value="50*int(6+0.000025*Students**1.1)"/>
 <eval name="BCost" value="10*int(2+0.000004*Students**1.4)"/>
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x23"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForLibrary"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A8B7DB4"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Students"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForLibrary"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="0.30000001"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001505"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x6A4C48B7"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9299662" Value="20.00000000,30.00000000,30.00000000,30.00000000,40.00000000,30.00000000,50.00000000,30.00000000,60.00000000,30.00000000,70.00000000,25.00000000,80.00000000,20.00000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Eval="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="College" ID="0x0c8fbc9f" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show College plug-ins. To create a plug-in of this type drag a model to College.  In the lot editor this plug-in building can be found by choosing and replacing the building on the CV4x4_CityCollege_031c lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1504"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSCollege,50*int(40+Volume/750.))"/>
 <eval name="CivicJobs" value="int(ceil(Students/30.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*3./9.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*5./9.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*1./9.)"/>
 <eval name="Radius" value="40*int(120+0.75*Students**0.4)"/>
 <eval name="MCost" value="50*int(1+0.007*Students**0.9)"/>
 <eval name="PCost" value="50*int(1+0.0035*Students**1.1)"/>
 <eval name="BCost" value="10*int(1+0.0015*Students**1.1)"/>
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x28"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForCollege"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A8B7DB4"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Students"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForCollege"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="24.00000000"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001504,0x00001A03"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x4A55BB8E"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9299662" Value="20.00000000,0.00000000,30.00000000,0.50000000,40.00000000,1.50000000,50.00000000,5.00000000,60.00000000,2.50000000,70.00000000,0.50000000,80.00000000,0.00000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Museum" ID="0x8cb2360e" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show Museum plug-ins. To create a plug-in of this type drag a model to Museum.  In the lot editor this plug-in building can be found by choosing and replacing the building on the CV2x3_ScienceHistoryArtMuseum_031d lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1506"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSMuseum,100*int(1+Volume**1.5/50000.))"/>
 <eval name="CatalogC" value="5*int(sqrt(Students)/5.)"/>
 <eval name="CivicJobs" value="CatalogC"/>
 <eval name="Jobs1" value="5+int(CivicJobs*1./8.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*5./8.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*2./8.)"/>
 <eval name="Radius" value="40*int(135+0.75*Students**0.4)"/>
 <eval name="MCost" value="50*int(1+0.018*Students**0.9)"/>
 <eval name="PCost" value="50*int(9+0.014*Students**0.9)"/>
 <eval name="BCost" value="10*int(1+0.01*Students**1.1)"/>
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x23"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForMuseum"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A8B7DB4"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="CatalogC"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="3.00000000,4.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForMuseum"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="40.00000000"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001506"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xEA55BBE7"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9299662" Value="20.00000000,0.00000000,30.00000000,0.30000001,40.00000000,0.30000001,50.00000000,0.30000001,60.00000000,0.75000000,70.00000000,1.50000000,80.00000000,3.00000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Opera" ID="0x8cb2360f" ParentID="0x2c8fbc37">
<HELP>
This selection will filter the display to only show Other School plug-ins. To create a plug-in of this type drag a model to Opera.  In the lot editor this plug-in building can be found by choosing and replacing the building on the Rw3x4_OperaHouse_032B.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x151B"/>
</FILTERS>
<PROPERTIES>
 <eval name="Students" value="max(SCCSOpera,50*int(1+Volume/40000.))"/>
 <eval name="CivicJobs" value="int(ceil(Students/30.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*1./8.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*5./8.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*2./8.)"/>
 <eval name="Radius" value="40*int(135+0.75*Students**0.4)"/>
 <eval name="MCost" value="10*int(13+0.035*Students**0.9)"/>
 <eval name="PCost" value="1000*int(20+0.020*Students**1.1)"/>
 <eval name="BCost" value="20*int(15+0.025*Students**1.1)"/>
 <PROPERTY ID="0x27812832" Value="0x03"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x23"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForOpera"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A8B7DB4"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="3.00000000,4.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForOpera"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE446" Value="2.40000000"/><!--School EQ boost-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x0000151B,0x00001900,0x00001903,0x00001909"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xEA55BC61"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xAA60E745" Value="-100.000000,13.000000,100.000000,0.000000"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC9299662" Value="20.000000,0.000000,40.000000,0.000000,50.000000,0.000000,80.000000,5.000000"/><!--School Effectiveness vs. Average Age-->
 <PROPERTY ID="0xE921A936" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--School Population vs. Distance-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F4C"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA5654B6"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Park" ID="0x8c8fbc47" ParentID="0xcc8fbc2d">
<HELP>
This selection will filter the display to only show Park plug-ins. To create a plug-in of this type drag a model to Park.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1006"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x2A499F85" Eval="QueryForPark"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x2C8F8746" Eval="0x8C8FBC47"/><!--Exemplar Category-->
 <PROPERTY ID="0x88FCD877" Eval="0x00000000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForPark"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001006"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Eval="0xCA9B8233"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9B93A56" Eval="0xEA5EC59F"/><!--SFX:Default Plop Sound-->
 <PROPERTY ID="0xEA54D283" Eval="0x8A4260A6"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Eval="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Eval="0xCA639989"/><!--Budget Item: Purpose-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="With Visible Building" ID="0x8c8fbc50" ParentID="0x8c8fbc47">
<HELP>
This selection will filter the display to only show Park plug-ins. To create a plug-in of this type drag a model to Park.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x27812810" Value="0x0000"/><!--Occupant Size-->
 <NOT ID="0x27812820" Value="0x0000"/><!--Resource Key Type 0-->
 <NOT ID="0x27812821" Value="0x0000"/><!--Resource Key Type 1-->
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <PROPERTY ID="0x099AFACD" Eval="Worth+ParkBulldozeCost"/><!--Bulldoze cost-->
 <PROPERTY ID="0x27812840" Eval="0x00001810,ParkCAPRelief,0x00001820,ParkCAPRelief,0x00001830,ParkCAPRelief"/><!--Demand Satisfied-->
 <PROPERTY ID="0x2781284F" Eval="LandmarkEffectConst+LandmarkEffectValue,LandmarkEffectRadius"/><!--Landmark Effect-->
 <PROPERTY ID="0x27812850" Eval="ParkEffectValue,ParkEffectRadius"/><!--Park Effect-->
 <PROPERTY ID="0x27812851" Eval="ParkAirPollution+int(BiasedBC*AirPollutionFactor),ParkWaterPollution+int(BiasedBC*WaterPollutionFactor),int(BiasedBC*GarbagePollutionFactor),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x0A"/><!--Flammability-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="ParkPlopInitial+ParkPlopCost"/><!--Plop Cost-->
 <PROPERTY ID="0x68EE9764" Eval="ParkAirRadius,ParkWaterRadius,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="ParkWaterConsumed+int(0+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
 <PROPERTY ID="0xEA54D286" Eval="5+ParkMonthlyCost+int(50.+Worth/10.)"/><!--Budget Item: Cost-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Stadium" ID="0x8c8fbc51" ParentID="0x8c8fbc50">
<HELP>
This selection will filter the display to only show Stadium plug-ins. To create a Stadium plug-in of this type drag a model to Stadium.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1906"/><!--Occupant Group-->
</FILTERS>
<PROPERTIES>
 <eval name="ParkBulldozeCost"       value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"          value="4000*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"    value="0"/>
 <eval name="LandmarkEffectValue"    value="5*round(LotSizeX*LotSizeY/5.)"/>
 <eval name="LandmarkEffectRadius"   value="3*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectConst"        value="0"/>
 <eval name="ParkEffectValue"        value="-5*int(LotSizeX*LotSizeY/10.)"/>
 <eval name="ParkEffectRadius"       value="2+2*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"       value="-1*int(LotSizeX*LotSizeY/5.)"/>
 <eval name="ParkWaterPollution"     value="1*int((LotSizeX+LotSizeY)/4.)"/>
 <eval name="ParkPlopInitial"        value="50"/>
 <eval name="ParkPlopCost"           value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"          value="1*int((LotSizeX+LotSizeY)/4.)"/>
 <eval name="ParkWaterRadius"        value="1+1*int((LotSizeX+LotSizeY)/4.)"/>
 <eval name="ParkWaterConsumed"      value="int(LotSizeX*LotSizeY/2.)"/>
 <eval name="ParkMonthlyCost"        value="3*LotSizeX*LotSizeY"/>
 <eval name="GarbagePollutionFactor" value="0.03"/>
 <PROPERTY ID="0x099AFACD" Eval="Worth"/><!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001810,ParkCAPRelief,0x00001820,ParkCAPRelief"/><!--Demand Satisfied-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForStadium"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForStadium"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001006,0x00001906"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Eval="0x2A4C64E2"/><!--SFX:Query Sound-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Sports Court" ID="0x8c8fbc52" ParentID="0x8c8fbc50">
<HELP>
This selection will filter the display to only show Sports Court plug-ins. To create a Sports Court plug-in of this type drag a model to Sports Court.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x2781284F"/><!--Landmark Effect-->
 <NOT ID="0x87CD6399"/><!--Landmark Effect-->
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NEEDED ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="2000*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="0"/>
 <eval name="LandmarkEffectValue"  value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectConst"      value="25"/>
 <eval name="ParkEffectValue"      value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="30*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="0"/>
 <eval name="ParkWaterPollution"   value="0"/>
 <eval name="ParkPlopInitial"      value="20"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="0"/>
 <eval name="ParkWaterRadius"      value="0"/>
 <eval name="ParkWaterConsumed"    value="0"/>
 <eval name="ParkMonthlyCost"      value="10*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x2781284F" Remove="2781284F"/><!--Landmark Effect-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
 <PROPERTY ID="0xC8ED2D84" Value="0"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Plaza with Statue" ID="0x8c8fbc53" ParentID="0x8c8fbc50">
<HELP>
This selection will filter the display to only show Plaza with Statue plug-ins. To create a Plaza with Statue plug-in of this type drag a model to Plaza with Statue.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NEEDED ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812832" Eval="0x03"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="1000*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="20"/>
 <eval name="LandmarkEffectValue"  value="20*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="LandmarkEffectRadius" value="10"/>
 <eval name="ParkEffectConst"      value="20"/>
 <eval name="ParkEffectValue"      value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="0"/>
 <eval name="ParkWaterPollution"   value="0"/>
 <eval name="ParkPlopInitial"      value="50"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="0"/>
 <eval name="ParkWaterRadius"      value="0"/>
 <eval name="ParkWaterConsumed"    value="0"/>
 <eval name="ParkMonthlyCost"      value="5*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
 <PROPERTY ID="0xC8ED2D84" Value="0"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Playground" ID="0x8c8fbc54" ParentID="0x8c8fbc50">
<HELP>
This selection will filter the display to only show Community Garden plug-ins. To create a Community Garden plug-in of this type drag a model to Community Garden.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x2781284F"/><!--Landmark Effect-->
 <NOT ID="0x87CD6399"/><!--Landmark Effect-->
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NOT ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="750*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="0"/>
 <eval name="LandmarkEffectValue"  value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectConst"      value="45"/>
 <eval name="ParkEffectValue"      value="15*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="-1*LotSizeX*LotSizeY"/>
 <eval name="ParkWaterPollution"   value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkPlopInitial"      value="50"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="2*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterRadius"      value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterConsumed"    value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkMonthlyCost"      value="5*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x2781284F" Remove="2781284F"/><!--Landmark Effect-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Park or Field" ID="0x8c8fbc55" ParentID="0x8c8fbc50">
<HELP>
This selection will filter the display to only show Park or Field plug-ins. To create a Park or Field plug-in of this type drag a model to Park or Field.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NOT ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
 <NOT ID="0xAA1DD396" Value="0x150B"/><!--Occupant Group Reward-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="500*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="10"/>
 <eval name="LandmarkEffectValue"  value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="LandmarkEffectRadius" value="10"/>
 <eval name="ParkEffectConst"      value="35"/>
 <eval name="ParkEffectValue"      value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="15*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="-1*LotSizeX*LotSizeY"/>
 <eval name="ParkWaterPollution"   value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkPlopInitial"      value="50"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="2*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterRadius"      value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterConsumed"    value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkMonthlyCost"      value="5*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Neutral Building" ID="0x8c8fbc59" ParentID="0x8c8fbc50">
<HELP>
This selection will filter the display to only show Neutral plug-ins. To create a Neutral plug-in of this type drag a model to Neutral.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x27812850"/><!--Park Effect-->
 <NOT ID="0xAA1DD396" Value="0x150B"/><!--Occupant Group Reward-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812832" Eval="0x00"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="0"/>
 <eval name="ParkCAPRelief"        value="0"/>
 <eval name="LandmarkEffectConst"  value="0"/>
 <eval name="LandmarkEffectValue"  value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectConst"      value="0"/>
 <eval name="ParkEffectValue"      value="0"/>
 <eval name="ParkEffectRadius"     value="0"/>
 <eval name="ParkAirPollution"     value="0"/>
 <eval name="ParkWaterPollution"   value="0"/>
 <eval name="ParkPlopInitial"      value="0"/>
 <eval name="ParkPlopCost"         value="0"/>
 <eval name="ParkAirRadius"        value="0"/>
 <eval name="ParkWaterRadius"      value="0"/>
 <eval name="ParkWaterConsumed"    value="0"/>
 <eval name="ParkMonthlyCost"      value="0"/>
 <PROPERTY ID="0x2781284F" Remove="2781284F"/><!--Landmark Effect-->
 <PROPERTY ID="0x27812850" Remove="27812850"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="With Invisible Building" ID="0x8c8fbc60" ParentID="0x8c8fbc47">
<HELP>
This selection will filter the display to only show Park plug-ins. To create a plug-in of this type drag a model to Park.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
</FILTERS>
<PROPERTIES>
 <!--PROPERTY ID="0x27812810" Eval="Width,0x00000000,Depth"/--><!--Occupant Size-->
 <PROPERTY ID="0x27812820" Eval="0x00000000,0x00000000,0x00000000"/><!--Resource Key Type 0-->
 <PROPERTY ID="0x29244DB5" Eval="0x00"/><!--Flammability-->
 <PROPERTY ID="0x49BEDA31" Eval="0x00"/><!--MaxFireStage-->
 <PROPERTY ID="0x099AFACD" Eval="ParkBulldozeCost"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812840" Eval="0x00001810,ParkCAPRelief,0x00001820,ParkCAPRelief,0x00001830,ParkCAPRelief"/><!--Demand Satisfied-->
 <PROPERTY ID="0x2781284F" Eval="LandmarkEffectConst+LandmarkEffectValue,LandmarkEffectRadius"/><!--Landmark Effect-->
 <PROPERTY ID="0x27812850" Eval="ParkEffectValue,ParkEffectRadius"/><!--Park Effect-->
 <PROPERTY ID="0x27812851" Eval="ParkAirPollution,ParkWaterPollution,0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="0x00000000"/><!--Power Consumed-->
 <PROPERTY ID="0x49CAC341" Eval="ParkPlopInitial+ParkPlopCost"/><!--Plop Cost-->
 <PROPERTY ID="0x68EE9764" Eval="ParkAirRadius,ParkWaterRadius,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="ParkWaterConsumed"/><!--Water Consumed-->
 <PROPERTY ID="0xEA54D286" Eval="ParkMonthlyCost"/><!--Budget Item: Cost-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Sports Court" ID="0x8c8fbc62" ParentID="0x8c8fbc60">
<HELP>
This selection will filter the display to only show Sports Court plug-ins. To create a Sports Court plug-in of this type drag a model to Sports Court.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x2781284F"/><!--Landmark Effect-->
 <NOT ID="0x87CD6399"/><!--Landmark Effect-->
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NEEDED ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="2000*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="0"/>
 <eval name="LandmarkEffectValue"  value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectConst"      value="25"/>
 <eval name="ParkEffectValue"      value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="30*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="0"/>
 <eval name="ParkWaterPollution"   value="0"/>
 <eval name="ParkPlopInitial"      value="20"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="0"/>
 <eval name="ParkWaterRadius"      value="0"/>
 <eval name="ParkWaterConsumed"    value="0"/>
 <eval name="ParkMonthlyCost"      value="10*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x2781284F" Remove="2781284F"/><!--Landmark Effect-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Open Plaza" ID="0x8c8fbc63" ParentID="0x8c8fbc60">
<HELP>
This selection will filter the display to only show Open Plaza plug-ins. To create a Open Plaza plug-in of this type drag a model to Open Plaza.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NEEDED ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <PROPERTY ID="0x27812832" Eval="0x03"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="1000*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="20"/>
 <eval name="LandmarkEffectValue"  value="20*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="LandmarkEffectRadius" value="10"/>
 <eval name="ParkEffectConst"      value="20"/>
 <eval name="ParkEffectValue"      value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="0"/>
 <eval name="ParkWaterPollution"   value="0"/>
 <eval name="ParkPlopInitial"      value="50"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="0"/>
 <eval name="ParkWaterRadius"      value="0"/>
 <eval name="ParkWaterConsumed"    value="0"/>
 <eval name="ParkMonthlyCost"      value="5*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Community Garden" ID="0x8c8fbc64" ParentID="0x8c8fbc60">
<HELP>
This selection will filter the display to only show Playground plug-ins. To create a Playground plug-in of this type drag a model to Playground.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x2781284F"/><!--Landmark Effect-->
 <NOT ID="0x87CD6399"/><!--Landmark Effect-->
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NOT ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="250*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="0"/>
 <eval name="LandmarkEffectValue"  value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectConst"      value="30"/>
 <eval name="ParkEffectValue"      value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="35*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="-2*LotSizeX*LotSizeY"/>
 <eval name="ParkWaterPollution"   value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkPlopInitial"      value="40"/>
 <eval name="ParkPlopCost"         value="30*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="3*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterRadius"      value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterConsumed"    value="15*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkMonthlyCost"      value="5*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x2781284F" Remove="2781284F"/><!--Landmark Effect-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Park" ID="0x8c8fbc65" ParentID="0x8c8fbc60">
<HELP>
This selection will filter the display to only show Park plug-ins. To create a Park plug-in of this type drag a model to Park.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812850"/><!--Park Effect-->
 <NOT ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
 <NOT ID="0xAA1DD396" Value="0x150B"/><!--Occupant Group Reward-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <PROPERTY ID="0x27812832" Eval="0x02"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkCAPRelief"        value="250*LotSizeX*LotSizeY"/>
 <eval name="LandmarkEffectConst"  value="10"/>
 <eval name="LandmarkEffectValue"  value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="LandmarkEffectRadius" value="10"/>
 <eval name="ParkEffectConst"      value="35"/>
 <eval name="ParkEffectValue"      value="15*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkEffectRadius"     value="15*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirPollution"     value="-2*LotSizeX*LotSizeY"/>
 <eval name="ParkWaterPollution"   value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkPlopInitial"      value="0"/>
 <eval name="ParkPlopCost"         value="40*LotSizeX*LotSizeY"/>
 <eval name="ParkAirRadius"        value="2*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterRadius"      value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterConsumed"    value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkMonthlyCost"      value="5*LotSizeX*LotSizeY"/>
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Neutral Lot" ID="0x8c8fbc69" ParentID="0x8c8fbc60">
<HELP>
This selection will filter the display to only show Neutral plug-ins. To create a Neutral plug-in of this type drag a model to Neutral.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
 <NOT ID="0x27812850"/><!--Park Effect-->
 <NOT ID="0xAA1DD396" Value="0x150B"/><!--Occupant Group Reward-->
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <PROPERTY ID="0x27812832" Eval="0x00"/><!--Wealth-->
 <eval name="ParkBulldozeCost"     value="0"/>
 <eval name="ParkCAPRelief"        value="0"/>
 <eval name="LandmarkEffectConst"  value="0"/>
 <eval name="LandmarkEffectValue"  value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectConst"      value="0"/>
 <eval name="ParkEffectValue"      value="0"/>
 <eval name="ParkEffectRadius"     value="0"/>
 <eval name="ParkAirPollution"     value="0"/>
 <eval name="ParkWaterPollution"   value="0"/>
 <eval name="ParkPlopInitial"      value="0"/>
 <eval name="ParkPlopCost"         value="0"/>
 <eval name="ParkAirRadius"        value="0"/>
 <eval name="ParkWaterRadius"      value="0"/>
 <eval name="ParkWaterConsumed"    value="0"/>
 <eval name="ParkMonthlyCost"      value="0"/>
 <PROPERTY ID="0x2781284F" Remove="2781284F"/><!--Landmark Effect-->
 <PROPERTY ID="0x27812850" Remove="27812850"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Hospital" ID="0xccb23662" ParentID="0xcc8fbc2d" img="img_health.gif">
<HELP>
This selection will filter the display to only show Hospital plug-ins.  To create a Hospital plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on CV3x4_LargeMedicalCenter_0313 or CV1x2_UrgentCareClinic_0311.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1507"/>
</FILTERS>
<PROPERTIES>
 <eval name="CivicJobs" value="int(ceil(Patients/30.))"/>
 <eval name="Jobs1" value="5+int(CivicJobs*1./5.)"/>
 <eval name="Jobs2" value="2+int(CivicJobs*3./5.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*1./5.)"/>
 <eval name="PCost" value="50*int(1+0.028*Patients**0.9)"/>
 <PROPERTY ID="0x091B42A2" Eval="Radius"/><!--Hospital Coverage Radius-->
 <PROPERTY ID="0x099AFACD" Eval="BCost"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x2921A9CC" Value="0.00000000,100.00000000,100.00000000,100.00000000"/><!--Hospital Population vs. Distance-->
 <PROPERTY ID="0x29244DB5" Eval="0x24"/><!--Flammability-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="PCost"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8B7DD1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Patients"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="3.00000000,4.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x69220415" Eval="Patients"/><!--Hospital Patient Capacity-->
 <PROPERTY ID="0xAA1DD397" Set="0xAA55BA71"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F42,0xAA538CB3"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000,0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA565486,0xEA56549E"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost,TCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Medical Clinic" ID="0xccb23664" ParentID="0xccb23662">
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1513"/>
 <NOT ID="0xaa1dd396" Value="0x151A"/>
 <NOT ID="0xaa1dd396" Value="0x151C"/>
</FILTERS>
<PROPERTIES>
 <eval name="Patients" value="(50*round(2+Volume**0.75/37.5))"/>
 <eval name="Radius" value="8*int(1+4.*Patients**0.4)"/>
 <eval name="MCost" value="100*int(1+0.0075*Patients**0.9)"/>
 <eval name="TCost" value="100*int(1+0.00125*Patients**0.9)"/>
 <eval name="CCost" value="TCost+MCost"/>
 <eval name="BCost" value="10*int(2.5+0.006*Patients**0.9)"/>
 <PROPERTY ID="0x2A499F85" Eval="QueryForHospital"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x6AD54804" Eval="CCost"/><!--Catalog Monthly Cost-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForClinic"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE3BD" Value="0.00000000,8.00000000,100.00000000,8.00000000"/><!--Hospital Effectiveness vs. Average Age-->
 <PROPERTY ID="0xAA1DD396" Eval="0x00001005,0x00001507,0x00001A02,0x00001513"/><!--OccupantGroups-->
 <PROPERTY ID="0xC9299659" Value="11.52000046"/><!--Hospital HQ boost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Hospital with Helicopter" ID="0xccb23665" ParentID="0xccb23662">
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1513"/>
 <NEEDED ID="0xaa1dd396" Value="0x151A"/>
 <NOT ID="0xaa1dd396" Value="0x151C"/>
</FILTERS>
<PROPERTIES>
 <eval name="Patients" value="(50*round(2+Volume**0.75/37.5))"/>
 <eval name="Radius" value="8*int(1+4.*Patients**0.4)"/>
 <eval name="MCost" value="100*int(1+0.0075*Patients**0.9)"/>
 <eval name="TCost" value="100*int(1+0.00125*Patients**0.9)"/>
 <eval name="CCost" value="TCost+MCost"/>
 <eval name="BCost" value="10*int(2.5+0.006*Patients**0.9)"/>
 <PROPERTY ID="0x2A499F85" Eval="QueryForHospital"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x6AD54804" Eval="CCost"/><!--Catalog Monthly Cost-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForHospital"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE3BD" Value="0.00000000,8.00000000,100.00000000,8.00000000"/><!--Hospital Effectiveness vs. Average Age-->
 <PROPERTY ID="0xAA1DD396" Eval="0x00001005,0x00001507,0x00001A02,0x00001513,0x0000151A"/><!--OccupantGroups-->
 <PROPERTY ID="0xC9299659" Value="11.52000046"/><!--Hospital HQ boost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Medical Center with Helicopter" ID="0xccb23666" ParentID="0xccb23662">
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x151C"/>
 <NEEDED ID="0xea54d283" Value="0xAA538CB3"/>
</FILTERS>
<PROPERTIES>
 <eval name="Patients" value="(625*round(2+Volume**0.75/37.5))"/>
 <eval name="Radius" value="40*int(30+0.25*Patients**0.4)"/>
 <eval name="MCost" value="50*int(1+0.0009*Patients**0.9)"/>
 <eval name="TCost" value="50*int(1+0.0015*Patients**0.9)"/>
 <eval name="CCost" value="TCost+MCost"/>
 <eval name="BCost" value="25*int(2.5+0.006*Patients**0.9)"/>
 <PROPERTY ID="0x2A499F85" Eval="QueryForHospital"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x6AD54804" Eval="CCost"/><!--Catalog Monthly Cost-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForHospital"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE3BD" Value="0.00000000,4.00000000,100.00000000,4.00000000"/><!--Hospital Effectiveness vs. Average Age-->
 <PROPERTY ID="0xAA1DD396" Value="0x00001005,0x00001507,0x0000151C,0x00001917,0x00001928"/><!--OccupantGroups-->
 <PROPERTY ID="0xC9299659" Value="11.52000046"/><!--Hospital HQ boost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Disease Center" ID="0xccb23668" ParentID="0xccb23662">
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x151C"/>
</FILTERS>
<PROPERTIES>
 <eval name="Patients" value="(625*round(2+Volume**0.75/37.5))"/>
 <eval name="Radius" value="5800"/>
 <eval name="MCost" value="10*int(1+0.0009*Patients**0.9)"/>
 <eval name="BCost" value="25*int(2.5+0.006*Patients**0.9)"/>
 <PROPERTY ID="0x2A499F85" Eval="QueryForDisease"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForDisease"/><!-- Item Order -->
 <PROPERTY ID="0xA92AE3BD" Value="0.00000000,3.00000000,100.00000000,3.00000000"/><!--Hospital Effectiveness vs. Average Age-->
 <PROPERTY ID="0xAA1DD396" Value="0x00001005,0x00001507,0x0000151C,0x00001917,0x00001928"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA60E745" Value="-100.000000,23.000000,100.000000,0.000000"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC9299659" Value="3.20000005"/><!--Hospital HQ boost-->
 <PROPERTY ID="0xEA54D283" Value="0x09188F42"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA565486"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Fire Station" ID="0x2cb2368c" ParentID="0xcc8fbc2d">
<HELP>
This selection will filter the display to only show Fire Station plug-ins.  To create a Fire Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on CV1x2_2engineStationHouse or CV3x2_4engineStaionHouse_030b.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1502"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5+int(Volume/1500.)"/>
 <eval name="Jobs2" value="0+int(Volume/3000.)"/>
 <eval name="Jobs3" value="0+int(Volume/25000.)"/>
 <eval name="Radius" value="16*int((160+3.0*sqrt(2.*Volume))/16.0)"/>
 <eval name="CntrSt" value="min(5*int((100+sqrt(2.*Volume))/5.0),255)"/>
 <eval name="ExtrSt" value="min(5*int((50+0.1*sqrt(2.*Volume))/5.0),100)"/>
 <eval name="Dispat" value="int(1+0.01*sqrt(2.*Volume))"/>
 <eval name="MCost" value="10*int(6+0.030*Volume**0.65)"/>
 <eval name="PCost" value="10*int(8+0.065*Volume**0.7)"/>
 <eval name="BCost" value="10*int(2+0.005*Volume**0.65)"/>
 <PROPERTY ID="0x08F55DC0" Eval="CntrSt"/><!--Fire Station, Center Strength-->
 <PROPERTY ID="0x08F55DC1" Eval="ExtrSt"/><!--Fire Station, Exterior Strength-->
 <PROPERTY ID="0x08F55DC2" Eval="Radius"/><!--Fire Station, Radius-->
 <PROPERTY ID="0x08F55DC5" Eval="Dispat"/><!--Fire Station, Total Dispatches-->
 <PROPERTY ID="0x099AFACD" Eval="BCost"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812852" Set="0x00000001"/><!--Power Generated-->
 <PROPERTY ID="0x29233E9A" Eval="0x00000060"/><!--Fire Station, Dispatch Center Strength-->
 <PROPERTY ID="0x29233E9B" Eval="0x00000000"/><!--Fire Station, Dispatch Exterior Strength-->
 <PROPERTY ID="0x29233E9C" Eval="200.00000000"/><!--Fire Station, Dispatch Radius-->
 <PROPERTY ID="0x29244DB5" Eval="0x20"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForFire"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="PCost"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8B7DD1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForFire"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001502,0x00001A00"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0BFCCBAB"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE9AEE3DA" Set="0x00004202"/><!--Response vehicle type-->
 <PROPERTY ID="0xE9AEE3DB" Eval="Dispat"/><!--Response vehicle count-->
 <PROPERTY ID="0xEA54D283" Value="0x28F55A9F"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xEA567BC3"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Police" ID="0x6cb236a7" ParentID="0xcc8fbc2d" img="img_police.gif">
<HELP>
This selection will filter the display to only show Police plug-ins.
</HELP>
<PROPERTIES>
 <PROPERTY ID="0x099AFACD" Eval="BCost"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="PCost"/><!--Plop Cost-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Police Station" ID="0x6cb236cd" ParentID="0x6cb236a7">
<HELP>
This selection will filter the display to only show Police Station plug-ins.  To create a Police Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on CV1x1_PoliceKiosk, CV3x2_4carLocalPrecinct or CV3x4_36carLocalPrecinct_030f.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1500"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5+int(Volume/500.)"/>
 <eval name="Jobs2" value="2+int(Volume/5000.)"/>
 <eval name="Jobs3" value="0+int(Volume/25000.)"/>
 <eval name="Radius" value="16*int((160+1.5*(2.*Volume)**0.55)/16.0)"/>
 <eval name="CntrSt" value="5*int((100+0.7*(2.*Volume)**0.55)/5.0)"/>
 <eval name="ExtrSt" value="min(5*int(0.1*(2.*Volume)**0.55/5.0),50)"/>
 <eval name="Dispat" value="int(0.025*sqrt(2.*Volume))"/>
 <eval name="DispRa" value="8*int((48+0.25*sqrt(2.*Volume))/8.0)"/>
 <eval name="Inmate" value="10*int(0.2*(2.*Volume)**0.55/10.0)"/>
 <eval name="MCost" value="10*int(3+0.025*Volume**0.65)"/>
 <eval name="PCost" value="10*int(6+0.006*Volume**0.9)"/>
 <eval name="BCost" value="10*int(1+0.005*Volume**0.65)"/>
 <eval name="Police1" value="5000"/>
 <eval name="Police2" value="15000"/>
 <eval name="Police3" value="45000"/>
 <eval name="OGPoliceKiosk" value="0x00001005,0x00001500,0x00001516,0x00001A01"/>
 <eval name="OGPoliceSmall" value="0x00001005,0x00001500,0x0000150E,0x00001A01,0x00001942"/>
 <eval name="OGPoliceLarge" value="0x00001005,0x00001500,0x0000150D,0x00001A01,0x00001942"/>
 <eval name="OGPoliceDeLux" value="0x00001005,0x00001500,0x0000150D,0x00001515,0x00001A01,0x00001942"/>
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812852" Set="0x00000001"/><!--Power Generated-->
 <PROPERTY ID="0x29244DB5" Eval="0x24"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForPolice"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x48D71ED0" Eval="CntrSt"/><!--Police Station, Center Strength-->
 <PROPERTY ID="0x48D71ED1" Eval="ExtrSt"/><!--Police Station, Exterior Strength-->
 <PROPERTY ID="0x48D71ED2" Eval="Radius"/><!--Police Station, Radius-->
 <PROPERTY ID="0x48D71ED5" Eval="Dispat"/><!--Police Station, Total Dispatches-->
 <PROPERTY ID="0x48D71ED9" Eval="0x000000C8"/><!--Police Station, Dispatch Center Strength-->
 <PROPERTY ID="0x48D71EDA" Eval="0x00000014"/><!--Police Station, Dispatch Exterior Strength-->
 <PROPERTY ID="0x48D71EDB" Eval="DispRa"/><!--Police Station, Dispatch Radius-->
 <PROPERTY ID="0x48D71EE0" Eval="Inmate"/><!--Jail, Inmate Capacity-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8B7DD1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="Inmate"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="Test(LessThan(Volume,Police1),ItemOrderForPoliceKi, Test(LessThan(Volume,Police2),ItemOrderForPoliceSm, Test(LessThan(Volume,Police3),ItemOrderForPoliceLa, ItemOrderForPoliceDL)))"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Eval="Test(LessThan(Volume,Police1),OGPoliceKiosk, Test(LessThan(Volume,Police2),OGPoliceSmall, Test(LessThan(Volume,Police3),OGPoliceLarge, OGPoliceDeLux)))"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0A55BA8D"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE9AEE3DA" Set="0x00004207"/><!--Response vehicle type-->
 <PROPERTY ID="0xE9AEE3DB" Eval="Dispat"/><!--Response vehicle count-->
 <PROPERTY ID="0xEA54D283" Value="0xA2963983"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D285" Value="0x0A567BAA"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Jail" ID="0x0cb236d3" ParentID="0x6cb236a7">
<HELP>
This selection will filter the display to only show Jail plug-ins.  To create a Jail plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on CV3x4_Jail_0337.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1501"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5+int(Volume/1000.)"/>
 <eval name="Jobs2" value="2+int(Volume/5000.)"/>
 <eval name="Jobs3" value="0+int(Volume/25000.)"/>
 <eval name="Inmate" value="10*int((10+0.05*Volume)/10.0)"/>
 <eval name="MCost" value="10*int(1+0.001*Volume)"/>
 <eval name="PCost" value="50*int(5+0.001*Volume)"/>
 <eval name="BCost" value="10*int(1+0.0005*Volume)"/>
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x29244DB5" Eval="0x28"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForJail"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x48D71EE0" Eval="Inmate"/><!--Jail, Inmate Capacity-->
 <PROPERTY ID="0x4AA60EBC" Eval="Inmate"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="2.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForJail"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001005,0x00001501"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xAA55BC73"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA54D283" Value="0xA2963984"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D285" Value="0xEA56768A"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Power" ID="0x4cb23866" ParentID="0xcc8fbc2d" img="img_power.gif">
<HELP>
This selection will filter the display to only show Power plug-ins.  To create a Power plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on the power plant lots.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1400"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x0911E2E7" Eval="0.00,1.00,0.40,1.03,0.50,1.05,0.65,1.15,0.75,1.30,0.85,1.55,0.90,1.85,1.00,3.00"/><!--Age to maintenance cost multiplier response curve-->
 <PROPERTY ID="0x099AFACD" Eval="max(BCost,5)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="int(PowerOutput*AirPollutionFactor),int(PowerOutput*WaterPollutionFactor),int(PowerOutput*GarbagePollutionFactor),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812852" Eval="PowerOutput"/><!--Power Generated-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForPower"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="max(PCost,250)"/><!--Plop Cost-->
 <PROPERTY ID="0x6A43150F" Eval="0x00000003"/><!--Hard Failure Type-->
 <PROPERTY ID="0x8A1E07EE" Eval="0.00,1.00,0.40,0.95,0.50,0.92,0.60,0.86,0.70,0.77,0.80,0.60,0.90,0.35,1.00,0.00"/><!--Age to output level response curve-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForPower"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001004,0x00001400"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xAA8B7CB7"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC8ED2D84" Eval="5*int(PowerOutput*WaterConsumedFactor/5)"/><!--Water Consumed-->
 <PROPERTY ID="0xC9B93A56" Set="0x6A5EC589"/><!--SFX:Default Plop Sound-->
 <PROPERTY ID="0xCA19D7CA" Set="0x69DC1C2E"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF221" Eval="0.90000000"/><!--Soft failure threshold-->
 <PROPERTY ID="0xEA1CF222" Eval="1.00000000"/><!--Hard failure threshold-->
 <PROPERTY ID="0xEA54D283" Eval="0x8910BC8A"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Eval="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Eval="0xCA58E540"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="max(MCost,25)"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Coal" ID="0x4cb33871" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="1"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.052*Volume/100.)"/>
 <eval name="PCost" value="500*int(1.75*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.040*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.070*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/125.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*30/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*16/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*2/48.)"/>
 <eval name="AirPollutionFactor" value="1/30."/>
 <eval name="WaterPollutionFactor" value="1/40."/>
 <eval name="GarbagePollutionFactor" value="1/240."/>
 <eval name="WaterConsumedFactor" value="1/120."/>
 <PROPERTY ID="0x0A4C13CB" Set="0x4A4C43E5"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000001"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x64"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0xAA4C4718"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="16.00000000,14.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xCA19D7CA" Set="0x2A4C43BD"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Hydrogen" ID="0x4cb43872" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="2"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.520*Volume/100.)"/>
 <eval name="PCost" value="500*int(2.00*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.200*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.090*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/1000.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*10/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*23/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*15/48.)"/>
 <eval name="AirPollutionFactor" value="1/5000."/>
 <eval name="WaterPollutionFactor" value="1/6000."/>
 <eval name="GarbagePollutionFactor" value="1/4500."/>
 <eval name="WaterConsumedFactor" value="1/38."/>
 <PROPERTY ID="0x0A4C13CB" Set="0x8A890D15"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000002"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x50"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A4C42B3"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="3.00000000,4.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xCA19D7CA" Set="0x4A4C42D4"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00166700"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Natural Gas" ID="0x4cb53873" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="3"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.020*Volume/100.)"/>
 <eval name="PCost" value="500*int(3.00*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.130*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.140*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/60.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*28/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*15/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*5/48.)"/>
 <eval name="AirPollutionFactor" value="1/50."/>
 <eval name="WaterPollutionFactor" value="1/45."/>
 <eval name="GarbagePollutionFactor" value="1/150."/>
 <eval name="WaterConsumedFactor" value="1/150."/>
 <PROPERTY ID="0x0A4C13CB" Set="0x6A890D99"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000003"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x64"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0xCA4C4395"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="12.00000000,12.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xCA19D7CA" Set="0x6A4C467C"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Nuclear" ID="0x4cb63875" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="5"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+1.500*Volume**0.8/100.)"/>
 <eval name="PCost" value="500*int(2.50*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(1.250*PowerOutput**0.8/50.)"/>
 <eval name="BCost" value="10*int(0.110*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/350.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*20/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*20/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*8/48.)"/>
 <eval name="AirPollutionFactor" value="1/1600."/>
 <eval name="WaterPollutionFactor" value="1/350."/>
 <eval name="GarbagePollutionFactor" value="1/1000."/>
 <eval name="WaterConsumedFactor" value="1/18."/>
 <PROPERTY ID="0x0A4C13CB" Set="0x4A4C444B"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000005"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x50"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0xEA4C4755"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="4.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A19F6B5" Eval="12.000000"/><!--Health effect radius-->
 <PROPERTY ID="0x6A43150F" Eval="0x00000004"/><!--Hard Failure Type-->
 <PROPERTY ID="0xAA19F6EA" Eval="50.000000"/><!--Health effect strength-->
 <PROPERTY ID="0xAA1DD396" Eval="0x00001004,0x00001400,0x00001403,0x00001928"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA5C04C5" Eval="3200.000000"/><!--Radiation Spew Intensity-->
 <PROPERTY ID="0xAA5C04C8" Eval="15.000000"/><!--Radiation Spew Radius-->
 <PROPERTY ID="0xCA19D7CA" Set="0xCA4C440F"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00138900"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Oil" ID="0x4cb73876" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="6"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.050*Volume/100.)"/>
 <eval name="PCost" value="500*int(2.50*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.080*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.110*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/150.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*28/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*15/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*5/48.)"/>
 <eval name="AirPollutionFactor" value="1/45."/>
 <eval name="WaterPollutionFactor" value="1/85."/>
 <eval name="GarbagePollutionFactor" value="1/350."/>
 <eval name="WaterConsumedFactor" value="1/280."/>
 <PROPERTY ID="0x0A4C13CB" Set="0xAA4C4370"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000006"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x64"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0xEA4C4790"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="14.00000000,14.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xCA19D7CA" Set="0x69DC1C2E"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Solar" ID="0x4cb83877" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="7"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.032*Volume/100.)"/>
 <eval name="PCost" value="500*int(6.00*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.200*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.250*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/150.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*15/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*18/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*15/48.)"/>
 <eval name="AirPollutionFactor" value="1/1000."/>
 <eval name="WaterPollutionFactor" value="1/1000."/>
 <eval name="GarbagePollutionFactor" value="1/450."/>
 <eval name="WaterConsumedFactor" value="1/1000."/>
 <PROPERTY ID="0x0A4C13CB" Set="0x8A4C4443"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000007"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x32"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0x0A4C44BF"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="3.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A43150F" Eval="0x00000000"/><!--Hard Failure Type-->
 <PROPERTY ID="0xCA19D7CA" Set="0x6A4C4406"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00083300"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Wind" ID="0x4cb93879" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="9"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.200*Volume/100.)"/>
 <eval name="PCost" value="500*int(2.50*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.250*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.100*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/150.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*15/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*18/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*15/48.)"/>
 <eval name="AirPollutionFactor" value="0"/>
 <eval name="WaterPollutionFactor" value="0"/>
 <eval name="GarbagePollutionFactor" value="0"/>
 <eval name="WaterConsumedFactor" value="0"/>
 <PROPERTY ID="0x0A4C13CB" Set="0x6A4C4478"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812841" Remove="27812841"/><!--Demand Created-->
 <PROPERTY ID="0x27812853" Eval="0x00000009"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x0A"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0x6A4C4490"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="0.00000000,0.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A43150F" Eval="0x00000000"/><!--Hard Failure Type-->
 <PROPERTY ID="0xC9B93A56" Set="0x4A5EC571"/><!--SFX:Default Plop Sound-->
 <PROPERTY ID="0xCA19D7CA" Set="0x2A4C445C"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00083300"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Auxiliary" ID="0x4cb9387A" ParentID="0x4cb23866">
<FILTERS>
 <NEEDED ID="0x27812853" Value="10"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.050*Volume**0.8/100.)"/>
 <eval name="PCost" value="500*int(10.0*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(1.000*PowerOutput**0.8/50.)"/>
 <eval name="BCost" value="10*int(0.250*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/30.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*20/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*20/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*8/48.)"/>
 <eval name="AirPollutionFactor" value="1/1600."/>
 <eval name="WaterPollutionFactor" value="1/350."/>
 <eval name="GarbagePollutionFactor" value="1/1000."/>
 <eval name="WaterConsumedFactor" value="1/18."/>
 <PROPERTY ID="0x0A4C13CB" Set="0x4A4C444B"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x0000000A"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x14"/><!--Flammability-->
 <PROPERTY ID="0x4A4C132E" Set="0xEA4C4755"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="4.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A43150F" Eval="0x00000000"/><!--Hard Failure Type-->
 <PROPERTY ID="0xCA19D7CA" Set="0xCA4C440F"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00055500"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Waste To Energy" ID="0xecb23861" ParentID="0x4cb23866">
<HELP>
This selection will filter the display to only show Waste to Energy plug-ins.  To create a Waste to Energy plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812853" Value="0x00000008"/>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="100*int(1+0.030*Volume/100.)"/>
 <eval name="PCost" value="500*int(5.00*PowerOutput/500.)"/>
 <eval name="MCost" value="50*int(0.200*PowerOutput/50.)"/>
 <eval name="BCost" value="10*int(0.450*PowerOutput/10.)"/>
 <eval name="CivicJobs" value="int(PowerOutput/100.)"/>
 <eval name="Jobs1" value="1+int(CivicJobs*28/48.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*15/48.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*5/48.)"/>
 <eval name="AirPollutionFactor" value="1/20."/>
 <eval name="WaterPollutionFactor" value="1/25."/>
 <eval name="GarbagePollutionFactor" value="0"/>
 <eval name="WaterConsumedFactor" value="1/5."/>
 <PROPERTY ID="0x0A4C13CB" Set="0xEA4C448D"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812853" Eval="0x00000008"/><!--Power Plant Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x60"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForWtoE"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x48EBD0B1" Eval="10*PowerOutput"/><!--Waste to energy monthly Capacity-->
 <PROPERTY ID="0x4A4C132E" Set="0x4A4C47B0"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="20.00000000,19.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForWtoE"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001004,0x00001400,0x00001402"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x4A8B7CD2"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xCA19D7CA" Set="0xAA4C4467"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00104200"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Power Eye-Candy" ID="0x4cb9387E" ParentID="0x4cb23866">
<FILTERS>
</FILTERS>
<PROPERTIES>
 <eval name="PowerOutput" value="0"/>
 <eval name="PCost" value="10*int(Volume/200.)"/>
 <eval name="MCost" value="1*int(Volume/2000.)"/>
 <eval name="BCost" value="5*int(Volume/500.)"/>
 <eval name="CivicJobs" value="0"/>
 <eval name="Jobs1" value="0"/>
 <eval name="Jobs2" value="0"/>
 <eval name="Jobs3" value="0"/>
 <PROPERTY ID="0x0911E2E7" Remove="0911E2E7"/><!--Age to maintenance cost multiplier response curve-->
 <PROPERTY ID="0x27812832" Set="0x00"/><!--Wealth-->
 <PROPERTY ID="0x27812841" Remove="27812841"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="0,0,0,0"/><!--pollution at center-->
 <PROPERTY ID="0x27812852" Remove="27812852"/><!--Power Generated-->
 <PROPERTY ID="0x29244DB5" Eval="0x00"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForPowerEyeCandy"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49CAC341" Eval="max(PCost,10)"/><!--Plop Cost-->
 <PROPERTY ID="0x6A43150F" Remove="6A43150F"/><!--Hard Failure Type-->
 <PROPERTY ID="0x8A1E07EE" Remove="8A1E07EE"/><!--Age to output level response curve-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForPowerEyeCandy"/><!-- Item Order -->
 <PROPERTY ID="0xC8ED2D84" Value="0"/><!--Water Consumed-->
 <PROPERTY ID="0xCA19D7CA" Remove="CA19D7CA"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Remove="EA1CF220"/><!--Age degradation rate-->
 <PROPERTY ID="0xEA1CF221" Remove="EA1CF221"/><!--Soft failure threshold-->
 <PROPERTY ID="0xEA1CF222" Remove="EA1CF222"/><!--Hard failure threshold-->
 <PROPERTY ID="0xEA54D285" Eval="0xAA59670C"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="max(MCost,1)"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Recycle" ID="0xecb23761" ParentID="0xcc8fbc2d" img="img_recycle.gif">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1402"/>
 <NEEDED ID="0xaa1dd396" Value="0x1404"/>
 <NOT ID="0xaa1dd396" Value="0x1401"/>
</FILTERS>
<PROPERTIES>
 <eval name="PopulationServed" value="500*(4+int(2*Volume/500.0))"/>
 <eval name="CivicJobs" value="int(PopulationServed/1500.0)"/>
 <eval name="Jobs1" value="3+int(CivicJobs*95/100.)"/>
 <eval name="Jobs2" value="0+int(CivicJobs*4/100.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*1/100.)"/>
 <eval name="AirPollutionFactor" value="int(1+PopulationServed*RecycleFactor/8000.0)"/>
 <eval name="WaterPollutionFactor" value="int(1+PopulationServed*RecycleFactor/6000.0)"/>
 <PROPERTY ID="0x0911E2E7" Eval="0.00000000,1.00000000,0.50000000,1.02999997,0.64999998,1.10000002,0.75000000,1.20000005,0.89999998,1.50000000,1.00000000,1.75000000,1.10000002,2.20000005"/><!--Age to maintenance cost multiplier response curve-->
 <PROPERTY ID="0x099AFACD" Eval="50*int(2+PopulationServed*RecycleFactor/3333.3)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x0A4C13CB" Eval="0x8A8CC849"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="AirPollutionFactor,WaterPollutionFactor,0,0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+PopulationServed*RecycleFactor/3000.0)"/><!--Power Consumed-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForRecycle"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49BEDA31" Eval="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="500*int(4+PopulationServed*RecycleFactor/4000.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x8A8CC865"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x4AA60EBC" Eval="PopulationServed"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68ED1736" Eval="PopulationServed"/><!--Recycling center population served-->
 <PROPERTY ID="0x68EE9764" Eval="3.00000000,4.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A1E07EE" Eval="0.00000000,1.00000000,0.50000000,0.94999999,0.64999998,0.89999998,0.75000000,0.80000001,0.89999998,0.55000001,1.00000000,0.30000001,1.10000002,0.00000000"/><!--Age to output level response curve-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForRecycle"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001004,0x00001402,0x00001404"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xEA62C936"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC8ED2D84" Eval="50*int(1+PopulationServed*RecycleFactor/10000.0)"/><!--Water Consumed-->
 <PROPERTY ID="0xC9B93A56" Set="0x6A5EC589"/><!--SFX:Default Plop Sound-->
 <PROPERTY ID="0xCA19D7CA" Set="0x2A62D4EF"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Eval="0.00111100"/><!--Age degradation rate-->
 <PROPERTY ID="0xEA1CF221" Eval="1.00000000"/><!--Soft failure threshold-->
 <PROPERTY ID="0xEA1CF222" Eval="1.10000002"/><!--Hard failure threshold-->
 <PROPERTY ID="0xEA54D283" Eval="0x6A42A8F5"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Eval="0x0000000A"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Eval="0xCA58EDC7"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="50*int(2+PopulationServed*RecycleFactor/5000.0)"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="100% Reduction" ID="0xecb23766" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x64"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="25"/>
 <PROPERTY ID="0x29244DB5" Eval="0x6E"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x00000064"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="90% Reduction" ID="0xecb23767" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x5A"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="20.25"/>
 <PROPERTY ID="0x29244DB5" Eval="0x69"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x0000005A"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="80% Reduction" ID="0xecb23768" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x50"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="16"/>
 <PROPERTY ID="0x29244DB5" Eval="0x64"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x00000050"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="70% Reduction" ID="0xecb23769" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x46"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="12.25"/>
 <PROPERTY ID="0x29244DB5" Eval="0x60"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x00000046"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="60% Reduction" ID="0xecb2376a" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x3C"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="9"/>
 <PROPERTY ID="0x29244DB5" Eval="0x5C"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x0000003C"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="50% Reduction" ID="0xecb2376b" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x32"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="6.25"/>
 <PROPERTY ID="0x29244DB5" Eval="0x58"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x00000032"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="40% Reduction" ID="0xecb2376c" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x28"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="4"/>
 <PROPERTY ID="0x29244DB5" Eval="0x54"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x00000028"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="30% Reduction" ID="0xecb2376d" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x1E"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="2.25"/>
 <PROPERTY ID="0x29244DB5" Eval="0x50"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x0000001E"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="20% Reduction" ID="0xecb2376e" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x14"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="1"/>
 <PROPERTY ID="0x29244DB5" Eval="0x4D"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x00000014"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="10% Reduction" ID="0xecb2376f" ParentID="0xecb23761">
<HELP>
This selection will filter the display to only show Recycling plug-ins.  To create a Recycling plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Up4x4_Waste To Energy.
</HELP>
<FILTERS>
 <NEEDED ID="0x88ED1059" Value="0x0A"/>
</FILTERS>
<PROPERTIES>
 <eval name="RecycleFactor" value="0.5"/>
 <PROPERTY ID="0x29244DB5" Eval="0x4A"/><!--Flammability-->
 <PROPERTY ID="0x88ED1059" Eval="0x0000000A"/><!--Recycling center percent reduction-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Water" ID="0x6c8fbc50" ParentID="0xcc8fbc2d" img="img_water.gif">
<HELP>
This selection will filter the display to only show Water plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1401"/>
</FILTERS>
<PROPERTIES>
 <eval name="CivicJobs" value="int(Volume/1000.)"/>
 <eval name="Jobs1" value="0+int(CivicJobs*1./8.)"/>
 <eval name="Jobs2" value="1+int(CivicJobs*5./8.)"/>
 <eval name="Jobs3" value="0+int(CivicJobs*2./8.)"/>
 <PROPERTY ID="0x0911E2E7" Value="0.00,1.00,0.50,1.03,0.65,1.10,0.75,1.20,0.90,1.50,1.00,1.75,1.10,2.20"/><!--Age to maintenance cost multiplier response curve-->
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(WaterOutput/20000.0),0x00000000,0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForPump"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Eval="int(sqrt(CivicJobs)),0.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A43150F" Value="0x00000000"/><!--Hard Failure Type-->
 <PROPERTY ID="0x88ED3303" Eval="WaterOutput"/><!--Water Produced-->
 <PROPERTY ID="0x8A1E07EE" Value="0.00,1.00,0.50,0.95,0.65,0.90,0.75,0.80,0.90,0.55,1.00,0.30,1.10,0.00"/><!--Age to output level response curve-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001004,0x00001401"/><!--OccupantGroups-->
 <PROPERTY ID="0xEA1CF221" Value="1.00000000"/><!--Soft failure threshold-->
 <PROPERTY ID="0xEA1CF222" Value="1.10000002"/><!--Hard failure threshold-->
 <PROPERTY ID="0xEA54D283" Value="0xAA4014B4"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000000"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA58C9D5"/><!--Budget Item: Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="50*int(1+0.016*WaterOutput/50.0)"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Fresh Water Tower" ID="0x4c8fbcc1" ParentID="0x6c8fbc50">
<HELP>
This selection will filter the display to only show Fresh Water Tower plug-ins.  To create a Fresh Water Tower plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0x48f23a7e" Value="0x00"/>
 <NOT ID="0xaa1dd396" Value="0x1402"/>
</FILTERS>
<PROPERTIES>
 <eval name="WaterOutput" value="100*int(1+1.5*Volume/100.)"/>
 <PROPERTY ID="0x099AFACD" Eval="10*int(1+0.003*WaterOutput/10.)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812854" Eval="int(1+WaterOutput/6000.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x2D"/><!--Flammability-->
 <PROPERTY ID="0x48F23A7E" Value="0x00"/><!--Water Source-->
 <PROPERTY ID="0x49CAC341" Eval="50*int(0.07*WaterOutput/50.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x0A55AAEC"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x88FCD877" Set="0x00000000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602A9" Set="A fresh water tower needs to be placed in a city having a lake or sea"/>
 <PROPERTY ID="0x8A2602B9" Set="0x01"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD397" Set="0xCA62C919"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA1CF220" Value="0.00083300"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Aquifer Water Tower" ID="0x4c8fbcc2" ParentID="0x6c8fbc50">
<HELP>
This selection will filter the display to only show Fresh Water Tower plug-ins.  To create a Fresh Water Tower plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0x48f23a7e" Value="0x02"/>
 <NEEDED ID="0x8a2602b9" Value="0x02"/>
 <NOT ID="0xaa1dd396" Value="0x1402"/>
</FILTERS>
<PROPERTIES>
 <eval name="WaterOutput" value="100*int(1+1.5*Volume/100.)"/>
 <PROPERTY ID="0x099AFACD" Eval="10*int(1+0.003*WaterOutput/10)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812854" Eval="int(1+WaterOutput/6000.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x2D"/><!--Flammability-->
 <PROPERTY ID="0x48F23A7E" Value="0x02"/><!--Water Source-->
 <PROPERTY ID="0x49CAC341" Eval="50*int(0.07*WaterOutput/50.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x0A55AAEC"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x88FCD877" Set="0x00000000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Set="0x02"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD397" Set="0xCA62C919"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA1CF220" Value="0.00083300"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Aquifer Water Pump" ID="0x4c8fbcc3" ParentID="0x6c8fbc50">
<HELP>
This selection will filter the display to only show Water Pump plug-ins.  To create a Water Pump plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0x48f23a7e" Value="0x02"/>
 <NOT ID="0x8a2602b9" Value="0x02"/>
 <NOT ID="0x8a2602b9" Value="0x04"/>
 <NOT ID="0xaa1dd396" Value="0x1402"/>
</FILTERS>
<PROPERTIES>
 <eval name="WaterOutput" value="1000*int(1+8.5*Volume/1000.)"/>
 <PROPERTY ID="0x099AFACD" Eval="10*int(1+0.003*WaterOutput/10)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x0A4C13CB" Set="0x2A55AACA"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812854" Eval="int(1+WaterOutput/6000.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x28"/><!--Flammability-->
 <PROPERTY ID="0x48F23A7E" Value="0x02"/><!--Water Source-->
 <PROPERTY ID="0x49CAC341" Eval="50*int(0.07*WaterOutput/50.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x0A55AAEC"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0xAA1DD397" Set="0xAA5B1452"/><!--SFX:Query Sound-->
 <PROPERTY ID="0x88FCD877" Set="0x2A711000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Set="0x03"/><!-- Item Order -->
 <PROPERTY ID="0xCA19D7CA" Set="0xEA5B166E"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Value="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Large Aquifer Pump" ID="0x4c8fbcc4" ParentID="0x6c8fbc50">
<HELP>
This selection will filter the display to only show Large Water Pump plug-ins.  To create a Large Water Pump plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0x48f23a7e" Value="0x02"/>
 <NEEDED ID="0x8a2602b9" Value="0x04"/>
 <NOT ID="0xaa1dd396" Value="0x1402"/>
</FILTERS>
<PROPERTIES>
 <eval name="WaterOutput" value="1000*int(1+40.*Volume/1000.)"/>
 <PROPERTY ID="0x099AFACD" Eval="10*int(1+0.003*WaterOutput/10)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x0A4C13CB" Set="0x2A55AACA"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812854" Eval="int(1+WaterOutput/6000.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x28"/><!--Flammability-->
 <PROPERTY ID="0x48F23A7E" Value="0x02"/><!--Water Source-->
 <PROPERTY ID="0x49CAC341" Eval="50*int(0.07*WaterOutput/50.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x0A55AAEC"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x88FCD877" Set="0x2A711000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Set="0x04"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD397" Set="0xAA5B1452"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xCA19D7CA" Set="0xEA5B166E"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Value="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Desalination Plant" ID="0x4c8fbcc6" ParentID="0x6c8fbc50">
<HELP>
This selection will filter the display to only show Desalination Plant plug-ins.  To create a Desalination Plant plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0x48f23a7e" Value="0x01"/>
 <NOT ID="0xaa1dd396" Value="0x1402"/>
</FILTERS>
<PROPERTIES>
 <eval name="WaterOutput" value="1000*int(1+8.5*Volume/1000.)"/>
 <eval name="CivicJobs" value="int(Volume/300.)"/>
 <PROPERTY ID="0x099AFACD" Eval="10*int(1+0.06*WaterOutput/10)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x0A4C13CB" Value="0x2A55AACA"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="int(WaterOutput/20000.0),-10*(1+int(sqrt(WaterOutput)/100.0)),0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+WaterOutput/400.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x2D"/><!--Flammability-->
 <PROPERTY ID="0x48F23A7E" Value="0x01"/><!--Water Source-->
 <PROPERTY ID="0x49CAC341" Eval="50*int(0.7*WaterOutput/50.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A55B1B1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="int(sqrt(CivicJobs)),2*int(sqrt(WaterOutput)/20.),0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x88FCD877" Set="0x2A711000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602A9" Set="A desalination plant needs to be placed in a city having seawater"/>
 <PROPERTY ID="0x8A2602B9" Set="0x06"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD397" Set="0x4A5B146D"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xAA5832F3" Eval="0x00000000,0xFFFFFFF6,0x00000000,0x00000000"/><!--Pollution at outer edge of circle -->
 <PROPERTY ID="0xCA19D7CA" Set="0x8A55B1A2"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Value="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Treatment" ID="0xac8fbcd7" ParentID="0x6c8fbc50">
<HELP>
This selection will filter the display to only show Treatment plug-ins.  To create a Treatment plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Uw3x5_WaterPurificationPlant.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1402"/>
</FILTERS>
<PROPERTIES>
 <eval name="WaterOutput" value="100*int(1+1.5*Volume/100.)"/>
 <eval name="CivicJobs" value="int(Volume/150.)"/>
 <PROPERTY ID="0x099AFACD" Eval="10*int(1+0.06*WaterOutput/10)"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x0A4C13CB" Set="0x2A55B192"/><!--SFX:Ambience Decayed Sound-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="int(WaterOutput/20000.0),-10*(15+int(sqrt(WaterOutput)/10.0)),0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+WaterOutput/400.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x32"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTreatment"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x48F23A7E" Value="0x02"/><!--Water Source-->
 <PROPERTY ID="0x49CAC341" Eval="50*int(0.7*WaterOutput/50.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4A4C132E" Set="0x2A55B1B1"/><!--SFX:Activate Sound-->
 <PROPERTY ID="0x68EE9764" Eval="int(sqrt(CivicJobs)),2*int(sqrt(WaterOutput)/2.),0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x88ED3303" Value="0x00000000"/><!--Water Produced-->
 <PROPERTY ID="0x88FCD877" Set="0x2A711000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Set="0x05"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001004,0x00001401,0x00001402"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x4A5B146D"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xAA5832F3" Eval="0x00000000,-10*(10+int(sqrt(WaterOutput)/10.0)),0x00000000,0x00000000"/><!--Pollution at outer edge of circle -->
 <PROPERTY ID="0xC8EBD131" Value="0x00000000"/><!--Water Treatment monthly capacity-->
 <PROPERTY ID="0xC8ED2D84" Eval="10*int(1+WaterOutput/2000.)"/><!--Water Consumed-->
 <PROPERTY ID="0xCA19D7CA" Set="0x8A55B1A2"/><!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xEA1CF220" Value="0.00111100"/><!--Age degradation rate-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Transportation" ID="0x0c8fbc5e" ParentID="0xcc8fbc2d" img="img_misc.gif">
<HELP>
This selection will filter the display to only show Transportation plug-ins.
</HELP>
<PROPERTIES>
 <eval name="Jobs1" value="2+int(Volume/5000)"/>
 <eval name="Jobs2" value="0+int(Volume/10000)"/>
 <eval name="Jobs3" value="0+int(Volume/50000)"/>
 <PROPERTY ID="0x099AFACD" Eval="BCost"/><!--Bulldoze Cost-->
 <PROPERTY ID="0x27812832" Set="0x02"/><!--Wealth-->
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="int(1+TSCap**1.2/10000.),int(1+TSCap**1.2/20000.),int(1+TSCap**1.2/5000.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x49CAC341" Eval="PCost"/><!--Plop Cost-->
 <PROPERTY ID="0xEA54D286" Eval="MCost"/><!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Bus Stop" ID="0x6c8fbcef" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Bus Stop plug-ins.  To create a Bus Stop plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils12x4_BusStation_035a.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1301"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((150*sqrt(LotSizeX*LotSizeY)+Volume**1.2/60.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/1000.)/5.)"/>
 <PROPERTY ID="0x29244DB5" Eval="0x26"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForBus"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="0"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001301,0x00001A04,0x00001926,0x0000130A"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0A8B8D3E"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xF0,0x00,0x00,0x82,0xF0,0x00,0x00,0x81,0xF0,0x02,0x00,0x82,0xF0,0x00,0x02"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.06400000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Subway Station" ID="0x0c8fbcf9" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Subway plug-ins.  To create a Subway plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils1x1_SubwayStation_0359.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1302"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
 <NOT ID="0x27812834"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((2000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((400*sqrt(LotSizeX*LotSizeY)+Volume**1.2/60.)/50.)"/>
 <eval name="BCost" value="10*int((40*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/1000.)/5.)"/>
 <PROPERTY ID="0x29244DB5" Eval="0x21"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForSubway"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="5"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001302,0x00001A04,0x0000130A"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0A55BAEB"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xF0,0x00,0x00,0x81,0xF0,0x00,0x06,0x82,0xF0,0x06,0x00,0x82,0xF0,0x00,0x00,0x82,0xF0,0x00,0x06"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.06400000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Passenger Train Station" ID="0x0c8fbd07" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Passenger Rail Station plug-ins.  To create a Passenger Rail Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils2x2_PassengerRailStation_035b.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1305"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((150*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/6000.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/10000.)/5.)"/>
 <PROPERTY ID="0x29244DB5" Eval="0x25"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTrain"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,2.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="0x12"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001300,0x00001A04,0x00001903,0x00001305"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x2A55BD56"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xF0,0x00,0x00,0x81,0xF0,0x01,0x00,0x81,0xF0,0x03,0x00,0x82,0xF0,0x00,0x03,0x82,0xF0,0x00,0x00"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.00690000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Freight Train Station" ID="0x6c8fbd13" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Freight Rail Station plug-ins.  To create a Freight Rail Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils3x2_FreightRailStation_035c.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1306"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((150*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/6000.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/10000.)/5.)"/>
 <PROPERTY ID="0x29244DB5" Eval="0x19"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTrain"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,2.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="0x112"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001300,0x00001A04,0x00001306"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x2A55BD56"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xF0,0x04,0x05,0x82,0xF0,0x05,0x05"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.00910000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Railyard without station" ID="0x6c8fbd14" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Railyard plug-ins.  To create a Railyard plug-in drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1300"/>
 <NOT ID="0xaa1dd396" Value="0x1305"/>
 <NOT ID="0xaa1dd396" Value="0x1306"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((150*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/6000.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/10000.)/5.)"/>
 <PROPERTY ID="0x27812854" Eval="0x00000000"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x19"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTrainEyeCandy"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,2.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="0x113"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001300"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x2A55BD56"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xAA59670C"/><!--Budget Item:Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Elevated Rail Station" ID="0x4cb2392f" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Elevated Rail Station plug-ins.  To create a Elevated Rail Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils1x1_LightRailStation_0359.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1303"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((2000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((50*sqrt(LotSizeX*LotSizeY)+Volume**1.2/60.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/1000.)/5.)"/>
 <PROPERTY ID="0x0A36AFA2" Set="0x0C16DC50"/><!--SFX:AlarmSoundId-->
 <PROPERTY ID="0x29244DB5" Eval="0x21"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForElRail"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A36AFAB" Set="1.00000000,2.00000000,3.00000000,4.00000000,5.00000000,6.00000000,7.00000000,7.30000019,7.50000000,7.69999981,8.00000000,8.19999981,8.39999962,8.60000038,8.80000019,9.00000000,9.30000019,9.50000000,9.69999981,10.00000000,10.50000000,11.00000000,11.50000000,12.00000000,12.50000000,13.00000000,13.50000000,14.00000000,14.50000000,15.00000000,15.50000000,16.00000000,16.50000000,17.00000000,17.50000000,18.00000000,18.29999924,18.50000000,18.70000076,19.00000000,19.20000076,19.39999962,19.60000038,19.79999924,20.00000000,20.50000000,21.00000000,22.00000000,23.00000000,24.00000000"/><!--SFX:AlarmTime-->
 <PROPERTY ID="0x8A2602B9" Value="2"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001A04,0x00001303,0x0000130A"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0A55BAEB"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xA0,0x07,0x07,0x82,0xA0,0x07,0x07,0x81,0xF0,0x00,0x07,0x82,0xF0,0x07,0x00"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.00910000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Monorail Station" ID="0x0cb23934" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Monorail Station plug-ins.  To create a Monorail Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils3x1_MonoRailStation.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1307"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((2000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((50*sqrt(LotSizeX*LotSizeY)+Volume**1.2/60.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/1000.)/5.)"/>
 <PROPERTY ID="0x0A36AFA2" Set="0x0C16DC50"/><!--SFX:AlarmSoundId-->
 <PROPERTY ID="0x29244DB5" Eval="0x21"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForElRail"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x6A36AFAB" Set="1.00000000,2.00000000,3.00000000,4.00000000,5.00000000,6.00000000,7.00000000,7.30000019,7.50000000,7.69999981,8.00000000,8.19999981,8.39999962,8.60000038,8.80000019,9.00000000,9.30000019,9.50000000,9.69999981,10.00000000,10.50000000,11.00000000,11.50000000,12.00000000,12.50000000,13.00000000,13.50000000,14.00000000,14.50000000,15.00000000,15.50000000,16.00000000,16.50000000,17.00000000,17.50000000,18.00000000,18.29999924,18.50000000,18.70000076,19.00000000,19.20000076,19.39999962,19.60000038,19.79999924,20.00000000,20.50000000,21.00000000,22.00000000,23.00000000,24.00000000"/><!--SFX:AlarmTime-->
 <PROPERTY ID="0x8A2602B9" Value="0x70111116"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001A04,0x00001300,0x00001307"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0A55BAEB"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xA0,0x08,0x08,0x82,0xA0,0x08,0x08,0x81,0xF0,0x00,0x08,0x82,0xF0,0x08,0x00"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.00430000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Garage" ID="0xacbb8bb5" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Garage plug-ins.  To create a Garage plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils3x3_Parkinglot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x130A"/>
 <NOT ID="0xaa1dd396" Value="0x1303"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1000*sqrt(LotSizeX*LotSizeY)+Volume/10.)/100.)"/>
 <eval name="PCost" value="50*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/600.)/50.)"/>
 <eval name="BCost" value="10*int((1*sqrt(LotSizeX*LotSizeY)+Volume**1.2/6000.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/10000.)/5.)"/>
 <PROPERTY ID="0x29244DB5" Eval="0x26"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForGarage"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="6"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x0000130A"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x6C08D959"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0xF0,0x01,0x00,0x82,0xF0,0x00,0x00,0x81,0xF0,0x00,0x00"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.06400000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Toll Booth" ID="0xacb23926" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Toll Booth plug-ins.  To create a Toll Booth plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Toll Booth lots.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x130B"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="600"/>
 <eval name="PCost" value="200"/>
 <eval name="BCost" value="10"/>
 <eval name="MCost" value="10"/>
 <PROPERTY ID="0x0BFC0A4C" Value="0.10000000"/><!--Transit Switch Fare-->
 <PROPERTY ID="0x29244DB5" Eval="0x26"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTollBoth"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x4BFC47B0" Value="True"/><!--Transit Switch Capacity Effect-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Value="7"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001A04,0x0000130A,0x0000130B"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xAC0B3F91"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xE90E25A1" Value="0x81,0x50,0x00,0x00,0x82,0x50,0x01,0x01,0x81,0x50,0x01,0x01,0x82,0x50,0x00,0x00,0x81,0x50,0x04,0x04,0x82,0x50,0x04,0x04,0x81,0x50,0x02,0x02,0x82,0x50,0x02,0x02"/><!--Transit Switch Point-->
 <PROPERTY ID="0xE90E25A2" Value="0.02000000"/><!--Transit Switch Entry Cost-->
 <PROPERTY ID="0xE90E25A3" Eval="TSCap"/><!--Transit Switch Traffic Capacity-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEA"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000006"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0x0C3BF549"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Passenger Ferry Terminal" ID="0x6cb2392a" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Passenger Ferry Terminal plug-ins.  To create a Passenger Ferry Terminal plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils1x2_PassengerFerry.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1309"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1+250*sqrt(LotSizeX*LotSizeY)+Volume/100.)/100.)"/>
 <eval name="PCost" value="50*int((50*sqrt(LotSizeX*LotSizeY)+Volume**1.2/6000.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/60000.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/10000.)/5.)"/>
 <PROPERTY ID="0x00000000" Eval="TSCap"/><!--MiscType1-->
 <PROPERTY ID="0x0BD86FD3" Value="0x00"/><!--Ferry Terminal Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x26"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTerminal"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x88FCD877" Set="0x194E0000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Value="0"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001A04,0x00001304,0x00001309,0x00001519"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0BFCCB63"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Car Ferry Terminal" ID="0xecbb8ab8" ParentID="0x0c8fbc5e">
<HELP>
This selection will filter the display to only show Car Ferry Terminal plug-ins.  To create a Car Ferry Terminal plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Utils3x3_ferry_terminal.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1308"/>
 <NOT ID="0xaa1dd396" Value="0x1508"/>
 <NOT ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <eval name="TSCap" value="100*int((1+250*sqrt(LotSizeX*LotSizeY)+Volume/100.)/100.)"/>
 <eval name="PCost" value="50*int((50*sqrt(LotSizeX*LotSizeY)+Volume**1.2/6000.)/50.)"/>
 <eval name="BCost" value="10*int((10*sqrt(LotSizeX*LotSizeY)+Volume**1.2/60000.)/10.)"/>
 <eval name="MCost" value="5*int((5*sqrt(LotSizeX*LotSizeY)+Volume**1.2/10000.)/5.)"/>
 <PROPERTY ID="0x00000000" Eval="TSCap"/><!--MiscType1-->
 <PROPERTY ID="0x0BD86FD3" Value="0x01"/><!--Ferry Terminal Type-->
 <PROPERTY ID="0x29244DB5" Eval="0x26"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForTerminal"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x68EE9764" Eval="1.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x88FCD877" Set="0x194D0000"/><!--Building foundation-->
 <PROPERTY ID="0x8A2602B9" Value="1"/><!--Item Order-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001A04,0x00001304,0x00001308,0x00001519"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x0BFCCB63"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xEA54D283" Value="0xC921CEEB"/><!--Budget Item: Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00000001"/><!--Budget Item: Line-->
 <PROPERTY ID="0xEA54D285" Value="0xCA550301"/><!--Budget Item: Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport" ID="0xccb2391f" ParentID="0x0c8fbc5e" img="img_seaport.gif">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x1509"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812844" Value="True"/><!--Demand Is Variable-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForSeaport"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4AA60EBC" Eval="FRCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x8A0B4103" Eval="FRCap"/><!--Freight Receiving Capacity-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForSeaport"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001004,0x00001509,0x00001519"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0xCA5B1461"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9B93A56" Set="0xEA5EC59F"/><!--SFX:Default Plop Sound-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 1" ID="0xccb23921" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x2F"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((15+2*sqrt(LotSizeX*LotSizeY))/2.)"/>
 <eval name="Jobs2" value="5*int((1+0.2*sqrt(LotSizeX*LotSizeY))/2.)"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((40+1*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((1000+10*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((200+0.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((80+0.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(1+0.01*LotSizeX*LotSizeY),int(1+0.02*LotSizeX*LotSizeY),int(1+0.01*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+0.01*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x2F"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x03"/><!--MaxFireStage-->
 <PROPERTY ID="0x4AA60EBD" Eval="20*int((320+15*LotSizeX*LotSizeY)/20.)"/><!--Maximum Catalog Capacity-->
 <PROPERTY ID="0x4AA60EBE" Eval="10*int((620+7.5*LotSizeX*LotSizeY)/10.)"/><!--Maximum Monthly Cost-->
 <PROPERTY ID="0x4AA60EBF" Eval="100*int((9000+150*LotSizeX*LotSizeY)/100.)"/><!--Maximum Plop Cost-->
 <PROPERTY ID="0x68EE9764" Value="4.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(4+0.02*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,1"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 2" ID="0xccb23922" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x30"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((30+3*sqrt(LotSizeX*LotSizeY))/3.)"/>
 <eval name="Jobs2" value="5*int((2+0.3*sqrt(LotSizeX*LotSizeY))/3.)"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((60+2*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((1500+20*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((300+1.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((120+1.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(1.2+0.02*LotSizeX*LotSizeY),int(1.3+0.04*LotSizeX*LotSizeY),int(1.1+0.02*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(2+0.02*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x30"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x03"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="4.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(6+0.04*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,2"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 3" ID="0xccb23923" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Splug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x31"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((45+4*sqrt(LotSizeX*LotSizeY))/4.)"/>
 <eval name="Jobs2" value="5*int((3+0.4*sqrt(LotSizeX*LotSizeY))/4.)"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((80+3*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((2000+30*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((400+1.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((160+1.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(1.4+0.03*LotSizeX*LotSizeY),int(1.6+0.06*LotSizeX*LotSizeY),int(1.2+0.03*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.03*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x31"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x03"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="4.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(8+0.06*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,3"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 4" ID="0xccb23924" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x32"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((100+4*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((2500+40*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((500+2.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((200+2.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(1.6+0.04*LotSizeX*LotSizeY),int(1.9+0.08*LotSizeX*LotSizeY),int(1.3+0.04*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(4+0.04*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x32"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x03"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="4.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(10+0.08*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,4"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 5" ID="0xccb23925" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x33"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+10"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+5"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((120+5*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((3000+50*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((600+2.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((240+2.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(1.8+0.05*LotSizeX*LotSizeY),int(2.2+0.10*LotSizeX*LotSizeY),int(1.4+0.05*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(5+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x33"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x03"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="5.00000000,6.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(12+0.10*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,5"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 6" ID="0xccb23926" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x34"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+20"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+10"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((140+6*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((3500+60*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((700+3.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((280+3.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(2.0+0.06*LotSizeX*LotSizeY),int(2.5+0.12*LotSizeX*LotSizeY),int(1.5+0.06*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(6+0.06*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x34"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x04"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(14+0.12*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,6"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 7" ID="0xccb23927" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x35"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+30"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+15"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((160+7*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((4000+70*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((800+3.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((320+3.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(2.2+0.07*LotSizeX*LotSizeY),int(2.8+0.14*LotSizeX*LotSizeY),int(1.6+0.07*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(7+0.07*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x35"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x04"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(16+0.14*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,7"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 8" ID="0xccb23928" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x36"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+40"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+20"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((180+8*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((4500+80*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((900+4.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((360+4.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(2.4+0.08*LotSizeX*LotSizeY),int(3.1+0.16*LotSizeX*LotSizeY),int(1.7+0.08*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(8+0.08*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x36"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x04"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(18+0.16*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,8"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 9" ID="0xccb23929" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x37"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((200+9*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((5000+90*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1000+4.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((400+4.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(2.6+0.09*LotSizeX*LotSizeY),int(3.4+0.18*LotSizeX*LotSizeY),int(1.8+0.09*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(9+0.09*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x37"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x04"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(20+0.18*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,9"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 10" ID="0xccb2392a" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x38"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((220+10*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((5500+100*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1100+5.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((440+5.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(2.8+0.10*LotSizeX*LotSizeY),int(3.7+0.20*LotSizeX*LotSizeY),int(1.9+0.10*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(10+0.10*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x38"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x04"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(22+0.20*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,10"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 11" ID="0xccb2392b" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x39"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((240+11*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((6000+110*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1200+5.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((480+5.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(3.0+0.11*LotSizeX*LotSizeY),int(4.0+0.22*LotSizeX*LotSizeY),int(2.0+0.11*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(11+0.11*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x39"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(24+0.22*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,11"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 12" ID="0xccb2392c" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x3A"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((260+12*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((6500+120*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1300+6.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((520+6.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(3.2+0.12*LotSizeX*LotSizeY),int(4.3+0.24*LotSizeX*LotSizeY),int(2.1+0.12*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(12+0.12*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x3A"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(26+0.24*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,12"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 13" ID="0xccb2392d" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x3B"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((280+13*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((7000+130*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1400+6.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((540+6.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(3.4+0.13*LotSizeX*LotSizeY),int(4.7+0.26*LotSizeX*LotSizeY),int(2.2+0.13*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(13+0.13*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x3B"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(28+0.26*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,13"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 14" ID="0xccb2392e" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x3C"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((300+14*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((8000+140*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1500+7.0*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((580+7.0*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(3.6+0.14*LotSizeX*LotSizeY),int(5.0+0.28*LotSizeX*LotSizeY),int(2.3+0.14*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(14+0.14*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x3C"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(30+0.28*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,14"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Seaport - Size 15" ID="0xccb2392f" ParentID="0xccb2391f">
<HELP>
This selection will filter the display to only show Seaport plug-ins.  To create a Seaport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on Seaport lots.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x3D"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((60+5*sqrt(LotSizeX*LotSizeY))/5.)+50"/>
 <eval name="Jobs2" value="5*int((5+0.5*sqrt(LotSizeX*LotSizeY))/5.)+25"/>
 <eval name="Jobs3" value="0"/>
 <eval name="FRCap" value="20*int((320+15*LotSizeX*LotSizeY)/20.)"/>
 <eval name="PCost" value="100*int((9000+150*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="10*int((1500+7.5*LotSizeX*LotSizeY)/10.)"/>
 <eval name="MCost" value="10*int((620+7.5*LotSizeX*LotSizeY)/10.)"/>
 <PROPERTY ID="0x27812851" Eval="int(3.8+0.15*LotSizeX*LotSizeY),int(5.3+0.30*LotSizeX*LotSizeY),int(2.4+0.15*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(3+0.05*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x27812854" Eval="int(15+0.15*LotSizeX*LotSizeY)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x3D"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x49BEDA31" Value="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0x68EE9764" Value="6.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(32+0.30*LotSizeX*LotSizeY)"/><!--Water Consumed-->
 <PROPERTY ID="0xAA60E745" Value="0,15"/><!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Waterfront" ID="0xccb23a00" ParentID="0x0c8fbc5e" img="img_seaport.gif">
<HELP>
This selection will filter the display to only show Other Seaport plug-ins.
</HELP>
<FILTERS>
 <NOT ID="0x27812844"/>
 <NEEDED ID="0xaa1dd396" Value="0x00001519"/>
</FILTERS>
<PROPERTIES>
 <eval name="ParkAirPollution"   value="1*int((LotSizeX*LotSizeY)/4.)"/>
 <eval name="ParkWaterPollution" value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirRadius"      value="2*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterRadius"    value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterConsumed"  value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <PROPERTY ID="0x27812832" Set="0x00"/><!--Wealth-->
 <PROPERTY ID="0x68EE9764" Eval="ParkAirRadius,ParkWaterRadius,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForWF"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD397" Set="0xCA5B1461"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9B93A56" Set="0xEA5EC59F"/><!--SFX:Default Plop Sound-->
 <PROPERTY ID="0xEA54D283" Set="0x4A4155AB"/><!--Budget Item:Department-->
 <PROPERTY ID="0xEA54D284" Set="0x00"/><!--Budget Item:Line-->
 <PROPERTY ID="0xEA54D285" Set="0xAA59670C"/><!--Budget Item:Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Harbour Building" ID="0xccb23a10" ParentID="0xccb23a00">
<HELP>
This selection will filter the display to only show Seaport building plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812841"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int((100+20*LotSizeX*LotSizeY+int(Volume/5000))/100.)"/>
 <eval name="Jobs2" value="int((100+20*LotSizeX*LotSizeY+int(Volume/10000))/150.)"/>
 <eval name="Jobs3" value="int((100+20*LotSizeX*LotSizeY+int(Volume/50000))/300.)"/>
 <eval name="BCost" value="int(30+10/3.*CalculatedElevation*3.2)+10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="PCost" value="50+40*LotSizeX*LotSizeY"/>
 <eval name="MCost" value="13+5*int(LotSizeX*LotSizeY/5.)+int((10/3.*CalculatedElevation*3.2)/10.)"/>
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="ParkAirPollution+int(BiasedBC*AirPollutionFactor),ParkWaterPollution+int(BiasedBC*WaterPollutionFactor),int(BiasedBC*GarbagePollutionFactor),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x14"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForHarbour"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001509,0x00001519"/><!--OccupantGroups-->
 <PROPERTY ID="0xC8ED2D84" Eval="ParkWaterConsumed+int(0+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Waterfront Object" ID="0xccb23a20" ParentID="0xccb23a00">
<HELP>
This selection will filter the display to only show Seaport object plug-ins.
</HELP>
<FILTERS>
 <NOT ID="0x27812841"/>
</FILTERS>
<PROPERTIES>
 <eval name="BCost" value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="PCost" value="40*LotSizeX*LotSizeY"/>
 <eval name="MCost" value="5+5*int(LotSizeX*LotSizeY/5.)"/>
 <PROPERTY ID="0x27812841" Remove="27812841"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="0x00000000,0x00000000,0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="0x00000000"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x00"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForWaterfront"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x49BEDA31" Eval="0x00"/><!--MaxFireStage-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001006,0x00001519"/><!--OccupantGroups-->
 <PROPERTY ID="0xC8ED2D84" Eval="0x00000000"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Airport" ID="0x0c8fbd1c" ParentID="0x0c8fbc5e" img="img_airport.gif">
<HELP>
This selection will filter the display to only show Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812844"/>
 <NEEDED ID="0xaa1dd396" Value="0x1508"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812844" Value="True"/><!--Demand Is Variable-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForAirport"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x4AA60EBC" Eval="TSCap"/><!--Catalog Capacity-->
 <PROPERTY ID="0x8A0B4103" Eval="FRCap"/><!--Freight Receiving Capacity-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForAirport"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD397" Set="0x6A8B7C86"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9B93A56" Set="0xEA5EC59F"/><!--SFX:Default Plop Sound-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landing Strip" ID="0x0c8fbd20" ParentID="0x0c8fbd1c">
<HELP>
This selection will filter the display to only show Landing Strip plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1517"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49BEDA31" Value="0x03"/><!--MaxFireStage-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001508,0x00001517,0x00001903,0x00001003"/><!--OccupantGroups-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Small Landing Strip" ID="0x0c8fbd21" ParentID="0x0c8fbd20">
<HELP>
This selection will filter the display to only show Small Landing Strip plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NOT ID="0x29244DB5" Value="0x15"/>
 <NOT ID="0x29244DB5" Value="0x16"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((10+4*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="Jobs2" value="5*int((10+2.5*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="Jobs3" value="5*int((5+1*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="TSCap" value="400*int((400+90*LotSizeX*LotSizeY)/400.)"/>
 <eval name="FRCap" value="5*int((20+0.2*LotSizeX*LotSizeY)/5.)"/>
 <eval name="PCost" value="1000*int((15000+50*LotSizeX*LotSizeY)/1000.)"/>
 <eval name="BCost" value="500*int(1+6*LotSizeX*LotSizeY/500.)"/>
 <eval name="MCost" value="100*int(1+6*LotSizeX*LotSizeY/100.)"/>
 <PROPERTY ID="0x27812851" Eval="2*int((4+0.1*LotSizeX*LotSizeY)/2.),int(1+0.01*LotSizeX*LotSizeY),int(1+0.01*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="0x00000002"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x14"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="18.00000000,2.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="3*int((2+0.0025*(LotSizeX*LotSizeY)**1.6)/3.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Medium Landing Strip" ID="0x0c8fbd22" ParentID="0x0c8fbd20">
<HELP>
This selection will filter the display to only show Medium Landing Strip plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x15"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((10+4*sqrt(LotSizeX*LotSizeY))/5.)+15"/>
 <eval name="Jobs2" value="5*int((10+2.5*sqrt(LotSizeX*LotSizeY))/5.)+10"/>
 <eval name="Jobs3" value="5*int((5+1*sqrt(LotSizeX*LotSizeY))/5.)+5"/>
 <eval name="TSCap" value="500*int((500+160*LotSizeX*LotSizeY)/500.)"/>
 <eval name="FRCap" value="5*int((25+0.2*LotSizeX*LotSizeY)/5.)"/>
 <eval name="PCost" value="1000*int((15000+50*LotSizeX*LotSizeY)/1000.)+100*int((1600+38*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="500*int(1+6*LotSizeX*LotSizeY/500.)+400"/>
 <eval name="MCost" value="100*int(1+6*LotSizeX*LotSizeY/100.)+100"/>
 <PROPERTY ID="0x27812851" Eval="2*int((4+0.1*LotSizeX*LotSizeY)/2.)+2,int(2+0.01*LotSizeX*LotSizeY),int(2+0.01*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="0x00000004"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x15"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="19.00000000,2.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="3*int((2+0.0025*(LotSizeX*LotSizeY)**1.6)/3.)+2"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Large Landing Strip" ID="0x0c8fbd23" ParentID="0x0c8fbd20">
<HELP>
This selection will filter the display to only show Large Landing Strip plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x16"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((10+4*sqrt(LotSizeX*LotSizeY))/5.)+30"/>
 <eval name="Jobs2" value="5*int((10+2.5*sqrt(LotSizeX*LotSizeY))/5.)+20"/>
 <eval name="Jobs3" value="5*int((5+1*sqrt(LotSizeX*LotSizeY))/5.)+10"/>
 <eval name="TSCap" value="600*int((600+280*LotSizeX*LotSizeY)/600.)"/>
 <eval name="FRCap" value="5*int((30+0.2*LotSizeX*LotSizeY)/5.)"/>
 <eval name="PCost" value="1000*int((15000+50*LotSizeX*LotSizeY)/1000.)+100*int((1600+75*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="500*int(1+6*LotSizeX*LotSizeY/500.)+800"/>
 <eval name="MCost" value="100*int(1+6*LotSizeX*LotSizeY/100.)+300"/>
 <PROPERTY ID="0x27812851" Eval="2*int((4+0.1*LotSizeX*LotSizeY)/2.)+4,int(3+0.01*LotSizeX*LotSizeY),int(3+0.01*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="0x00000006"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x16"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x50"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="20.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="3*int((2+0.0025*(LotSizeX*LotSizeY)**1.6)/3.)+4"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Municipal Airport" ID="0x0c8fbd30" ParentID="0x0c8fbd1c">
<HELP>
This selection will filter the display to only show Municipal Airport plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812844"/>
 <NEEDED ID="0x49BEDA31" Value="4"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49BEDA31" Value="0x04"/><!--MaxFireStage-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001508,0x00001903,0x00001003"/><!--OccupantGroups-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 1" ID="0x0c8fbd31" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Small Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x14"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int((100+20*LotSizeX*LotSizeY+int(Volume/5000))/100.)"/>
 <eval name="Jobs2" value="int((100+20*LotSizeX*LotSizeY+int(Volume/10000))/150.)"/>
 <eval name="Jobs3" value="int((100+20*LotSizeX*LotSizeY+int(Volume/50000))/300.)"/>
 <eval name="TSCap" value="200*int((100+20*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="int((100+20*LotSizeX*LotSizeY)/100.)"/>
 <eval name="PCost" value="100*int(3*(100+20*LotSizeX*LotSizeY)/100.)"/>
 <eval name="BCost" value="20*int((100+44*LotSizeX*LotSizeY)/100.)"/>
 <eval name="MCost" value="5*int(3*(100+20*LotSizeX*LotSizeY)/100.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(12*LotSizeX*LotSizeY/200.),1+int(2*LotSizeX*LotSizeY/100.),3+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="1+int(4*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x14"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x58"/><!--Construction Time-->
 <PROPERTY ID="0x4AA60EBD" Eval="200*int((1500+1120*LotSizeX*LotSizeY)/100.)"/><!--Maximum Catalog Capacity-->
 <PROPERTY ID="0x4AA60EBE" Eval="5*int(45*(1500+125*LotSizeX*LotSizeY)/1500.)"/><!--Maximum Monthly Cost-->
 <PROPERTY ID="0x4AA60EBF" Eval="100*int(45*(1500+240*LotSizeX*LotSizeY)/1500.)"/><!--Maximum Plop Cost-->
 <PROPERTY ID="0x68EE9764" Value="21.00000000,0.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,1"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="1+int(4*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 2" ID="0x0c8fbd32" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Small Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x15"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="2*int((200+22*LotSizeX*LotSizeY+int(Volume/5000))/200.)"/>
 <eval name="Jobs2" value="2*int((200+22*LotSizeX*LotSizeY+int(Volume/10000))/300.)"/>
 <eval name="Jobs3" value="2*int((200+22*LotSizeX*LotSizeY+int(Volume/50000))/600.)"/>
 <eval name="TSCap" value="200*int((200+30*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="2*int((200+21*LotSizeX*LotSizeY)/200.)"/>
 <eval name="PCost" value="100*int(6*(200+22*LotSizeX*LotSizeY)/200.)"/>
 <eval name="BCost" value="40*int((200+45*LotSizeX*LotSizeY)/200.)"/>
 <eval name="MCost" value="5*int(6*(200+21*LotSizeX*LotSizeY)/200.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(15*LotSizeX*LotSizeY/200.),2+int(2*LotSizeX*LotSizeY/100.),4+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="2+int(5*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x15"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x60"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="22.00000000,1.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,2"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="2+int(5*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 3" ID="0x0c8fbd33" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Small Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x16"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="3*int((300+26*LotSizeX*LotSizeY+int(Volume/5000))/300.)"/>
 <eval name="Jobs2" value="3*int((300+26*LotSizeX*LotSizeY+int(Volume/10000))/450.)"/>
 <eval name="Jobs3" value="3*int((300+26*LotSizeX*LotSizeY+int(Volume/50000))/900.)"/>
 <eval name="TSCap" value="200*int((300+50*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="3*int((300+23*LotSizeX*LotSizeY)/300.)"/>
 <eval name="PCost" value="100*int(9*(300+26*LotSizeX*LotSizeY)/300.)"/>
 <eval name="BCost" value="60*int((300+47*LotSizeX*LotSizeY)/300.)"/>
 <eval name="MCost" value="5*int(9*(300+23*LotSizeX*LotSizeY)/300.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(18*LotSizeX*LotSizeY/200.),3+int(2*LotSizeX*LotSizeY/100.),5+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="3+int(6*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x16"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x68"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="23.00000000,2.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,3"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="3+int(6*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 4" ID="0x0c8fbd34" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Small Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x17"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="4*int((400+32*LotSizeX*LotSizeY+int(Volume/5000))/400.)"/>
 <eval name="Jobs2" value="4*int((400+32*LotSizeX*LotSizeY+int(Volume/10000))/600.)"/>
 <eval name="Jobs3" value="4*int((400+32*LotSizeX*LotSizeY+int(Volume/50000))/1200.)"/>
 <eval name="TSCap" value="200*int((400+80*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="4*int((400+26*LotSizeX*LotSizeY)/400.)"/>
 <eval name="PCost" value="100*int(12*(400+32*LotSizeX*LotSizeY)/400.)"/>
 <eval name="BCost" value="80*int((400+50*LotSizeX*LotSizeY)/400.)"/>
 <eval name="MCost" value="5*int(12*(400+26*LotSizeX*LotSizeY)/400.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(21*LotSizeX*LotSizeY/200.),4+int(2*LotSizeX*LotSizeY/100.),6+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="4+int(7*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x17"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x70"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="24.00000000,3.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,4"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="4+int(7*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 5" ID="0x0c8fbd35" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Medium Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x18"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((500+40*LotSizeX*LotSizeY+int(Volume/5000))/500.)"/>
 <eval name="Jobs2" value="5*int((500+40*LotSizeX*LotSizeY+int(Volume/10000))/750.)"/>
 <eval name="Jobs3" value="5*int((500+40*LotSizeX*LotSizeY+int(Volume/50000))/1500.)"/>
 <eval name="TSCap" value="200*int((500+120*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="5*int((500+30*LotSizeX*LotSizeY)/500.)"/>
 <eval name="PCost" value="100*int(15*(500+40*LotSizeX*LotSizeY)/500.)"/>
 <eval name="BCost" value="100*int((500+54*LotSizeX*LotSizeY)/500.)"/>
 <eval name="MCost" value="5*int(15*(500+30*LotSizeX*LotSizeY)/500.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(24*LotSizeX*LotSizeY/200.),5+int(2*LotSizeX*LotSizeY/100.),7+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="5+int(8*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x18"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x78"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="25.00000000,4.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,5"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="5+int(8*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 6" ID="0x0c8fbd36" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x19"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="6*int((600+50*LotSizeX*LotSizeY+int(Volume/5000))/600.)"/>
 <eval name="Jobs2" value="6*int((600+50*LotSizeX*LotSizeY+int(Volume/10000))/900.)"/>
 <eval name="Jobs3" value="6*int((600+50*LotSizeX*LotSizeY+int(Volume/50000))/1800.)"/>
 <eval name="TSCap" value="200*int((600+170*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="6*int((600+35*LotSizeX*LotSizeY)/600.)"/>
 <eval name="PCost" value="100*int(18*(600+50*LotSizeX*LotSizeY)/600.)"/>
 <eval name="BCost" value="120*int((600+59*LotSizeX*LotSizeY)/600.)"/>
 <eval name="MCost" value="5*int(18*(600+35*LotSizeX*LotSizeY)/600.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(27*LotSizeX*LotSizeY/200.),6+int(2*LotSizeX*LotSizeY/100.),8+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="6+int(9*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x19"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x80"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="26.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,6"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="6+int(9*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 7" ID="0x0c8fbd37" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1A"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="7*int((700+62*LotSizeX*LotSizeY+int(Volume/5000))/700.)"/>
 <eval name="Jobs2" value="7*int((700+62*LotSizeX*LotSizeY+int(Volume/10000))/1050.)"/>
 <eval name="Jobs3" value="7*int((700+62*LotSizeX*LotSizeY+int(Volume/50000))/2100.)"/>
 <eval name="TSCap" value="200*int((700+230*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="7*int((700+41*LotSizeX*LotSizeY)/700.)"/>
 <eval name="PCost" value="100*int(21*(700+62*LotSizeX*LotSizeY)/700.)"/>
 <eval name="BCost" value="140*int((700+65*LotSizeX*LotSizeY)/700.)"/>
 <eval name="MCost" value="5*int(21*(700+41*LotSizeX*LotSizeY)/700.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(30*LotSizeX*LotSizeY/200.),7+int(2*LotSizeX*LotSizeY/100.),9+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="7+int(10*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1A"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x88"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="27.00000000,6.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,7"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="7+int(10*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 8" ID="0x0c8fbd38" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1B"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="8*int((800+76*LotSizeX*LotSizeY+int(Volume/5000))/800.)"/>
 <eval name="Jobs2" value="8*int((800+76*LotSizeX*LotSizeY+int(Volume/10000))/1200.)"/>
 <eval name="Jobs3" value="8*int((800+76*LotSizeX*LotSizeY+int(Volume/50000))/2400.)"/>
 <eval name="TSCap" value="200*int((800+300*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="8*int((800+48*LotSizeX*LotSizeY)/800.)"/>
 <eval name="PCost" value="100*int(24*(800+76*LotSizeX*LotSizeY)/800.)"/>
 <eval name="BCost" value="160*int((800+72*LotSizeX*LotSizeY)/800.)"/>
 <eval name="MCost" value="5*int(24*(800+48*LotSizeX*LotSizeY)/800.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(33*LotSizeX*LotSizeY/200.),8+int(2*LotSizeX*LotSizeY/100.),10+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="8+int(11*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1B"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x90"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="28.00000000,7.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,8"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="8+int(11*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 9" ID="0x0c8fbd39" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1C"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="9*int((900+92*LotSizeX*LotSizeY+int(Volume/5000))/900.)"/>
 <eval name="Jobs2" value="9*int((900+92*LotSizeX*LotSizeY+int(Volume/10000))/1350.)"/>
 <eval name="Jobs3" value="9*int((900+92*LotSizeX*LotSizeY+int(Volume/50000))/2700.)"/>
 <eval name="TSCap" value="200*int((900+380*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="9*int((900+56*LotSizeX*LotSizeY)/900.)"/>
 <eval name="PCost" value="100*int(27*(900+92*LotSizeX*LotSizeY)/900.)"/>
 <eval name="BCost" value="180*int((900+80*LotSizeX*LotSizeY)/900.)"/>
 <eval name="MCost" value="5*int(27*(900+56*LotSizeX*LotSizeY)/900.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(36*LotSizeX*LotSizeY/200.),9+int(2*LotSizeX*LotSizeY/100.),11+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="9+int(12*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1C"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0x98"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="29.00000000,8.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,9"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="9+int(12*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 10" ID="0x0c8fbd3A" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1D"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="10*int((1000+110*LotSizeX*LotSizeY+int(Volume/5000))/1000.)"/>
 <eval name="Jobs2" value="10*int((1000+110*LotSizeX*LotSizeY+int(Volume/10000))/1500.)"/>
 <eval name="Jobs3" value="10*int((1000+110*LotSizeX*LotSizeY+int(Volume/50000))/3000.)"/>
 <eval name="TSCap" value="200*int((1000+470*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="10*int((1000+65*LotSizeX*LotSizeY)/1000.)"/>
 <eval name="PCost" value="100*int(30*(1000+110*LotSizeX*LotSizeY)/1000.)"/>
 <eval name="BCost" value="200*int((1000+89*LotSizeX*LotSizeY)/1000.)"/>
 <eval name="MCost" value="5*int(30*(1000+65*LotSizeX*LotSizeY)/1000.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(39*LotSizeX*LotSizeY/200.),10+int(2*LotSizeX*LotSizeY/100.),12+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="10+int(13*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1D"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xA0"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="30.00000000,9.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,10"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="10+int(13*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 11" ID="0x0c8fbd3B" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1E"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="11*int((1100+130*LotSizeX*LotSizeY+int(Volume/5000))/1100.)"/>
 <eval name="Jobs2" value="11*int((1100+130*LotSizeX*LotSizeY+int(Volume/10000))/1650.)"/>
 <eval name="Jobs3" value="11*int((1100+130*LotSizeX*LotSizeY+int(Volume/50000))/3300.)"/>
 <eval name="TSCap" value="200*int((1100+570*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="11*int((1100+75*LotSizeX*LotSizeY)/1100.)"/>
 <eval name="PCost" value="100*int(33*(1100+130*LotSizeX*LotSizeY)/1100.)"/>
 <eval name="BCost" value="220*int((1100+99*LotSizeX*LotSizeY)/1100.)"/>
 <eval name="MCost" value="5*int(33*(1100+75*LotSizeX*LotSizeY)/1100.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(42*LotSizeX*LotSizeY/200.),11+int(2*LotSizeX*LotSizeY/100.),13+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="11+int(14*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1E"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xA8"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="31.00000000,10.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,11"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="11+int(14*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 12" ID="0x0c8fbd3C" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1F"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="12*int((1200+152*LotSizeX*LotSizeY+int(Volume/5000))/1200.)"/>
 <eval name="Jobs2" value="12*int((1200+152*LotSizeX*LotSizeY+int(Volume/10000))/1800.)"/>
 <eval name="Jobs3" value="12*int((1200+152*LotSizeX*LotSizeY+int(Volume/50000))/3600.)"/>
 <eval name="TSCap" value="200*int((1200+680*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="12*int((1200+86*LotSizeX*LotSizeY)/1200.)"/>
 <eval name="PCost" value="100*int(36*(1200+152*LotSizeX*LotSizeY)/1200.)"/>
 <eval name="BCost" value="240*int((1200+110*LotSizeX*LotSizeY)/1200.)"/>
 <eval name="MCost" value="5*int(36*(1200+86*LotSizeX*LotSizeY)/1200.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(45*LotSizeX*LotSizeY/200.),12+int(2*LotSizeX*LotSizeY/100.),14+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="12+int(15*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1F"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xB0"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="32.00000000,11.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,12"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="12+int(15*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 13" ID="0x0c8fbd3D" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x20"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="13*int((1300+176*LotSizeX*LotSizeY+int(Volume/5000))/1300.)"/>
 <eval name="Jobs2" value="13*int((1300+176*LotSizeX*LotSizeY+int(Volume/10000))/1950.)"/>
 <eval name="Jobs3" value="13*int((1300+176*LotSizeX*LotSizeY+int(Volume/50000))/3900.)"/>
 <eval name="TSCap" value="200*int((1300+800*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="13*int((1300+98*LotSizeX*LotSizeY)/1300.)"/>
 <eval name="PCost" value="100*int(39*(1300+176*LotSizeX*LotSizeY)/1300.)"/>
 <eval name="BCost" value="260*int((1300+122*LotSizeX*LotSizeY)/1300.)"/>
 <eval name="MCost" value="5*int(39*(1300+98*LotSizeX*LotSizeY)/1300.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(48*LotSizeX*LotSizeY/200.),13+int(2*LotSizeX*LotSizeY/100.),15+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="13+int(16*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x20"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xB8"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="33.00000000,12.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,13"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="13+int(16*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 14" ID="0x0c8fbd3E" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x21"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="14*int((1400+202*LotSizeX*LotSizeY+int(Volume/5000))/1400.)"/>
 <eval name="Jobs2" value="14*int((1400+202*LotSizeX*LotSizeY+int(Volume/10000))/2100.)"/>
 <eval name="Jobs3" value="14*int((1400+202*LotSizeX*LotSizeY+int(Volume/50000))/4200.)"/>
 <eval name="TSCap" value="200*int((1400+930*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="14*int((1400+111*LotSizeX*LotSizeY)/1400.)"/>
 <eval name="PCost" value="100*int(42*(1400+202*LotSizeX*LotSizeY)/1400.)"/>
 <eval name="BCost" value="280*int((1400+135*LotSizeX*LotSizeY)/1400.)"/>
 <eval name="MCost" value="5*int(42*(1400+111*LotSizeX*LotSizeY)/1400.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(51*LotSizeX*LotSizeY/200.),14+int(2*LotSizeX*LotSizeY/100.),16+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="14+int(17*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x21"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xC0"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="34.00000000,13.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,14"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="14+int(17*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport - Size 15" ID="0x0c8fbd3F" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x22"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="15*int((1500+230*LotSizeX*LotSizeY+int(Volume/5000))/1500.)"/>
 <eval name="Jobs2" value="15*int((1500+230*LotSizeX*LotSizeY+int(Volume/10000))/2250.)"/>
 <eval name="Jobs3" value="15*int((1500+230*LotSizeX*LotSizeY+int(Volume/50000))/4500.)"/>
 <eval name="TSCap" value="200*int((1500+1070*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="15*int((1500+125*LotSizeX*LotSizeY)/1500.)"/>
 <eval name="PCost" value="100*int(45*(1500+230*LotSizeX*LotSizeY)/1500.)"/>
 <eval name="BCost" value="300*int((1500+149*LotSizeX*LotSizeY)/1500.)"/>
 <eval name="MCost" value="5*int(45*(1500+125*LotSizeX*LotSizeY)/1500.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(54*LotSizeX*LotSizeY/200.),15+int(2*LotSizeX*LotSizeY/100.),17+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="15+int(18*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x22"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xC8"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="35.00000000,14.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,15"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="15+int(18*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Spaceport - Size 30" ID="0x0c9fbd3F" ParentID="0x0c8fbd30">
<HELP>
This selection will filter the display to only show Large Municipal Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x31"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="15*int((3000+890*LotSizeX*LotSizeY+int(Volume/5000))/3000.)"/>
 <eval name="Jobs2" value="15*int((3000+890*LotSizeX*LotSizeY+int(Volume/10000))/4500.)"/>
 <eval name="Jobs3" value="15*int((3000+890*LotSizeX*LotSizeY+int(Volume/50000))/9000.)"/>
 <eval name="TSCap" value="200*int((3000+4370*LotSizeX*LotSizeY)/100.)"/>
 <eval name="FRCap" value="15*int((3000+455*LotSizeX*LotSizeY)/3000.)"/>
 <eval name="PCost" value="100*int(45*(3000+890*LotSizeX*LotSizeY)/3000.)"/>
 <eval name="BCost" value="300*int((3000+479*LotSizeX*LotSizeY)/3000.)"/>
 <eval name="MCost" value="5*int(45*(3000+455*LotSizeX*LotSizeY)/3000.)"/>
 <PROPERTY ID="0x27812851" Eval="1+int(99*LotSizeX*LotSizeY/200.),30+int(2*LotSizeX*LotSizeY/100.),32+int(2*LotSizeX*LotSizeY/100.),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="30+int(33*LotSizeX*LotSizeY/200.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x31"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xFF"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="50.00000000,29.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xAA60E745" Value="0,30"/><!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xC8ED2D84" Eval="30+int(33*LotSizeX*LotSizeY/100.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="International Airport" ID="0x0c8fbd40" ParentID="0x0c8fbd1c">
<HELP>
This selection will filter the display to only show Municipal Airport plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812844"/>
 <NEEDED ID="0x49BEDA31" Value="5"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49BEDA31" Value="0x05"/><!--MaxFireStage-->
 <PROPERTY ID="0xAA1DD396" Set="0x00001508,0x00001903,0x00001003"/><!--OccupantGroups-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Small International Airport" ID="0x0c8fbd47" ParentID="0x0c8fbd40">
<HELP>
This selection will filter the display to only show Small International Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1A"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((40+4*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="Jobs2" value="5*int((30+2.5*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="Jobs3" value="5*int((15+1*sqrt(LotSizeX*LotSizeY))/5.)"/>
 <eval name="TSCap" value="2400*int((400+90*LotSizeX*LotSizeY)/400.)"/>
 <eval name="FRCap" value="5*int((45+0.2*LotSizeX*LotSizeY)/5.)"/>
 <eval name="PCost" value="1000*int((35000+50*LotSizeX*LotSizeY)/1000.)"/>
 <eval name="BCost" value="500*int(1+15*LotSizeX*LotSizeY/500.)"/>
 <eval name="MCost" value="200*int(1+3.5*LotSizeX*LotSizeY/100.)"/>
 <PROPERTY ID="0x27812851" Eval="10*int((4+0.1*LotSizeX*LotSizeY)/10.),int(2+0.02*LotSizeX*LotSizeY),int(6+0.02*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="5*int((2+0.05*LotSizeX*LotSizeY)/5.)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1A"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xA0"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="32.00000000,5.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="5*int((2+0.0025*(LotSizeX*LotSizeY)**1.6)/5.)"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Medium International Airport" ID="0x0c8fbd49" ParentID="0x0c8fbd40">
<HELP>
This selection will filter the display to only show Medium International Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1C"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((40+4*sqrt(LotSizeX*LotSizeY))/5.)+20"/>
 <eval name="Jobs2" value="5*int((30+2.5*sqrt(LotSizeX*LotSizeY))/5.)+10"/>
 <eval name="Jobs3" value="5*int((15+1*sqrt(LotSizeX*LotSizeY))/5.)+5"/>
 <eval name="TSCap" value="2400*int((500+160*LotSizeX*LotSizeY)/500.)"/>
 <eval name="FRCap" value="5*int((70+0.2*LotSizeX*LotSizeY)/5.)"/>
 <eval name="PCost" value="1000*int((35000+50*LotSizeX*LotSizeY)/1000.)+200*int((3200+85*LotSizeX*LotSizeY)/200.)"/>
 <eval name="BCost" value="500*int(1+15*LotSizeX*LotSizeY/500.)+500"/>
 <eval name="MCost" value="200*int(1+3.5*LotSizeX*LotSizeY/100.)+400"/>
 <PROPERTY ID="0x27812851" Eval="10*int((4+0.1*LotSizeX*LotSizeY)/10.)+4,int(5+0.02*LotSizeX*LotSizeY),int(8+0.02*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="5*int((2+0.05*LotSizeX*LotSizeY)/5.)+7"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1C"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xA0"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="33.00000000,6.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="5*int((2+0.0025*(LotSizeX*LotSizeY)**1.6)/5.)+6"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Large International Airport" ID="0x0c8fbd4C" ParentID="0x0c8fbd40">
<HELP>
This selection will filter the display to only show Medium International Airport plug-ins.  To create an Airport plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on PZ4x16_AirportLandingStrip3.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244DB5" Value="0x1F"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="5*int((40+4*sqrt(LotSizeX*LotSizeY))/5.)+40"/>
 <eval name="Jobs2" value="5*int((30+2.5*sqrt(LotSizeX*LotSizeY))/5.)+20"/>
 <eval name="Jobs3" value="5*int((15+1*sqrt(LotSizeX*LotSizeY))/5.)+10"/>
 <eval name="TSCap" value="2400*int((600+280*LotSizeX*LotSizeY)/600.)"/>
 <eval name="FRCap" value="5*int((110+0.2*LotSizeX*LotSizeY)/5.)"/>
 <eval name="PCost" value="1000*int((35000+50*LotSizeX*LotSizeY)/1000.)+300*int((3200+149*LotSizeX*LotSizeY)/300.)"/>
 <eval name="BCost" value="500*int(1+15*LotSizeX*LotSizeY/500.)+1000"/>
 <eval name="MCost" value="200*int(1+3.5*LotSizeX*LotSizeY/100.)+900"/>
 <PROPERTY ID="0x27812851" Eval="10*int((4+0.1*LotSizeX*LotSizeY)/10.)+8,int(8+0.02*LotSizeX*LotSizeY),int(10+0.02*LotSizeX*LotSizeY),0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="5*int((2+0.05*LotSizeX*LotSizeY)/5.)+14"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x1F"/><!--Flammability-->
 <PROPERTY ID="0x499AFA38" Value="0xA0"/><!--Construction Time-->
 <PROPERTY ID="0x68EE9764" Value="35.00000000,6.00000000,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0xC8ED2D84" Eval="5*int((2+0.0025*(LotSizeX*LotSizeY)**1.6)/5.)+12"/><!--Water Consumed-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Air-Candy" ID="0x0c8fcc00" ParentID="0x0c8fbc5e" img="img_airport.gif">
<HELP>
This selection will filter the display to only show Other Airport plug-ins.
</HELP>
<FILTERS>
 <NOT ID="0x27812844"/>
 <NEEDED ID="0xaa1dd396" Value="0x00001508"/>
</FILTERS>
<PROPERTIES>
 <eval name="ParkAirPollution"   value="1*int((LotSizeX*LotSizeY)/4.)"/>
 <eval name="ParkWaterPollution" value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkAirRadius"      value="2*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterRadius"    value="1*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="ParkWaterConsumed"  value="5*int((LotSizeX+LotSizeY)/2.)"/>
 <PROPERTY ID="0x27812832" Set="0x00"/><!--Wealth-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForRunway"/><!--Query exemplar GUID-->
 <PROPERTY ID="0x68EE9764" Eval="ParkAirRadius,ParkWaterRadius,0.00000000,0.00000000"/><!--Pollution radii-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForRunway"/><!-- Item Order -->
 <PROPERTY ID="0xAA1DD396" Set="0x00001003,0x00001508"/><!--OccupantGroups-->
 <PROPERTY ID="0xAA1DD397" Set="0x6A8B7C86"/><!--SFX:Query Sound-->
 <PROPERTY ID="0xC9B93A56" Set="0xEA5EC59F"/><!--SFX:Default Plop Sound-->
 <PROPERTY ID="0xEA54D283" Set="0x6A4119F0"/><!--Budget Item:Department-->
 <PROPERTY ID="0xEA54D284" Set="0x00"/><!--Budget Item:Line-->
 <PROPERTY ID="0xEA54D285" Set="0xAA59670C"/><!--Budget Item:Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Airport Building" ID="0x0c8fcc10" ParentID="0x0c8fcc00">
<HELP>
This selection will filter the display to only show Airport building plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812841"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int((100+20*LotSizeX*LotSizeY+int(Volume/5000))/100.)"/>
 <eval name="Jobs2" value="int((100+20*LotSizeX*LotSizeY+int(Volume/10000))/150.)"/>
 <eval name="Jobs3" value="int((100+20*LotSizeX*LotSizeY+int(Volume/50000))/300.)"/>
 <eval name="BCost" value="int(30+10/3.*CalculatedElevation*3.2)+10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="PCost" value="50+40*LotSizeX*LotSizeY"/>
 <eval name="MCost" value="13+5*int(LotSizeX*LotSizeY/5.)+int((10/3.*CalculatedElevation*3.2)/10.)"/>
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="ParkAirPollution+int(BiasedBC*AirPollutionFactor),ParkWaterPollution+int(BiasedBC*WaterPollutionFactor),int(BiasedBC*GarbagePollutionFactor),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x14"/><!--Flammability-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0xC8ED2D84" Eval="ParkWaterConsumed+int(0+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Airport Object" ID="0x0c8fcc20" ParentID="0x0c8fcc00">
<HELP>
This selection will filter the display to only show Airpot object plug-ins.
</HELP>
<FILTERS>
 <NOT ID="0x27812810" Value="0x0000"/><!--Occupant Size-->
 <NOT ID="0x27812820" Value="0x0000"/><!--Resource Key Type 0-->
 <NOT ID="0x27812821" Value="0x0000"/><!--Resource Key Type 1-->
 <NOT ID="0x27812841"/>
</FILTERS>
<PROPERTIES>
 <eval name="BCost" value="int(30+10/3.*CalculatedElevation*3.2)+10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="PCost" value="50+40*LotSizeX*LotSizeY"/>
 <eval name="MCost" value="13+5*int(LotSizeX*LotSizeY/5.)+int((10/3.*CalculatedElevation*3.2)/10.)"/>
 <PROPERTY ID="0x27812841" Remove="27812841"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="ParkAirPollution+int(BiasedBC*AirPollutionFactor),ParkWaterPollution+int(BiasedBC*WaterPollutionFactor),int(BiasedBC*GarbagePollutionFactor),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x0A"/><!--Flammability-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0xC8ED2D84" Eval="ParkWaterConsumed+int(0+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Runway" ID="0x0c8fcc30" ParentID="0x0c8fcc00">
<HELP>
This selection will filter the display to only show Runway plug-ins. To create a plug-in of this type drag a model to Runway.  In the lot editor this plug-in building can be found by choosing and replacing the building on any Park lot.
</HELP>
<FILTERS>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <eval name="BCost" value="10*int((LotSizeX+LotSizeY)/2.)"/>
 <eval name="PCost" value="40*LotSizeX*LotSizeY"/>
 <eval name="MCost" value="5+5*int(LotSizeX*LotSizeY/5.)"/>
 <PROPERTY ID="0x27812820" Eval="0x00000000,0x00000000,0x00000000"/><!--Resource Key Type 0-->
 <PROPERTY ID="0x27812841" Remove="27812841"/><!--Demand Created-->
 <PROPERTY ID="0x27812851" Eval="ParkAirPollution,ParkWaterPollution,0x00000000,0x00000000"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="0x00000000"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Eval="0x00"/><!--Flammability-->
 <PROPERTY ID="0x49BEDA31" Eval="0x00"/><!--MaxFireStage-->
 <PROPERTY ID="0xC8ED2D84" Eval="ParkWaterConsumed"/><!--Water Consumed-->
</PROPERTIES> 
</CATEGORY>

<CATEGORY Name="Landmark" ID="0x2c8fbc6c" ParentID="0xcc8fbc2d" img="img_land.gif">
<HELP>
This selection will filter the display to only show Landmark plug-ins.  To create a Landmark plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x150A"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x2C8F8746" Value="0x2C8FBC6C"/> <!--examplar category-->
 <PROPERTY ID="0x8A2602B9" Eval="ItemOrderForPloppable"/><!-- Item Order -->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark EyeCandy" ID="0x1c8fbc6c" ParentID="0x2c8fbc6c">
<HELP>
This selection will filter the display to only show eyecandy landmarks.
</HELP>
<FILTERS>
 <NOT ID="0x27812834" />
</FILTERS>
<PROPERTIES>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <PROPERTY ID="0x099AFACD" Eval="Worth"/><!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Set="0x00"/><!--Wealth-->
 <PROPERTY ID="0x2781284F" Value="40,20"/><!--Landmark effect-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/120000.0),int(1+Volume/150000.0),int(10+Volume/40000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x27812854" Eval="50+10*int(Volume/50000.0)"/><!--Power Consumed-->
 <PROPERTY ID="0x29244DB5" Value="0x0A"/><!--Flammability-->
 <PROPERTY ID="0x2A499F85" Eval="QueryForLandmark"/><!--Query examplar-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="100*int(Worth)"/><!--Plop Cost-->
 <PROPERTY ID="0x68EE9764" Value="1,2,0,0"/><!-- Pollution radii-->
 <PROPERTY ID="0x88FCD877" Set="0x00"/><!--Building foundation-->
 <PROPERTY ID="0xAA1DD396" Set="0x0000150A,0x00001920,0x00001935"/><!--Occupant Group-->
 <PROPERTY ID="0xAA1DD397" Set="0x2A8C9F8D"/><!--SFX:Query sound-->
 <PROPERTY ID="0xC8ED2D84" Value="0x00"/><!--Water Consumed-->
 <PROPERTY ID="0xCA5B9305" Value="10,256"/><!--Mayor rating effect-->
 <PROPERTY ID="0xEA54D283" Value="0x8A416368"/><!--Budget Item:Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00"/><!--Budget Item:Line-->
 <PROPERTY ID="0xEA54D285" Value="0xAA59670C"/><!--Budget Item:Purpose-->
 <PROPERTY ID="0xEA54D286" Eval="int(50.+Worth/10.)"/><!--Budget Item:Cost-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark with Jobs" ID="0x3c8fbc6c" ParentID="0x2c8fbc6c">
<HELP>
This selection will filter the display to only show functional landmarks.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812834"/>
 <NOT ID="0xaa1dd396" Value="0x1302"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x8a1c3e72" Eval="Worth"/> <!--Worth-->
 <PROPERTY ID="0x099AFACD" Eval="Worth"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x499AFA38" Eval="Worth/10."/> <!--construction time-->
 <PROPERTY ID="0xE91A0B5F" Eval="int(BiasedBC*BuildingValueFactor)"/><!--building value-->
 <PROPERTY ID="0x27812851" Eval="max(1,int( BiasedBC*AirPollutionFactor)),max(1,int( BiasedBC*WaterPollutionFactor)),max(4,int( BiasedBC*GarbagePollutionFactor)),0"/><!--pollution at center-->
 <PROPERTY ID="0x27812854" Eval="int(1+BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0xC8ED2D84" Eval="int(WaterConsumedConstant+BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x49CAC341" Eval="int(Worth*BuildingValueFactor)*2."/><!--Plop Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With CS$ Jobs" ID="0x3c8f5c6c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Commercial Service Low Wealth landmarks.  To create a Commercial Service Low Wealth landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x00013110"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round(3+BiasedVol/(3*10.0))"/>
 <eval name="CapacityC2" value ="round(3+BiasedVol/(3*40.0))"/>
 <eval name="CapacityC3" value ="round(3+BiasedVol/(3*100.0))"/>
 <eval name="BiasedBC" value ="int( round( min( 5000., BaseCapacity ) * max( 1., sqrt( BaseCapacity/5000. ) ) ) )"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.0)"/>
 <eval name="BuildingValueFactor" value="7.659996"/>
 <eval name="AirPollutionFactor" value="0.01"/>
 <eval name="WaterPollutionFactor" value="0.005"/>
 <eval name="GarbagePollutionFactor" value="0.03"/>
 <eval name="PowerConsumedFactor" value="0.019999"/>
 <eval name="WaterConsumedFactor" value="0.20"/>
 <eval name="WaterConsumedConstant" value="2.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0x2A8916AB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x02"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x01"/>       <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003110"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00013110"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,5,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003110,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With CS$$ Jobs" ID="0x3c8f5d6c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Commercial Service Medium Wealth landmarks.  To create a Commercial Service Medium Wealth landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x00013120"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round(3+BiasedVol/(3*10.0))"/>
 <eval name="CapacityC2" value ="round(3+BiasedVol/(3*40.0))"/>
 <eval name="CapacityC3" value ="round(3+BiasedVol/(3*100.0))"/>
 <eval name="BiasedBC" value ="int(round(min(5000.,BaseCapacity)*max(1.,sqrt(BaseCapacity/5000.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.099997)"/>
 <eval name="BuildingValueFactor" value="8.579998"/>
 <eval name="AirPollutionFactor" value="0.02*5./8."/>
 <eval name="WaterPollutionFactor" value="0.01*5./8."/>
 <eval name="GarbagePollutionFactor" value="0.02*5./8."/>
 <eval name="PowerConsumedFactor" value="0.019999"/>
 <eval name="WaterConsumedFactor" value="0.24"/>
 <eval name="WaterConsumedConstant" value="4.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0x2A8916AB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x02"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003110,0x0003120"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00013120"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003110,BaseCapacity,0x00003120,CapacityC2"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With CS$$$ Jobs" ID="0x3c8f5e6c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Commercial Service High Wealth landmarks.  To create a Commercial Service High Wealth landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x00013130"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round(3+BiasedVol/(3*10.0))"/>
 <eval name="CapacityC2" value ="round(3+BiasedVol/(3*40.0))"/>
 <eval name="CapacityC3" value ="round(3+BiasedVol/(3*100.0))"/>
 <eval name="BiasedBC" value ="int(round(min(5000.,BaseCapacity)* max(1.,sqrt(BaseCapacity/5000.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <eval name="BuildingValueFactor" value="9.72"/>
 <eval name="AirPollutionFactor" value="0.02*9./20."/>
 <eval name="WaterPollutionFactor" value="0.01*9./20."/>
 <eval name="GarbagePollutionFactor" value="0.02*9./20."/>
 <eval name="PowerConsumedFactor" value="0.028000"/>
 <eval name="WaterConsumedFactor" value="0.25"/>
 <eval name="WaterConsumedConstant" value="6.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0x2A8916AB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x02"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003110,0x0003120,0x0003130"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00013130"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003110,BaseCapacity,0x00003120,CapacityC2,0x00003130,CapacityC3"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With CO$$ Jobs" ID="0x3c8f5f6c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Commercial Office Medium Wealth landmarks.  To create a Commercial Office Medium Wealth landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x00013320"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round(3+BiasedVol/(3*22.5))"/>
 <eval name="CapacityC3" value ="round(3+BiasedVol/(3*32.169998))"/>
 <eval name="BiasedBC" value ="int(round(min(5000.,BaseCapacity)* max(1.,sqrt(BaseCapacity/5000.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.0999997)"/>
 <eval name="BuildingValueFactor" value="6.989995"/>
 <eval name="AirPollutionFactor" value="0.004"/>
 <eval name="WaterPollutionFactor" value="0.004"/>
 <eval name="GarbagePollutionFactor" value="0.002"/>
 <eval name="PowerConsumedFactor" value="0.019999"/>
 <eval name="WaterConsumedFactor" value="0.20"/>
 <eval name="WaterConsumedConstant" value="10.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BDEB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x03"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003320"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00013320"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003320,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With CO$$$ Jobs" ID="0x3c8f506c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Commercial Office High Wealth landmarks.  To create a Commercial Office High Wealth landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x00013330"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value ="round(3+BiasedVol/(3*22.5))"/>
 <eval name="CapacityC3" value ="round(3+BiasedVol/(3*32.169998))"/>
 <eval name="BiasedBC" value ="int(round(min(5000.,BaseCapacity)*max(1.,sqrt(BaseCapacity/5000.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.2)"/>
 <eval name="BuildingValueFactor" value="7.82"/>
 <eval name="AirPollutionFactor" value="0.005*17./20."/>
 <eval name="WaterPollutionFactor" value="0.005*17./20."/>
 <eval name="GarbagePollutionFactor" value="0.002*17./20."/>
 <eval name="PowerConsumedFactor" value="0.028000"/>
 <eval name="WaterConsumedFactor" value="0.30"/>
 <eval name="WaterConsumedConstant" value="15.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForCommercial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BDEB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x03"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00003320,0x00003330"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00013330"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00003320,BaseCapacity,0x00003330,CapacityC3"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With I-Agr Jobs" ID="0x3c8f516c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Agricultrual landmarks.  To create an Agricultural landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14100"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value="2+int(BiasedVol/(3*flooragePerWorker))"/>
 <eval name="BiasedBC" value ="int(round(min(50.,BaseCapacity)* max(1.,sqrt(BaseCapacity/50.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.0)"/>
 <eval name="flooragePerWorker" value ="250"/>
 <eval name="BuildingValueFactor" value="154.830001"/>
 <eval name="AirPollutionFactor" value="0.125"/>
 <eval name="WaterPollutionFactor" value="0.25"/>
 <eval name="GarbagePollutionFactor" value="0.2"/>
 <eval name="PowerConsumedFactor" value="0.400000"/>
 <eval name="WaterConsumedFactor" value="5.000000"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForIndustrial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xAA8A4B05"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x05"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004100"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00014100,0x00003002"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="50"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="5,6,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004100,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With I-D Jobs" ID="0x3c8f526c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Dirty Industry landmarks.  To create an Dirty Industry landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14200"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value="2+int(BiasedVol/(3*flooragePerWorker))"/>
 <eval name="BiasedBC" value ="int(round(min(500.,BaseCapacity)*max(1.,sqrt(BaseCapacity/500.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.299998)"/>
 <eval name="flooragePerWorker" value ="60"/>
 <eval name="BuildingValueFactor" value="7.4"/>
 <eval name="AirPollutionFactor" value="0.1"/>
 <eval name="WaterPollutionFactor" value="0.06"/>
 <eval name="GarbagePollutionFactor" value="0.012"/>
 <eval name="PowerConsumedFactor" value="0.3"/>
 <eval name="WaterConsumedFactor" value=".85"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForIndustrial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BAAB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x06"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004200"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00014200,0x00003000"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="80"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="16,20,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004200,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With I-M Jobs" ID="0x3c8f536c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show Manufacturing Industry landmarks.  To create a Manufacturing Industry landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14300"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value="2+int(BiasedVol/(3*flooragePerWorker))"/>
 <eval name="BiasedBC" value ="int(round(min(500.,BaseCapacity)*max(1.,sqrt(BaseCapacity/500.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.599997)"/>
 <eval name="flooragePerWorker" value ="30"/>
 <eval name="BuildingValueFactor" value="7.63"/>
 <eval name="AirPollutionFactor" value="0.06"/>
 <eval name="WaterPollutionFactor" value="0.04"/>
 <eval name="GarbagePollutionFactor" value="0.01"/>
 <eval name="PowerConsumedFactor" value="0.06"/>
 <eval name="WaterConsumedFactor" value=".9"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForIndustrial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BAAB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x07"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004300"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00014300,0x00003000"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="70"/> <!--Flammability-->
 <PROPERTY ID="0x68EE9764" Value="9,13,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004300,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Landmark With I-HT Jobs" ID="0x3c8f546c" ParentID="0x3c8fbc6c">
<HELP>
This selection will filter the display to only show High-Tech Industry landmarks.  To create a High-Tech Industry landmark drag a model to this category.
</HELP>
<FILTERS>
 <NEEDED ID="0xaa1dd396" Value="0x14400"/>
</FILTERS>
<PROPERTIES>
 <eval name="BaseCapacity" value="2+int(BiasedVol/(3*flooragePerWorker))"/>
 <eval name="BiasedBC" value ="int(round(min(500.,BaseCapacity)* max(1.,sqrt(BaseCapacity/500.))))"/>
 <eval name="Worth" value="int(30.+10./3.*CalculatedElevation*3.900000)"/>
 <eval name="flooragePerWorker" value ="25"/>
 <eval name="BuildingValueFactor" value="7.86"/>
 <eval name="AirPollutionFactor" value="0.025"/>
 <eval name="WaterPollutionFactor" value="0.01"/>
 <eval name="GarbagePollutionFactor" value="0.008"/>
 <eval name="PowerConsumedFactor" value="0.18"/>
 <eval name="WaterConsumedFactor" value="0.17"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x2a499f85" Eval="QueryForIndustrial"/> <!--Query Examplar -->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BAAB"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0x27812833" Value="0x08"/>       <!--Purpose-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x8cb3511f" Value="0x00004400"/>        <!--Occupant Types-->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150A,0x00014400,0x00003000"/> <!--OccupantGroups-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x68ee9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x27812834" Eval="0x00004400,BaseCapacity"/> <!--Capacity Satisfied-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Reward Menu" ID="0x2d8fbc6c" ParentID="0xcc8fbc2d" img="img_reward.gif">
<HELP>
This selection will filter the display to only show Reward plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x150B"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812841" Eval="0x00002010,Jobs1,0x00002020,Jobs2,0x00002030,Jobs3,0x00001810,Jobs1,0x00001820,Jobs2,0x00001830,Jobs3"/><!--Demand Created-->
 <PROPERTY ID="0x2781284F" Eval="5*LandmarkEffectFactor,LandmarkEffectRadius+abs(LandmarkEffectFactor)"/><!--Landmark Effect-->
 <PROPERTY ID="0x27812850" Eval="int(5*ParkEffectFactor),int(ParkEffectRadius+abs(ParkEffectFactor))"/><!--Park Effect-->
 <PROPERTY ID="0x27812854" Eval="PowerConsumedConstant*int((LotSizeX+LotSizeY)/2.)+int(BiasedBC*PowerConsumedFactor)"/><!--Power Consumed-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0xc8ed2d84" Eval="WaterConsumedConstant*int((LotSizeX+LotSizeY)/2.)+int(BiasedBC*WaterConsumedFactor)"/><!--Water Consumed-->
 <PROPERTY ID="0x87CD6341" Remove="87CD6341"/><!--Park Effect-->
 <PROPERTY ID="0x87CD6399" Remove="87CD6399"/><!--Landmark Effect-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Governmental Buildings" ID="0x2d8fbc70" ParentID="0x2d8fbc6c">
<HELP>
This selection will filter the display to only show Governmental Building plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xEA54D283" Value="0xEA59717A"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xea54d283" Value="0xEA59717A"/><!--Budget Item:Department-->
 <PROPERTY ID="0xea54d284" Value="0x00"/><!--Budget Item:Line-->
 <PROPERTY ID="0xea54d285" Value="0xAA59670C"/><!--Budget Item:Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Mayor's House" ID="0x2d8fbc71" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Mayor's House plug-ins.  To create a Mayor's House plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1938"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(2*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/600.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="18.0+int(sqrt(Volume)/16.0)"/>
 <eval name="LandmarkEffectRadius" value="28.0"/>
 <eval name="ParkEffectFactor" value="18.0+int(sqrt(Volume)/16.0)"/>
 <eval name="ParkEffectRadius" value="28.0"/>
 <eval name="WaterConsumedFactor" value="20.0"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.15"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099afacd" Eval="20+10*int(Volume/100.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/50000.0),int(1+Volume/100000.0),int(4+Volume/6000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="32"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x4A8B9396"/> <!--Query Examplar -->
 <PROPERTY ID="0x49cac341" Eval="1000+50*int(Volume/100.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x003C"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001938"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x0A55BC01"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,135"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xca5b9305" Eval="2,220"/><!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="15+5*int(Volume/500.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Courthouse" ID="0x2d8fbc72" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Courthouse plug-ins.  To create a Courthouse plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1511"/>
 <NEEDED ID="0x2A499F85" Value="0x0A8B9A67"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="1000*int(4+Volume/1000.0)"/>
 <eval name="Jobs1" value="int(2*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/600.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="7.0+int(sqrt(Volume)/16.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="0.0"/>
 <eval name="ParkEffectRadius" value="0.0"/>
 <eval name="WaterConsumedFactor" value="0.20"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.10"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="1500+20*int(Volume/200.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001820,0x00001388,0x00001830,0x00001388,0x00003B20,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/15000.0),int(1+Volume/100000.0),int(4+Volume/3000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="34"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x0A8B9A67"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="16000+1000*int(Volume/3000.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x017C"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001511"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4A55BBA9"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,239,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0x6A5EC589"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xea54d286" Eval="150+10*int(Volume/1000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="City Hall" ID="0x2d8fbc73" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Courthouse plug-ins.  To create a Courthouse plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1511"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(2*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/600.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="1.0+int(sqrt(Volume)/16.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="0.0"/>
 <eval name="ParkEffectRadius" value="0.0"/>
 <eval name="WaterConsumedFactor" value="0.10"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.05"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="600+20*int(Volume/200.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/50000.0),int(1+Volume/100000.0),int(4+Volume/4000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="36"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xAA8B9755"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="10000+1000*int(Volume/3000.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x01D6"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001511"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xEA55BB81"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,100"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xea54d286" Eval="60+10*int(Volume/1000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Bureaucracy" ID="0x2d8fbc74" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Bureaucracy plug-ins.  To create a Bureaucracy plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1905"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(2*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/1500.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="1.0+int(sqrt(Volume)/96.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-6.0-int(sqrt(Volume)/96.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.05"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="4000+20*int(Volume/1000.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/100000.0),int(1+Volume/100000.0),int(4+Volume/6000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="38"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xAA8B9971"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="20000+1000*int(Volume/10000.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0186"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001905"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xCA55BB62"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,40074,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xea54d286" Eval="150+10*int(Volume/10000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Convention Center" ID="0x2d8fbc75" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Convention Center plug-ins.  To create a Convention Center plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1921"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(1+LotSizeX*LotSizeY/6.0)"/>
 <eval name="Jobs1" value="int(13*(1+Volume/6000.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+Volume/6000.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/6000.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="13.0+int(sqrt(Volume)/48.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-3.0-int(sqrt(Volume)/48.0)"/>
 <eval name="ParkEffectRadius" value="10.0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="2.0"/>
 <eval name="PowerConsumedFactor" value="0.05"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="2000+20*int(Volume/2000.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00003B20,CapRelief,0x00003B30,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/50000.0),int(1+Volume/100000.0),int(4+Volume/6000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xCA8B9D40"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="4000+1000*int(Volume/3000.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,2,2,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0140"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001921"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x2A4C486E"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,3240,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca5b9306" Eval="int(1+int(Volume/6000.0)),10"/><!--Crime Effect-->
 <PROPERTY ID="0xea54d286" Eval="100+10*int(Volume/10000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Statue" ID="0x2d8fbc76" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Statue plug-ins.  To create a Statue plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812854" Value="0x0"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="0"/>
 <eval name="Jobs2" value="0"/>
 <eval name="Jobs3" value="0"/>
 <eval name="LandmarkEffectFactor" value="1.0+int(Height/2.0)"/>
 <eval name="LandmarkEffectRadius" value="Test(LessThan(Height,35),12.0,28.0)"/>
 <eval name="ParkEffectFactor" value="1.0+int(Height/2.0)"/>
 <eval name="ParkEffectRadius" value="Test(LessThan(Height,35),12.0,28.0)"/>
 <eval name="WaterConsumedFactor" value="0.00"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.00"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="50+200*int(Volume/100.0)+20*int(0.9*Height*(LotSizeX+LotSizeY))"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Eval="Test(LessThan(Height,35),0x02,0x03)"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="0,0,1,0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="00"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x8A8B9811"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="1000+2000*int(Volume/1000.0)+200*int(Height)*(LotSizeX+LotSizeY)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="0,0,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0070"/> <!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA55BC12"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,9,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xca5b9305" Eval="(3,min(440,10*Height+15*(LotSizeX+LotSizeY)))"/> <!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="10+5*int(1.5*(LotSizeX+LotSizeY)*Height/5.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Space Port" ID="0x2d8fbc77" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Research Center plug-ins.  To create a Research Center plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x2A499F85" Value="0x4C0969E2"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(1+LotSizeX*LotSizeY/3.0)"/>
 <eval name="Jobs1" value="int(1*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs3" value="int(2*(1+Volume/1500.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="1.0+int(sqrt(Volume)/96.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-6.0-int(sqrt(Volume)/96.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.17"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.15"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="2000+20*int(Volume/2000.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x00"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00004C00,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/20000.0),int(1+Volume/50000.0),int(4+Volume/30000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="38"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x4C0969E2"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="35000+1000*int(Volume/3000.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x01E1"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4BFCC9E8"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,0,200,100,1000"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xea54d286" Eval="200+10*int(Volume/10000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Research Center" ID="0x2d8fbc78" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Research Center plug-ins.  To create a Research Center plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812840" Value="0x4C00"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(1+LotSizeX*LotSizeY/3.0)"/>
 <eval name="Jobs1" value="int(0*(1+Volume/150.0)/16.0)"/>
 <eval name="Jobs2" value="int(12*(1+Volume/150.0)/16.0)"/>
 <eval name="Jobs3" value="int(4*(1+Volume/150.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="5.0+int(sqrt(Volume)/16.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-5.0-int(sqrt(Volume)/16.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="2.00"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.40"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="20+10*int(Volume/100.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00004C00,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(2+Volume/4000.0),int(2+Volume/3000.0),int(8+Volume/1000.0),int(2+Volume/5000.0)"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="36"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x8A8B95B0"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="35000+1000*int(Volume/500.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4a4c132e" Set="0x2A8B7DB4"/> <!--SFX:Activate Sound-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,2"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x01E0"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x6A4C6554"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,1000000000"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca19d7ca" Set="0x6A92274B"/> <!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xca5b9305" Eval="-3,220"/><!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="210+10*int(Volume/1000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Lighthouse" ID="0x2d8fbc79" ParentID="0x2d8fbc70">
<HELP>
This selection will filter the display to only show Lighthouse plug-ins.  To create a Lighthouse plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812840" Value="0x4B00"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="1000*int(1+LotSizeX*LotSizeY/4.0)"/>
 <eval name="Jobs1" value="0"/>
 <eval name="Jobs2" value="0"/>
 <eval name="Jobs3" value="0"/>
 <eval name="LandmarkEffectFactor" value="8.0+int(sqrt(Volume)/16.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-8.0-int(sqrt(Volume)/16.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.00"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="1.5"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="20+10*int(Volume/100.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x00"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00004A00,CapRelief,0x00004B00,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/50000.0),int(1+Volume/100000.0),int(1+Volume/10000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="36"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x2C096DE6"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="2500+500*int(Volume/200.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4a4c132e" Set="0x2A8B7DB4"/> <!--SFX:Activate Sound-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0080"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4BFCCB40"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,8,100,1"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca19d7ca" Set="0x6A92274B"/> <!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xca5b9305" Eval="3,220"/><!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="85+5*int(Volume/500.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Business Deals" ID="0x2d8fbc80" ParentID="0x2d8fbc6c">
<HELP>
This selection will filter the display to only show Business Deal plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xEA54D283" Value="0x2A5A723F"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0xEA54D283" Value="0x2A5A723F"/><!--Budget Item:Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00"/><!--Budget Item:Line-->
 <PROPERTY ID="0xEA54D285" Value="0x4A5A495E"/><!--Budget Item:Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Casino" ID="0x2d8fbc81" ParentID="0x2d8fbc80">
<HELP>
This selection will filter the display to only show Casino plug-ins.  To create a Casino plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1940"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(1*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs3" value="int(2*(1+Volume/1500.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="5.0+int(sqrt(Volume)/96.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-8.0-int(sqrt(Volume)/96.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.10"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="10000+500*int(Volume/5000.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/100000.0),int(1+Volume/100000.0),int(4+Volume/10000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="42"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xAA8B999E"/> <!--Query Examplar -->
 <PROPERTY ID="0x4a4c132e" Set="0xCA55AA1C"/> <!--SFX:Activate Sound-->
 <PROPERTY ID="0x68ee9764" Value="4,5,2,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0032"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001900,0x00001903,0x00001940"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA4C6598"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,23"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca19d7ca" Set="0xCA55AA0C"/> <!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xca5b9305" Eval="-7,440"/><!--Mayor rating effect-->
 <PROPERTY ID="0xca5b9306" Eval="int(2+int(Volume/6000.0)),128"/><!--Crime Effect-->
 <PROPERTY ID="0xea54d286" Eval="120+10*int(Volume/10000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Toxic Waste Dump" ID="0x2d8fbc83" ParentID="0x2d8fbc80">
<HELP>
This selection will filter the display to only show Toxic Waste Dump plug-ins.  To create a Toxic Waste Dump plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1405"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="-8.0-int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-16.0-int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="28.0"/>
 <eval name="WaterConsumedFactor" value="1.50"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.00"/>
 <eval name="PowerConsumedConstant" value="5.0"/>
 <PROPERTY ID="0x099AFACD" Eval="12000+500*LotSizeX*LotSizeY"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x00"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(3+2*LotSizeX*LotSizeY+Volume/1000.0),int(6+4*LotSizeX*LotSizeY+Volume/1000.0),int(1+2*LotSizeX*LotSizeY+Volume/2000.0),int(1+LotSizeX+LotSizeY+Volume/4000.0)"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="77"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x8A8B98A7"/> <!--Query Examplar -->
 <PROPERTY ID="0x4a4c132e" Set="0x6A55B16E"/> <!--SFX:Activate Sound-->
 <PROPERTY ID="0x68ee9764" Value="8,10,0,5"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x000A"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001405,0x00001928"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA4C49ED"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,40,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0x6A5EC589"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca19d7ca" Set="0x6A55B155"/> <!--SFX:Ambience Good Sound-->
 <PROPERTY ID="0xca5b9305" Eval="-10,440"/><!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="240+10*LotSizeX*LotSizeY"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Army Base" ID="0x2d8fbc84" ParentID="0x2d8fbc80">
<HELP>
This selection will filter the display to only show Army Base plug-ins.  To create a Army Base plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1914"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(3+LotSizeX*LotSizeY/20.0)"/>
 <eval name="Jobs1" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="2.0+int((LotSizeX+LotSizeY)/4.0)"/>
 <eval name="LandmarkEffectRadius" value="4.0"/>
 <eval name="ParkEffectFactor" value="-12.0-int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.15"/>
 <eval name="WaterConsumedConstant" value="20.0"/>
 <eval name="PowerConsumedFactor" value="0.50"/>
 <eval name="PowerConsumedConstant" value="25.0"/>
 <PROPERTY ID="0x099AFACD" Eval="3000+500*int(LotSizeX*LotSizeY/5.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x00"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00004B00,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+LotSizeX*LotSizeY/40.0),int(1+LotSizeX*LotSizeY/30.0),int(6+LotSizeX*LotSizeY/10.0),1"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x4A8B9936"/> <!--Query Examplar -->
 <PROPERTY ID="0x68ee9764" Value="4,5,0,2"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x001E"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001914"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x8A4C6575"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,26435"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca5b9305" Eval="-7,440"/><!--Mayor rating effect-->
 <PROPERTY ID="0xca5b9306" Eval="int(6+LotSizeX*LotSizeY/6.0),64"/><!--Crime Effect-->
 <PROPERTY ID="0xea54d286" Eval="60+10*int(LotSizeX*LotSizeY/5.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Missile Range" ID="0x2d8fbc85" ParentID="0x2d8fbc80">
<HELP>
This selection will filter the display to only show Missile Range plug-ins.  To create a Missile Range plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1915"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="-6.0-int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-16.0-int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="28.0"/>
 <eval name="WaterConsumedFactor" value="0.00"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.00"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="14500+500*LotSizeX*LotSizeY"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+LotSizeX*LotSizeY/2.0+Volume/6000.0),int(1+LotSizeX*LotSizeY/2.0+Volume/4000.0),int(12+2*LotSizeX*LotSizeY+Volume/1000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x6A8B9ACC"/> <!--Query Examplar -->
 <PROPERTY ID="0x68ee9764" Value="6,7,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0014"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001915,0x00001928"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA4C4892"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,12,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xca5b9305" Eval="-5,440"/><!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="290+10*LotSizeX*LotSizeY"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="UFO Base" ID="0x2d8fbc86" ParentID="0x2d8fbc80">
<HELP>
This selection will filter the display to only show UFO Base plug-ins.  To create a UFO Base plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1939"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(3+LotSizeX*LotSizeY/20.0)"/>
 <eval name="Jobs1" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="-9.0-int((LotSizeX+LotSizeY)/4.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-11.0-int((LotSizeX+LotSizeY)/4.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="10.0"/>
 <eval name="PowerConsumedFactor" value="0.10"/>
 <eval name="PowerConsumedConstant" value="20.0"/>
 <PROPERTY ID="0x099AFACD" Eval="9000+1000*int(LotSizeX*LotSizeY/5.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00004B00,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(3+LotSizeX*LotSizeY/20.0),int(3+LotSizeX*LotSizeY/12.0),int(1+LotSizeX*LotSizeY/20.0),int(1+LotSizeX+LotSizeY/80.0)"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xCC097FC0"/> <!--Query Examplar -->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,7"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x001F"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001939"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4C08D8C4"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,1,-50,2,0,3,20,5,45,10,100,31"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca5b9305" Eval="-7,440"/><!--Mayor rating effect-->
 <PROPERTY ID="0xca5b9306" Eval="int(9+LotSizeX*LotSizeY/5.0),128"/><!--Crime Effect-->
 <PROPERTY ID="0xea54d286" Eval="30+10*int(LotSizeX*LotSizeY/5.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Park and Recreation" ID="0x2d8fbc90" ParentID="0x2d8fbc6c">
<HELP>
This selection will filter the display to only show Park and Rec plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xEA54D283" Value="0x8A4260A6"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xEA54D283" Value="0x8A4260A6"/><!--Budget Item:Department-->
 <PROPERTY ID="0xEA54D284" Value="0x00"/><!--Budget Item:Line-->
 <PROPERTY ID="0xEA54D285" Value="0xAA59670C"/><!--Budget Item:Purpose-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Zoo" ID="0x2d8fbc91" ParentID="0x2d8fbc90">
<HELP>
This selection will filter the display to only show Zoo plug-ins.  To create a Zoo plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1702"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(3+LotSizeX*LotSizeY/5.0)"/>
 <eval name="Jobs1" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="6.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="LandmarkEffectRadius" value="4.0"/>
 <eval name="ParkEffectFactor" value="1.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.15"/>
 <eval name="WaterConsumedConstant" value="30.0"/>
 <eval name="PowerConsumedFactor" value="0.05"/>
 <eval name="PowerConsumedConstant" value="6.0"/>
 <PROPERTY ID="0x099AFACD" Eval="750+40*int(LotSizeX*LotSizeY/1.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001810,CapRelief,0x00001820,CapRelief,0x00001830,CapRelief/2"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(-LotSizeX*LotSizeY/2.0),int(LotSizeX*LotSizeY/8.0),int(4+LotSizeX*LotSizeY/4.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="36"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x0A8B98FE"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="5000+500*int(LotSizeX*LotSizeY/1.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x015E"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001006,0x00001702"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4A4C4A2D"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,31,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca5b9305" Eval="int(1+(LotSizeX+LotSizeY)/4.0),min(440,int(27.5*(LotSizeX+LotSizeY)))"/><!--Mayor rating effect-->
 <PROPERTY ID="0xea54d286" Eval="10+10*int(LotSizeX*LotSizeY/2.5)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Farmer's Market" ID="0x2d8fbc92" ParentID="0x2d8fbc90">
<HELP>
This selection will filter the display to only show Farmer's Market plug-ins.  To create a Farmer's Market plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x151C"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(6+LotSizeX*LotSizeY)"/>
 <eval name="Jobs1" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="7.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="12.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="1.0"/>
 <eval name="PowerConsumedFactor" value="0.00"/>
 <eval name="PowerConsumedConstant" value="1.0"/>
 <PROPERTY ID="0x099AFACD" Eval="80+40*int(LotSizeX*LotSizeY/1.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001810,0x00004E20,0x00001820,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+LotSizeX*LotSizeY/20.0),int(1+LotSizeX*LotSizeY/12.0),int(5+LotSizeX*LotSizeY/2.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="37"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x2A8B97C1"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="1300+400*int(LotSizeX*LotSizeY/1.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="1,2,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0078"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001006,0x0000151C"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA55BBCC"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,1,100,2000"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xea54d286" Eval="10+10*int(LotSizeX*LotSizeY/5.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Cruise Ship Port" ID="0x2d8fbc93" ParentID="0x2d8fbc90">
<HELP>
This selection will filter the display to only show Cruise Ship Port plug-ins.  To create a Cruise Ship Port plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x2A499F85" Value="0xAC096AC7"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(2*(1+Volume/150.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/150.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/150.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="6.0+int(sqrt(Volume)/16.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="0"/>
 <eval name="ParkEffectRadius" value="0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="15.0"/>
 <eval name="PowerConsumedFactor" value="0.10"/>
 <eval name="PowerConsumedConstant" value="2.0"/>
 <PROPERTY ID="0x099AFACD" Eval="1500+20*int(Volume/200.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x00"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/6000.0),int(13+Volume/1000.0),int(4+Volume/1000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="33"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xAC096AC7"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="4000+1000*int(Volume/400.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="2,4,1,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x017E"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x6BFCCBC0"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,150,-50,50,0,12,50,1,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0x6A5EC589"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xea54d286" Eval="90+10*int(Volume/1000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Tourist Trap" ID="0x2d8fbc94" ParentID="0x2d8fbc90">
<HELP>
This selection will filter the display to only show Tourist Trap plug-ins.  To create a Tourist Trap plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x2A499F85" Value="0x6A8B9875"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(4+LotSizeX*LotSizeY)"/>
 <eval name="Jobs1" value="0"/>
 <eval name="Jobs2" value="0"/>
 <eval name="Jobs3" value="0"/>
 <eval name="LandmarkEffectFactor" value="9.0+int(sqrt(Volume)/64.0)"/>
 <eval name="LandmarkEffectRadius" value="26.0"/>
 <eval name="ParkEffectFactor" value="-4.0-int(sqrt(Volume)/64.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.00"/>
 <eval name="WaterConsumedConstant" value="20.0"/>
 <eval name="PowerConsumedFactor" value="0.05"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="5500+20*int(Volume/40.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001810,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/50000.0),int(1+Volume/100000.0),int(2+Volume/1000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="41"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x6A8B9875"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="2,2,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0136"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x0A4C49CE"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,5,100,200"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xea54d286" Eval="5+5*int(Volume/5000.0)"/> <!--Budget Item: Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="No Monthly Cost" ID="0x2d8fbcA0" ParentID="0x2d8fbc6c">
<HELP>
This selection will filter the display to only show No Monthly Cost plug-ins.
</HELP>
<FILTERS>
 <NOT ID="0xEA54D283" Value="0x09188F42"/>
 <NOT ID="0xEA54D283" Value="0x09188F4C"/>
 <NEEDED ID="0xEA54D286" Value="0x00"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xEA54D286" Value="0x00"/><!--Budget Item:Cost-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Worship" ID="0x2d8fbcA1" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show Worship plug-ins.  To create a Worship plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1907"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(3*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs2" value="int(8*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs3" value="int(5*(1+Volume/1500.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectFactor" value="9.0+int(sqrt(Volume)/16.0)"/>
 <eval name="ParkEffectRadius" value="8.0+int(sqrt(Height))"/>
 <eval name="WaterConsumedFactor" value="0.03"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.04"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="1000+100*int(0.18*Height*(LotSizeX+LotSizeY))"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001820,0x00001388"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/50000.0),int(1+Volume/100000.0),int(4+Volume/3000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="31"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xCA8B9AA2"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0046"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001907"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xCA8C9FC3"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,70"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xca5b9305" Eval="int(sqrt(Height)),110"/><!--Mayor rating effect-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Cemetery" ID="0x2d8fbcA2" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show Cemetery plug-ins.  To create a Cemetery plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1700"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="0"/>
 <eval name="Jobs2" value="0"/>
 <eval name="Jobs3" value="0"/>
 <eval name="LandmarkEffectFactor" value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectFactor" value="3.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.00"/>
 <eval name="WaterConsumedConstant" value="20.0"/>
 <eval name="PowerConsumedFactor" value="0.00"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="200+40*int(LotSizeX*LotSizeY/1.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(-LotSizeX*LotSizeY),int(1+LotSizeX*LotSizeY/8.0),1,0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0xCA8B96C2"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0050"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001700"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4A4C65C6"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,12,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xca5b9305" Eval="int(sqrt((LotSizeX+LotSizeY)/2.)),220"/><!--Mayor rating effect-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Country Club" ID="0x2d8fbcA3" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show Country Club plug-ins.  To create a Country Club plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1902"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="1000*int(1+LotSizeX*LotSizeY/20.0)"/>
 <eval name="Jobs1" value="int(0*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(12*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(4*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="0"/>
 <eval name="LandmarkEffectRadius" value="0"/>
 <eval name="ParkEffectFactor" value="3.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.03"/>
 <eval name="WaterConsumedConstant" value="30.0"/>
 <eval name="PowerConsumedFactor" value="0.01"/>
 <eval name="PowerConsumedConstant" value="1.0"/>
 <PROPERTY ID="0x099AFACD" Eval="4500+100*int(LotSizeX*LotSizeY/1.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001830,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(-LotSizeX*LotSizeY/2.0),int(1+LotSizeX*LotSizeY/20.0),int(1+LotSizeX*LotSizeY/30.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="36"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x2A8B99D0"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="4,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x00A0"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001902"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4A4C65B2"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,50,100,-10"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca5b9305" Eval="int(sqrt((LotSizeX+LotSizeY)/2.)),220"/><!--Mayor rating effect-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="State Fair" ID="0x2d8fbcA4" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show State Fair plug-ins.  To create a State Fair plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1925"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(13*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="5.0+int((LotSizeX+LotSizeY)/4.0)"/>
 <eval name="LandmarkEffectRadius" value="4.0"/>
 <eval name="ParkEffectFactor" value="-3.0-int((LotSizeX+LotSizeY)/8.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="15.0"/>
 <eval name="PowerConsumedFactor" value="0.00"/>
 <eval name="PowerConsumedConstant" value="5.0"/>
 <PROPERTY ID="0x099AFACD" Eval="30+10*int(LotSizeX*LotSizeY/1.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x01"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+LotSizeX*LotSizeY/80.0),int(1+LotSizeX*LotSizeY/60.0),int(4+LotSizeX*LotSizeY/5.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="41"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x0A8B9C6A"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="4500+100*int(LotSizeX*LotSizeY/1.0)"/><!--Plop Cost-->
 <PROPERTY ID="0x4a4c132e" Set="0xEA55B0FF"/> <!--SFX:Activate Sound-->
 <PROPERTY ID="0x68ee9764" Value="2,3,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x00B4"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001925"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x4A4C4977"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,30"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
 <PROPERTY ID="0xca5b9305" Eval="int(sqrt((LotSizeX+LotSizeY)/2.)),440"/><!--Mayor rating effect-->
 <PROPERTY ID="0xca5b9306" Eval="int(4+LotSizeX*LotSizeY/6.0),20"/><!--Crime Effect-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Resourt Hotel" ID="0x2d8fbcA5" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show Resourt Hotel plug-ins.  To create a Resourt Hotel plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1901"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="1000*int(2+Volume/10000.0)"/>
 <eval name="Jobs1" value="int(13*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs2" value="int(2*(1+Volume/600.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/600.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="3.0+int(sqrt(Volume)/64.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="0"/>
 <eval name="ParkEffectRadius" value="0"/>
 <eval name="WaterConsumedFactor" value="0.15"/>
 <eval name="WaterConsumedConstant" value="7.0"/>
 <eval name="PowerConsumedFactor" value="0.15"/>
 <eval name="PowerConsumedConstant" value="2.0"/>
 <PROPERTY ID="0x099AFACD" Eval="6000+20*int(Volume/20.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001820,CapRelief,0x00001830,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/20000.0),int(1+Volume/15000.0),int(4+Volume/2000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="39"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x2A8B9DF2"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x0172"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001901"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA4C4948"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,54,100,0"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Radio Station" ID="0x2d8fbcA6" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show TV Station plug-ins.  To create a TV Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x2A499F85" Value="0x0A8B9C43"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="1000*int(1+LotSizeX*LotSizeY*2)"/>
 <eval name="Jobs1" value="0"/>
 <eval name="Jobs2" value="0"/>
 <eval name="Jobs3" value="0"/>
 <eval name="LandmarkEffectFactor" value="3.0+int(sqrt(Volume)/64.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="0"/>
 <eval name="ParkEffectRadius" value="0"/>
 <eval name="WaterConsumedFactor" value="0.12"/>
 <eval name="WaterConsumedConstant" value="5.0"/>
 <eval name="PowerConsumedFactor" value="0.40"/>
 <eval name="PowerConsumedConstant" value="9.0"/>
 <PROPERTY ID="0x099AFACD" Eval="3000+20*int(Volume/40.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001820,CapRelief,0x00004B00,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/4000.0),int(1+Volume/6000.0),int(4+Volume/2000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="29"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x0A8B9C43"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x00D2"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001910"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA4C6520"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,48,100,0"/> <!--Goofy Stat Response Curve-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="TV Station" ID="0x2d8fbcA7" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show TV Station plug-ins.  To create a TV Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1910"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="10000*int(1+LotSizeX*LotSizeY)"/>
 <eval name="Jobs1" value="int(2*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+Volume/1500.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="8.0+int(sqrt(Volume)/48.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="-3.0-int(sqrt(Volume)/48.0)"/>
 <eval name="ParkEffectRadius" value="12.0"/>
 <eval name="WaterConsumedFactor" value="0.20"/>
 <eval name="WaterConsumedConstant" value="20.0"/>
 <eval name="PowerConsumedFactor" value="0.80"/>
 <eval name="PowerConsumedConstant" value="25.0"/>
 <PROPERTY ID="0x099AFACD" Eval="7500+20*int(Volume/20.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00001820,0x00000BB8,0x00003B20,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/4000.0),int(1+Volume/8000.0),int(6+Volume/2000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="33"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x8A8B9D12"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x014A"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001910"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xAA5B1524"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,10"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0x6A5EC589"/> <!--SFX:Plop Sound-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Movie Studio" ID="0x2d8fbcA8" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show TV Station plug-ins.  To create a TV Station plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x2A499F85" Value="0x6A8B9AF3"/>
</FILTERS>
<PROPERTIES>
 <eval name="Jobs1" value="int(2*(1+LotSizeX*LotSizeY/4.0+Volume/150.0)/16.0)"/>
 <eval name="Jobs2" value="int(13*(1+LotSizeX*LotSizeY/4.0+Volume/150.0)/16.0)"/>
 <eval name="Jobs3" value="int(1*(1+LotSizeX*LotSizeY/4.0+Volume/150.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="3.0+int((LotSizeX+LotSizeY)/2.0)"/>
 <eval name="LandmarkEffectRadius" value="4.0"/>
 <eval name="ParkEffectFactor" value="0"/>
 <eval name="ParkEffectRadius" value="0"/>
 <eval name="WaterConsumedFactor" value="0.25"/>
 <eval name="WaterConsumedConstant" value="25.0"/>
 <eval name="PowerConsumedFactor" value="0.20"/>
 <eval name="PowerConsumedConstant" value="25.0"/>
 <PROPERTY ID="0x099AFACD" Eval="12000+200*int(LotSizeX*LotSizeY/1.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x02"/>  <!--Wealth-->
 <PROPERTY ID="0x27812851" Eval="int(1+LotSizeX*LotSizeY/15.0),int(1+LotSizeX*LotSizeY/20.0),int(4+LotSizeX*LotSizeY/4.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="42"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x6A8B9AF3"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="4,5,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x019A"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0x2A55BC25"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,5"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Stock Exchange" ID="0x2d8fbcA9" ParentID="0x2d8fbcA0">
<HELP>
This selection will filter the display to only show Stock Exchange plug-ins.  To create a Stock Exchange plug-in drag a model to this category. In the lot editor this plug-in building can be found by choosing and replacing the building on any landmark lot.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x1913"/>
</FILTERS>
<PROPERTIES>
 <eval name="CapRelief" value="5000*int(2+Volume/2000.0)"/>
 <eval name="Jobs1" value="int(2*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs2" value="int(4*(1+Volume/1500.0)/16.0)"/>
 <eval name="Jobs3" value="int(10*(1+Volume/1500.0)/16.0)"/>
 <eval name="LandmarkEffectFactor" value="8.0+int(sqrt(Volume)/32.0)"/>
 <eval name="LandmarkEffectRadius" value="12.0"/>
 <eval name="ParkEffectFactor" value="0"/>
 <eval name="ParkEffectRadius" value="0"/>
 <eval name="WaterConsumedFactor" value="0.05"/>
 <eval name="WaterConsumedConstant" value="0.0"/>
 <eval name="PowerConsumedFactor" value="0.05"/>
 <eval name="PowerConsumedConstant" value="0.0"/>
 <PROPERTY ID="0x099AFACD" Eval="28000+20*int(Volume/200.0)"/> <!--Bulldoze cost-->
 <PROPERTY ID="0x27812832" Value="0x03"/>  <!--Wealth-->
 <PROPERTY ID="0x27812840" Eval="0x00003B30,CapRelief"/> <!--Demand Satisfied-->
 <PROPERTY ID="0x27812851" Eval="int(1+Volume/30000.0),int(1+Volume/40000.0),int(4+Volume/3000.0),0"/><!--Pollution at center-->
 <PROPERTY ID="0x29244db5" Value="37"/> <!--Flammability-->
 <PROPERTY ID="0x2a499f85" Eval="0x4A8B9C92"/> <!--Query Examplar -->
 <PROPERTY ID="0x49CAC341" Eval="0"/><!--Plop Cost-->
 <PROPERTY ID="0x68ee9764" Value="3,4,0,0"/> <!--Pollution radii-->
 <PROPERTY ID="0x8a2602b9" Eval="0x01CC"/><!-- Item Order -->
 <PROPERTY ID="0xaa1dd396" Set="0x0000150B,0x00001913"/> <!--OccupantGroups-->
 <PROPERTY ID="0xaa1dd397" Set="0xEA4C499A"/> <!--SFX:Query Sound-->
 <PROPERTY ID="0xaa60e745" Set="-100,0,100,1939"/> <!--Goofy Stat Response Curve-->
 <PROPERTY ID="0xc9b93a56" Set="0xEA5EC59F"/> <!--SFX:Plop Sound-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Prop" ID="0x0c8fbd24" ParentID="0xec8fba75">
<HELP>
This selection will filter the display to only show Prop plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x10" Value="0x1E"/>
 <NOT ID="0xC98204B8"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x10" Value="0x1E"/>
 <eval name="peri" value="Width+Height+Depth"/>
 <PROPERTY ID="0x0ABFC024" Eval="Test( LessThan( peri, 8 ), 0x1C, Test( LessThan( peri, 20 ), 0x1E, 0x1F ) )"/><!--AppearanceZoomFlags-->
 <PROPERTY ID="0x2C8F8746" Value="0x0c8fbd24"/> <!--examplar category-->
 <PROPERTY ID="0x49A1E05A" Value="0x49A1E995"/> <!--Requester Satisfaction-->
 <PROPERTY ID="0x49beda31" Eval="Test(LessThan(Volume,619), 0x01, Test(LessThan(Volume,3068), 0x02, Test(LessThan(Volume,18869), 0x03, Test(LessThan(Volume,326987), 0x04, 0x05 ))))"/>    <!--MaxFireStage-->
 <PROPERTY ID="0x4A89FCF3" Value="True"/><!--Previable-->
 <PROPERTY ID="0x4A9F188B" Value="True"/><!--Light-->
 <PROPERTY ID="0x69F14D33" Value="0"/><!--OrientToSlope-->
 <PROPERTY ID="0x6A95E503" Value="True"/><!--QueryAsMainBuilding-->
 <PROPERTY ID="0x8A5E5DB8" Value="True"/><!--Is Ground Model-->
 <PROPERTY ID="0x8A416A99" Value="0,0,0"/><!--User visible name key-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Zot" ID="0x0c8fbd21" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Zot plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x00005001"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x09F00E59" Value="True"/><!--Ignore lot state effects-->
 <PROPERTY ID="0xAA1DD396" Value="0x00005001"/><!--OccupantGroups-->
 <PROPERTY ID="0xE9F0FA86" Value="True"/><!--Self-illuminated-->
 <PROPERTY ID="0x49A1E05A" Remove="49A1E05A"/><!--Requester Satisfaction-->
 <PROPERTY ID="0x49BEDA31" Remove="49BEDA31"/><!--Max Fire Stage-->
 <PROPERTY ID="0x4A89FCF3" Remove="4A89FCF3"/><!--Previable-->
 <PROPERTY ID="0x4A9F188B" Remove="4A9F188B"/><!--Light-->
 <PROPERTY ID="0x69F14D33" Remove="69F14D33"/><!--OrientToSlope-->
 <PROPERTY ID="0x6A95E503" Remove="6A95E503"/><!--QueryAsMainBuilding-->
 <PROPERTY ID="0x8A5E5DB8" Remove="8A5E5DB8"/><!--Is Ground Model-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Stoplight" ID="0x0c8fbd31" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Zot plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x00005002"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x10" Eval="CannotCreateStoplight"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="RR Crossing" ID="0x0c8fbd41" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Zot plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x00005003"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x10" Eval="CannotCreateRRCrossing"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Flora Prop" ID="0x0c8fbd22" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Flora Prop plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x69F14D33" Value="1"/>
 <NEEDED ID="0xAA1DD396" Value="0x00005004"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x4A9F188B" Value="False"/><!--Light-->
 <PROPERTY ID="0x69F14D33" Value="1"/><!--OrientToSlope-->
 <PROPERTY ID="0xAA1DD396" Value="0x00005004"/><!--OccupantGroups-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$$) High Wealth" ID="0x1c8fbd32" ParentID="0x0c8fbd22">
<HELP>
This selection will filter the display to only show $$$ Flora Prop plug-ins.  To create a $$$ Flora Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x03"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x03"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$) Medium Wealth" ID="0x1c8fbd42" ParentID="0x0c8fbd22">
<HELP>
This selection will filter the display to only show $$ Flora Prop plug-ins.  To create a $$ Flora Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x02"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x02"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($) Low Wealth" ID="0x1c8fbd52" ParentID="0x0c8fbd22">
<HELP>
This selection will filter the display to only show $ Flora Prop plug-ins.  To create a $ Flora Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x01"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x01"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="No Wealth" ID="0x1c8fbd62" ParentID="0x0c8fbd22">
<HELP>
This selection will filter the display to only show Other Flora Prop plug-ins.  To create an Other Flora Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Crime" ID="0x1c8fbd72" ParentID="0x0c8fbd22">
<HELP>
This selection will filter the display to only show Crime Flora Prop plug-ins.  To create an Crime Flora Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49A1E05A" Value="0x49A1E996"/><!--Requester Satisfaction-->
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Tree Prop" ID="0x0c8fbd23" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Tree Prop plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0xAA1DD396" Value="0x00005004"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x4A9F188B" Value="False"/><!--Light-->
 <PROPERTY ID="0xAA1DD396" Value="0x00005004"/><!--OccupantGroups-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$$) High Wealth" ID="0x1c8fbd33" ParentID="0x0c8fbd23">
<HELP>
This selection will filter the display to only show $$$ Tree Prop plug-ins.  To create a $$$ Tree Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x03"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x03"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$) Medium Wealth" ID="0x1c8fbd43" ParentID="0x0c8fbd23">
<HELP>
This selection will filter the display to only show $$ Tree Prop plug-ins.  To create a $$ Tree Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x02"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x02"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($) Low Weath" ID="0x1c8fbd53" ParentID="0x0c8fbd23">
<HELP>
This selection will filter the display to only show $ Tree Prop plug-ins.  To create a $ Tree Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x01"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x01"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="No Wealth" ID="0x1c8fbd63" ParentID="0x0c8fbd23">
<HELP>
This selection will filter the display to only show Other Tree Prop plug-ins.  To create an Other Tree Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Crime" ID="0x1c8fbd73" ParentID="0x0c8fbd23">
<HELP>
This selection will filter the display to only show Crime Tree Prop plug-ins.  To create an Crime Tree Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49A1E05A" Value="0x49A1E996"/><!--Requester Satisfaction-->
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Building as Prop" ID="0x0c8fbd25" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Building as Prop plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x29244db5"/>
 <NOT ID="0x29244db5" Value="0x00"/>
</FILTERS>
<PROPERTIES>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$$) High Wealth" ID="0x1c8fbd35" ParentID="0x0c8fbd25">
<HELP>
This selection will filter the display to only show $$$ Building as Prop plug-ins.  To create a $$$ Building as Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x03"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x29244db5" Value="35"/> <!--Flammability-->  
 <PROPERTY ID="0xE9A316EB" Value="0x03"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$) Medium Wealth" ID="0x1c8fbd45" ParentID="0x0c8fbd25">
<HELP>
This selection will filter the display to only show $$ Building as Prop plug-ins.  To create a $$ Building as Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x02"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x29244db5" Value="40"/> <!--Flammability-->  
 <PROPERTY ID="0xE9A316EB" Value="0x02"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($) Low Wealth" ID="0x1c8fbd55" ParentID="0x0c8fbd25">
<HELP>
This selection will filter the display to only show $ Building as Prop plug-ins.  To create a $ Building as Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x01"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x29244db5" Value="45"/> <!--Flammability-->  
 <PROPERTY ID="0xE9A316EB" Value="0x01"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="No Wealth" ID="0x1c8fbd65" ParentID="0x0c8fbd25">
<HELP>
This selection will filter the display to only show Other Building as Prop plug-ins.  To create an Other Building as Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x29244db5" Value="50"/> <!--Flammability-->  
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Crime" ID="0x1c8fbd65" ParentID="0x0c8fbd25">
<HELP>
This selection will filter the display to only show Crime Building as Prop plug-ins.  To create an Crime Building as Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x29244db5" Value="50"/> <!--Flammability-->  
 <PROPERTY ID="0x49A1E05A" Value="0x49A1E996"/><!--Requester Satisfaction-->
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Invisible Prop" ID="0x0c8fbd2a" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Invisible Prop plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x27812820" Value="0x00000000"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x27812820" Eval="0x00000000,0x00000000,0x00000000"/><!--Resource Key Type 0-->
 <PROPERTY ID="0x27812821" Remove="27812821"/><!--Resource Key Type 1-->
 <PROPERTY ID="0x49A1E05A" Remove="49A1E05A"/><!--Requester Satisfaction-->
 <PROPERTY ID="0x49BEDA31" Remove="49BEDA31"/><!--Max Fire Stage-->
 <PROPERTY ID="0x4A89FCF3" Remove="4A89FCF3"/><!--Previable-->
 <PROPERTY ID="0x4A9F188B" Remove="4A9F188B"/><!--Light-->
 <PROPERTY ID="0x69F14D33" Remove="69F14D33"/><!--OrientToSlope-->
 <PROPERTY ID="0x8A5E5DB8" Remove="8A5E5DB8"/><!--Is Ground Model-->
 <PROPERTY ID="0xE9A316EB" Set="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Ordinary Prop" ID="0x0c8fbd26" ParentID="0x0c8fbd24">
<HELP>
This selection will filter the display to only show Ordinary Prop plug-ins.
</HELP>
<FILTERS>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x29244db5" Value="0"/> <!--Flammability-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$$) High Wealth" ID="0x1c8fbd36" ParentID="0x0c8fbd26">
<HELP>
This selection will filter the display to only show $$$ Ordinary Prop plug-ins.  To create a $$$ Ordinary Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x03"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x03"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($$) Medium Wealth" ID="0x1c8fbd46" ParentID="0x0c8fbd26">
<HELP>
This selection will filter the display to only show $$ Ordinary Prop plug-ins.  To create a $$ Ordinary Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x02"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x02"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="($) Low Wealth" ID="0x1c8fbd56" ParentID="0x0c8fbd26">
<HELP>
This selection will filter the display to only show $ Ordinary Prop plug-ins.  To create a $ Ordinary Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
 <NEEDED ID="0xE9A316EB" Value="0x01"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x01"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="No Wealth" ID="0x1c8fbd66" ParentID="0x0c8fbd26">
<HELP>
This selection will filter the display to only show Other Ordinary Prop plug-ins.  To create an Other Ordinary Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NOT ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Crime" ID="0x1c8fbd76" ParentID="0x0c8fbd26">
<HELP>
This selection will filter the display to only show Crime Ordinary Prop plug-ins.  To create an Crime Ordinary Prop plug-in drag a model to this category. In the lot editor this plug-in Prop can be found by choosing add a prop to a lot.
</HELP>
<FILTERS>
 <NEEDED ID="0x49A1E05A" Value="0x49A1E996"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x49A1E05A" Value="0x49A1E996"/><!--Requester Satisfaction-->
 <PROPERTY ID="0xE9A316EB" Value="0x00"/><!--Prop Wealth-->
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Effect" ID="0x0c8fbc00" ParentID="0xec8fba75">
<HELP>
This selection will filter the display to only show Effect plug-ins.
</HELP>
<FILTERS>
 <NEEDED ID="0x10" Value="0x1E"/>
 <NEEDED ID="0xC98204B8"/>
</FILTERS>
<PROPERTIES>
 <PROPERTY ID="0x10" Eval="CannotCreateEffect"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Families" ID="0xF3BA7221" ParentID="0xec8fba75" img="img_family.gif">
<HELP>
</HELP>
<FILTERS>
  <NEEDED ID="0x10" Value="0x0"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Named Families" ID="0xF3BA8221" ParentID="0xF3BA7221">
<HELP>
</HELP>
</CATEGORY>

<CATEGORY Name="Unnamed Families" ID="0xF3BA8521" ParentID="0xF3BA7221">
<HELP>
</HELP>
</CATEGORY>

<CATEGORY Name="Lots" ID="0x0c85bd24" ParentID="0xec8fba75" img="img_lot.gif">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x10" Value="0x10"/>
</FILTERS>
<PROPERTIES>
  <PROPERTY ID="0x10" Value="0x10"/>
</PROPERTIES>
</CATEGORY>

<CATEGORY Name="Stage 1" ID="0xC96D2131" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x01"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2231" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2231" ParentID="0xC96D2231">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2231" ParentID="0xC96D2231">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2231" ParentID="0xC96D2231">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2331" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2331" ParentID="0xC96D2331">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2331" ParentID="0xC96D2331">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2331" ParentID="0xC96D2331">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2431" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2431" ParentID="0xC96D2431">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2431" ParentID="0xC96D2431">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2531" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2631" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2731" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2831" ParentID="0xC96D2131">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>


<CATEGORY Name="Stage 2" ID="0xC96D2132" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x02"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2232" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2232" ParentID="0xC96D2232">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2232" ParentID="0xC96D2232">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2232" ParentID="0xC96D2232">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2332" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2332" ParentID="0xC96D2332">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2332" ParentID="0xC96D2332">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2332" ParentID="0xC96D2332">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2432" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2432" ParentID="0xC96D2432">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2432" ParentID="0xC96D2432">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2532" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2632" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2732" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2832" ParentID="0xC96D2132">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 3" ID="0xC96D2133" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x03"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2233" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2233" ParentID="0xC96D2233">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2233" ParentID="0xC96D2233">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2233" ParentID="0xC96D2233">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>


<CATEGORY Name="CS" ID="0xC96D2333" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2333" ParentID="0xC96D2333">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2333" ParentID="0xC96D2333">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2333" ParentID="0xC96D2333">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2433" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2433" ParentID="0xC96D2433">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2433" ParentID="0xC96D2433">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2533" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2633" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2733" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2833" ParentID="0xC96D2133">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 4" ID="0xC96D2134" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x04"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2234" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2234" ParentID="0xC96D2234">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2234" ParentID="0xC96D2234">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2234" ParentID="0xC96D2234">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>


<CATEGORY Name="CS" ID="0xC96D2334" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2334" ParentID="0xC96D2334">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2334" ParentID="0xC96D2334">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2334" ParentID="0xC96D2334">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2434" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2434" ParentID="0xC96D2434">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2434" ParentID="0xC96D2434">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2534" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2634" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2734" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2834" ParentID="0xC96D2134">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 5" ID="0xC96D2135" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x05"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2235" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2235" ParentID="0xC96D2235">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2235" ParentID="0xC96D2235">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2235" ParentID="0xC96D2235">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2335" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2335" ParentID="0xC96D2335">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2335" ParentID="0xC96D2335">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2335" ParentID="0xC96D2335">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2435" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2435" ParentID="0xC96D2435">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2435" ParentID="0xC96D2435">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2535" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2635" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2735" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2835" ParentID="0xC96D2135">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 6" ID="0xC96D2136" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x06"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2236" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2236" ParentID="0xC96D2236">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2236" ParentID="0xC96D2236">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2236" ParentID="0xC96D2236">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2336" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2336" ParentID="0xC96D2336">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2336" ParentID="0xC96D2336">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2336" ParentID="0xC96D2336">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2436" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2436" ParentID="0xC96D2436">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2436" ParentID="0xC96D2436">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2536" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2636" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2736" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2836" ParentID="0xC96D2136">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 7" ID="0xC96D2137" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x07"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2237" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2237" ParentID="0xC96D2237">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2237" ParentID="0xC96D2237">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2237" ParentID="0xC96D2237">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2337" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2337" ParentID="0xC96D2337">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2337" ParentID="0xC96D2337">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2337" ParentID="0xC96D2337">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2437" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2437" ParentID="0xC96D2437">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2437" ParentID="0xC96D2437">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2537" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2637" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2737" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2837" ParentID="0xC96D2137">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 8" ID="0xC96D2138" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x08"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2238" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2238" ParentID="0xC96D2238">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2238" ParentID="0xC96D2238">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2238" ParentID="0xC96D2238">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2338" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2338" ParentID="0xC96D2338">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2338" ParentID="0xC96D2338">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2338" ParentID="0xC96D2338">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2438" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2438" ParentID="0xC96D2438">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2438" ParentID="0xC96D2438">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2538" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2638" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2738" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2838" ParentID="0xC96D2138">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 9" ID="0xC96D2139" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x09"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D2239" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D2239" ParentID="0xC96D2239">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D2239" ParentID="0xC96D2239">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D2239" ParentID="0xC96D2239">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D2339" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D2339" ParentID="0xC96D2339">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D2339" ParentID="0xC96D2339">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D2339" ParentID="0xC96D2339">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D2439" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D2439" ParentID="0xC96D2439">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D2439" ParentID="0xC96D2439">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D2539" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D2639" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D2739" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D2839" ParentID="0xC96D2139">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 10" ID="0xC96D213A" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0x0A"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D223A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D223A" ParentID="0xC96D223A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D223A" ParentID="0xC96D223A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D223A" ParentID="0xC96D223A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D233A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D233A" ParentID="0xC96D233A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D233A" ParentID="0xC96D233A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D233A" ParentID="0xC96D233A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D243A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D243A" ParentID="0xC96D243A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D243A" ParentID="0xC96D243A">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D253A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D263A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D273A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D283A" ParentID="0xC96D213A">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 11" ID="0xC96D213B" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0xB"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D223B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D223B" ParentID="0xC96D223B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D223B" ParentID="0xC96D223B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D223B" ParentID="0xC96D223B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D233B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D233B" ParentID="0xC96D233B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D233B" ParentID="0xC96D233B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D233B" ParentID="0xC96D233B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D243B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D243B" ParentID="0xC96D243B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D243B" ParentID="0xC96D243B">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D253B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D263B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D273B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D283B" ParentID="0xC96D213B">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 12" ID="0xC96D213C" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0xC"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D223C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D223C" ParentID="0xC96D223C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D223C" ParentID="0xC96D223C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D223C" ParentID="0xC96D223C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D233C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D233C" ParentID="0xC96D233C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D233C" ParentID="0xC96D233C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D233C" ParentID="0xC96D233C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D243C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D243C" ParentID="0xC96D243C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D243C" ParentID="0xC96D243C">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D253C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D263C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D273C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D283C" ParentID="0xC96D213C">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 13" ID="0xC96D213D" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0xD"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D223D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D223D" ParentID="0xC96D223D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D223D" ParentID="0xC96D223D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D223D" ParentID="0xC96D223D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D233D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D233D" ParentID="0xC96D233D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D233D" ParentID="0xC96D233D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D233D" ParentID="0xC96D233D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D243D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D243D" ParentID="0xC96D243D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D243D" ParentID="0xC96D243D">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D253D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D263D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D273D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D283D" ParentID="0xC96D213D">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 14" ID="0xC96D213E" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0xE"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D223E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D223E" ParentID="0xC96D223E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D223E" ParentID="0xC96D223E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D223E" ParentID="0xC96D223E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D233E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D233E" ParentID="0xC96D233E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D233E" ParentID="0xC96D233E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D233E" ParentID="0xC96D233E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D243E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D243E" ParentID="0xC96D243E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D243E" ParentID="0xC96D243E">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D253E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D263E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D273E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D283E" ParentID="0xC96D213E">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Stage 15" ID="0xC96D213F" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x27812837" Value="0xF"/>
  <NOT ID="0x88EDC793" Value="0xF"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R" ID="0xC96D223F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$" ID="0xCA6D223F" ParentID="0xC96D223F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$" ID="0xCB6D223F" ParentID="0xC96D223F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="R$$$" ID="0xCC6D223F" ParentID="0xC96D223F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS" ID="0xC96D233F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$" ID="0xCA6D233F" ParentID="0xC96D233F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x01"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$" ID="0xCB6D233F" ParentID="0xC96D233F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CS$$$" ID="0xCC6D233F" ParentID="0xC96D233F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO" ID="0xC96D243F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$" ID="0xCB6D243F" ParentID="0xC96D243F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x02"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="CO$$$" ID="0xCC6D243F" ParentID="0xC96D243F">
<FILTERS>
  <NEEDED ID="0x88EDC795" Value="0x03"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IR" ID="0xC96D253F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x05"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="ID" ID="0xC96D263F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x06"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IM" ID="0xC96D273F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x07"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="IHT" ID="0xC96D283F" ParentID="0xC96D213F">
<FILTERS>
  <NEEDED ID="0x88EDC796" Value="0x08"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Airport" ID="0xC96D2150" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x88EDC793" Value="0x0b"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="Seaport" ID="0xC96D2160" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
  <NEEDED ID="0x88EDC793" Value="0x0c"/>
</FILTERS>
</CATEGORY>

<CATEGORY Name="All others" ID="0xC96D2137" ParentID="0x0c85bd24">
<HELP>
This selection will filter the display to only show lots plug-ins.
</HELP>
<FILTERS>
</FILTERS>
</CATEGORY>

</CATEGORIES>
<LOTCREATION>
<STAGEvsDENSITY purpose="R" wealth="0" ratio="4.8,6.8,11.0,23.0,50.7,94.7,159,249,354,463,575,692,812,937" baseTex="0x261a0000"/>
<STAGEvsDENSITY purpose="R" wealth="1" ratio="2.4,3.4,5.5,11.5,28.4,62.8,112,176,250,327,407,489,574,662" baseTex="0x25f40000"/>
<STAGEvsDENSITY purpose="R" wealth="2" ratio="1.2,1.7,2.8,5.8,16,42,79.5,125,177,231,288,346,406,468" baseTex="0x252b3000  "/>
<STAGEvsDENSITY purpose="CO" wealth="1" ratio="4.8,7.8,12.6,22.8,54,108,170,237,311,393,490,604,741,908" baseTex="0x258f2000"/>
<STAGEvsDENSITY purpose="CO" wealth="2" ratio="4,6.5,10.5,19,46,90,142,198,259,328,408,503,618,757" baseTex="0x258e3000"/>
<STAGEvsDENSITY purpose="CS" wealth="0" ratio="16,28,40.6,53.4,67.3,84.7,107,135,169,214,269,339,427,538" baseTex="0x26353000"/>
<STAGEvsDENSITY purpose="CS" wealth="1" ratio="8,14,20.3,26.7,33.6,42.4,53.4,67.3,84.7,107,135,169,214,269" baseTex="0x262f3000"/>
<STAGEvsDENSITY purpose="CS" wealth="2" ratio="4,7,10.2,13.3,16.8,21.2,26.7,33.6,42.4,53.4,67.3,84.7,107,135" baseTex="0x262e3000"/>
<STAGEvsDENSITY purpose="IR" wealth="0" ratio="16,32,60,100" baseTex="0x25db0000" />
<STAGEvsDENSITY purpose="ID" wealth="1" ratio="5,8.1,12.7,19.2,28.1,39.6,53.9,70.9,90" baseTex="0x25fb1000"/>
<STAGEvsDENSITY purpose="IM" wealth="1" ratio="6.3,10.2,15.9,24,35.1,49.5,67.4,88.6,112.5" baseTex="0x25fb1100"/>
<STAGEvsDENSITY purpose="IHT" wealth="2" ratio="7.5,12.2,19.1,28.9,42.1,59.4,80.9,106,135" baseTex="0x258d1000"/>
<STAGEvsDENSITY purpose="None" wealth="0" ratio="1000000" baseTex="0x258d1000"/>
<ZONING purpose="R" value="1" stages="1,2,3" height="25"/>
<ZONING purpose="R" value="2" stages="1,2,3,4,5,6" height="100"/>
<ZONING purpose="R" value="3" stages="1,2,3,4,5,6,7,8,9,10,11,12,13,14,15" height="10000"/>
<ZONING purpose="CO" value="4" stages="1,2,3" height="25"/>
<ZONING purpose="CO" value="5" stages="1,2,3,4,5,6" height="100"/>
<ZONING purpose="CO" value="6" stages="1,2,3,4,5,6,7,8,9,10,11,12,13,14,15" height="10000"/>
<ZONING purpose="CS" value="4" stages="1,2,3" height="25"/>
<ZONING purpose="CS" value="5" stages="1,2,3,4,5,6" height="100"/>
<ZONING purpose="CS" value="6" stages="1,2,3,4,5,6,7,8,9,10,11,12,13,14,15" height="10000"/>
<ZONING purpose="IR" value="7" stages="1,2,3,4,5" height="10000"/>
<ZONING purpose="ID" value="8" stages="1,2,3,4,5" height="10"/>
<ZONING purpose="ID" value="9" stages="1,2,3,4,5,6,7,8,9,10" height="10000"/>
<ZONING purpose="IM" value="8" stages="1,2,3,4,5" height="10"/>
<ZONING purpose="IM" value="9" stages="1,2,3,4,5,6,7,8,9,10" height="10000"/>
<ZONING purpose="IHT" value="8" stages="1,2,3,4,5" height="10"/>
<ZONING purpose="IHT" value="9" stages="1,2,3,4,5,6,7,8,9,10" height="10000"/>
<MaxSlopeBeforeLotFoundation value="int( 90. * max( 1.-pow(((max( Width, Depth ) / min( 16*LotSizeX, 16*LotSizeY ))),2),0) )"/>
<MaxSlopeAllowed value="min( 8 + 8 * min( LotSizeX, LotSizeY ), 90)"/>
</LOTCREATION>
</ExemplarProperties>
