;Product
InputAmountUpgrade;InputAmountUpgrade/Item//Product;guid
Factory (region);../../Asset[./Template[contains(., 'FactoryBuilding')]]/Values/Building/AssociatedRegions;text
Slot;Slot/SlotType;text
DLCDependency;DLCDependency;guid
Ships Stack Limit;../../Asset[./Template[contains(., 'Ship')]]/Values/ItemContainer/StackLimit;int
Stacklimit Ships;../../Asset[Template contains(., 'Ship')]/Values/ItemContainer/StackLimit;int
StorageLevel;StorageLevel;text
Set-Item;*/ItemSet;guid
Template;*/../../Template;text
Zus. Bewohner;InputBenefitModifier/Item/AdditionalSupply;int
Zus. Forschungspunkte;InputBenefitModifier/Item/AdditionalResearch;int
Zus. Zufriedenheit;InputBenefitModifier/Item/AdditionalHappiness;int
Zus. Einkommen;InputBenefitModifier/Item/AdditionalMoney;int
BuildingType;Building/BuildingType;text
IsAbstract;IsAbstract;bool
StorageLevel;StorageLevel;text
BaseMorale;BaseMorale;int

;Vehicle
Costs;Costs;guid_product
InfluenceCostType;InfluenceCostType;text
SocketCount;SocketCount;int
SlotCount;SlotCount;int
BaseMorale;BaseMorale;int
Selectable;Selectable;bool
SpecialMovementType;SpecialMovementType;text
ForwardSpeed;ForwardSpeed;int
IsDestructable;IsDestructable;bool
Maintenance;Maintenance;int

;Public
Costs;Costs;guid_product
Maintenances;Maintenances;guid_Product
InfluenceCostType;InfluenceCostType;text
PublicServiceOutputs;PublicServiceOutputs;guid_Product
AssociatedRegions;AssociatedRegions;text
TerrainType;TerrainType;text
MandatoryIndustrialization;MandatoryIndustrialization;bool
BoostedByIndustrialization;BoostedByIndustrialization;bool
IndustrializationDistance;IndustrializationDistance;int
FullSatisfactionDistance;FullSatisfactionDistance;int
RequiresHeat;RequiresHeat;bool


;Farm
Costs;Costs;guid_product
Maintenances;Maintenances;guid_Product
InfluenceCostType;InfluenceCostType;text
FactoryOutputs;FactoryOutputs/*/Product;guid_Product
AssociatedRegions;AssociatedRegions;text
TerrainType;TerrainType;text
NeededFertility;NeededFertility;guid_Fertility
ModuleLimits;ModuleLimits/Main/Limit;int
MandatoryIndustrialization;MandatoryIndustrialization;bool
BoostedByIndustrialization;BoostedByIndustrialization;bool
RequiresHeat;RequiresHeat;bool
MotorizableType;MotorizableType;text
Explosion;IncidentInfectionChanceFactors/Explosion/BaseChance;int
Fire;IncidentInfectionChanceFactors/Fire/BaseChance;int
Riot;IncidentInfectionChanceFactors/Riot/BaseChance;int
Illness;IncidentInfectionChanceFactors/Illness/ResidenceSatisfactionFactor;int

;Factory
Costs;Costs;guid_product
Maintenances;Maintenances;guid_Product
InfluenceCostType;InfluenceCostType;text
FactoryInputs;FactoryInputs/*/Product;guid_product
FactoryOutputs;FactoryOutputs/*/Product;guid_product
AssociatedRegions;AssociatedRegions;text
TerrainType;TerrainType;text
NeededFertility;NeededFertility;guid_Fertility
MandatoryIndustrialization;MandatoryIndustrialization;bool
BoostedByIndustrialization;BoostedByIndustrialization;bool
RequiresHeat;RequiresHeat;bool
TerrainType;TerrainType;text
Explosion;IncidentInfectionChanceFactors/Explosion/BaseChance;int
Fire;IncidentInfectionChanceFactors/Fire/BaseChance;int
Riot;IncidentInfectionChanceFactors/Riot/BaseChance;int
Illness;IncidentInfectionChanceFactors/Illness/ResidenceSatisfactionFactor;int

;Item
TradePrice;Item/TradePrice;int
Allocation;Allocation;text
Rarity;Rarity;text
Effect;EffectTargets;guid_target
Productivity;ProductivityUpgrade/Value;int
WorkforceAmountUpgrade;WorkforceAmountUpgrade/Value;int
Maintenance;MaintenanceUpgrade/Value;int
Service distance;PublicServiceFullSatisfactionDistance/Value;int
ModuleLimitPercent;ModuleOwnerUpgrade/ModuleLimitPercent;int
NeededAreaPercentUpgrade;NeededAreaPercentUpgrade;int
Irrigation upgrade;IrrigationUpgrade/PipeCapacityUpgrade/Value;int
Heat range;HeatRangeUpgrade/Value;int
Provides power;IndustrializableUpgrade/ProvideIndustrialization;bool
Replace inputs;ReplaceInputs;guid_Product
Replace;ReplaceInputs/*/OldInput;guid_Product
with;ReplaceInputs/*/NewInput;guid_Product
Provided Fertility;AddedFertility;guid_Fertility
Replace workforce;ReplacingWorkforce;guid_PopulationLevel7
Extra goods;AdditionalOutput/*/Product;guid_Product
CraftingCosts;CraftingCosts/*/Product;guid_Product
HealRadiusUpgrade;RepairCraneUpgrade/HealRadiusUpgrade;int
HealPerMinuteUpgrade;RepairCraneUpgrade/HealPerMinuteUpgrade;int
VisitorHarborUpgrade;VisitorHarborUpgrade/SpawnProbabilityFactor/Value;int
PierSpeedUpgrade;PierUpgrade/PierSpeedUpgrade/Value;int
AddAssemblyOptions;AddAssemblyOptions/*/NewOption;guid_ship
BlockBuyShare;BlockBuyShare;bool
HappinessIgnoresMorale;HappinessIgnoresMorale;bool
BlockHostileTakeover;BlockHostileTakeover;bool
PassiveTradeGoodGenUpgrade;PassiveTradeGoodGenUpgrade/GenProbability;int
AdditionalMoney;InputBenefitModifier/Item/AdditionalMoney;int
AdditionalResearch;InputBenefitModifier/Item/AdditionalResearch;int
AdditionalHappiness;InputBenefitModifier/Item/AdditionalHappiness;int
AmountInPercent;GoodConsumptionUpgrade/Item/AmountInPercent;int
ProvidedNeed;GoodConsumptionUpgrade/Item/ProvidedNeed;guid_Product
WorkforceAmountUpgrade;WorkforceAmountUpgrade/Value;int
AdditionalHappiness;AdditionalHappiness;int
AttractivenessUpgrade;AttractivenessUpgrade/Value;int
TaxModifierInPercent;TaxModifierInPercent;int
StressUpgrade;StressUpgrade;int
InfluenceAmounUpgrade;InfluenceAmounUpgrade/Value;int
IncidentFireIncreaseUpgrade;IncidentFireIncreaseUpgrade/Value;int
IncidentIllnessIncreaseUpgrade;IncidentIllnessIncreaseUpgrade/Value;int
IncidentRiotIncreaseUpgrade;IncidentRiotIncreaseUpgrade/Value;int
IncidentExplosionIncreaseUpgrade;IncidentExplosionIncreaseUpgrade/Value;int
IncidentArcticIllnessIncreaseUpgrade;IncidentArcticIllnessIncreaseUpgrade/Value;int
BaseMorale;BaseMorale;int

;Skin
