COMMAND LINE OPTIONS Basic gameplay: -autostart=... load a map instead of showing main menu (see below) -editor launch the Atlas scenario editor -mod=NAME start the game using NAME mod -quickstart load faster (disables audio and some system info logging) Autostart: -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random -autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra) -autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI (0: sandbox, 5: very hard) -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only) -autostart-aiseed=AISEED sets the seed used for the AI random generator (default 0, use -1 for random) Multiplayer: -autostart-playername=NAME sets local player NAME (default 'anonymous') -autostart-host sets multiplayer host mode -autostart-host-players=NUMBER sets NUMBER of human players for multiplayer game (default 2) -autostart-client=IP sets multiplayer client to join host at given IP address Random maps only: -autostart-seed=SEED sets random map SEED value (default 0, use -1 for random) -autostart-size=TILES sets random map size in TILES (default 192) -autostart-players=NUMBER sets NUMBER of players on random map (default 2) Examples: 1) "Bob" will host a 2 player game on the Arcadia map: -autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob" 2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot: -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra Configuration: -conf=KEY:VALUE set a config value -g=F set the gamma correction to 'F' (default 1.0) -nosound disable audio -noUserMod disable loading of the user mod -shadows enable shadows -vsync enable VSync, i.e. lock FPS to monitor refresh rate -xres=N set screen X resolution to 'N' -yres=N set screen Y resolution to 'N' Advanced / diagnostic: -dumpSchema creates a file entity.rng in the working directory, containing complete entity XML schema, used by various analysis tools -entgraph (disabled) -listfiles (disabled) -profile=NAME (disabled) -replay=PATH non-visual replay of a previous game, used for analysis purposes PATH is system path to commands.txt containing simulation log -writableRoot store runtime game data in root data directory (only use if you have write permissions on that directory) -ooslog dumps simulation state in binary and ASCII representations each turn, files created in sim_log within the game's log folder. NOTE: game will run much slower with this option! -serializationtest checks simulation state each turn for serialization errors; on test failure, error is displayed and logs created in oos_log within the game's log folder. NOTE: game will run much slower with this option! Windows-specific: -wQpcTscSafe allow timing via QueryPerformanceCounter despite the fact that it's using TSC and it may be unsafe. has no effect if a better timer (i.e. the HPET) is available. should only be specified if: - you are sure your system does not engage in thermal throttling (including STPCLK) OR - an "RDTSC patch" is installed this flag is also useful if all other alternatives are worse than a potentially risky or slightly broken TSC-based QPC. -wNoMahaf prevent any physical memory mapping or direct port I/O. this disables all ACPI-related code and thus some of the timer backends. specify this if problems are observed with one of the abovementioned subsystems. Archive builder: -archivebuild=PATH system PATH of the base directory containing mod data to be archived/precached specify all mods it depends on with -mod=NAME -archivebuild-output=PATH system PATH to output of the resulting .zip archive (use with archivebuild) -archivebuild-compress enable deflate compression in the .zip (no zip compression by default since it hurts compression of release packages)