Choose your editor:

Scenario Name

Self explanatory

Scenario Description

Self explanatory

Scenario Icon

Self explanatory

Editor Mode

Some options will be unavailable in 'Recommended' mode. Most of them will still be available for editing, hovewer.

Category

Self explanatory

Language

Self explanatory

Operation Name

Self explanatory

Difficulty

Self explanatory

Cheats

Self explanatory

Advisors

This will allow players to choose any advisors they want. If you want to force the players to use specific advisors, you can't besides asking them to or implementing the advisors by changing the variables.

Start Year/Month

Self explanatory

Starting Event Title/Description

Self explanatory

Governor

Self explanatory, although you will also need to chose a region

Custom Governor Name/Portrait

Self explanatory

Region

Self explanatory, although you will need to choose a governor as well to get access to Initiative Editor

Custom Region Name

Self explanatory

Custom Tactics & Features

Those are purely cosmetic and are for informing the players playing your scenario of the changes that you made to the scenario.
Usually very helpful to include.

Starting Reputation

Fairly obvious. Is dependent on difficulty level:

Lack of Stability

Amount of turns when Lack of Stability starts reducing your reputation.
Approximately 3 years are used in game (216 turns). 6 turns = 1 month. 72 turns = 1 year.

Corruption

This changes when Real Corruption starts hurting reputation. With 1, your reputation with 50% Risk with maxed Corruption, will be treated as if you had 40% Risk. The higher the amount of corruption though, the faster the penalty stacks, so it's not a simple '-10% corruption'.

Insurgent Control

This will reduce or increase the amount of reputation lost due to insurgent control. Of course, the higher the amount insurgent controlled zones, the worse for the player a positive modifier of Insurgent Control gets. Sadly, it does not seem that making it strongly negative works as you'd expect it to.

Support Level

The amount of Global Support Level you start with. Very slowly applies to zones based on accessibility and distance to HQ, except in zones with Garrisons. Rolling out initiatives speeds it up rather substantially, but not as much as Garrisons. On Megabrutal, halve this value to get an expected amount of local support level.
Things that use this:

Hostility Level

This works similarly to Support Level, albeit applies to turning Hostiles into Neutrals and vice versa. A negative value will decrease hostility (decreasing the amount of hostiles) while a positive hostility will increase the amount of hostiles.
Things that use this:

Corruption Opinions

Multiply how much Corruption affects Support Level.
1.1 = 10% more reduction.
2 = 100% more reduction.
0.5 = 50% less reduction.
0 = no reduction.
-1 = corruption increases support level

Disable Concerns

This will stop concerns from growing and appearing.

Additional Concerns

On MegaBrutal, the locals might demand a singular upgrade to the road network or up to two security initiatives (triple security concern is extremely rare).
This will cause them to appear on other difficulty levels (but with pacing and level requirement on the appropriate difficulty)

Local Concerns' Opinions

This changes how much Concerns can effect Local Support Level.
0 = concerns don't affect support level (equivalent to disabling them)
0.5 = concerns affect support level half as much
1 = no change
2 = support level affected twice as much (use with caution on higher difficulty levels - MegaBrutal can grow concerns by 10% a month, especially dangerous with Recruitment Drive)

Starting Funds

Self explanatory

Starting Budget

The annual budget you get at the beginning of the game.
Just tinker with it to get the value you want.

Reputation Income

This is how much Reputation affects income.
0 - Reputation doesn't reduce income
1 - High reputation gives a lot of income
5 - High reputation gives bazillions of money Unless you're making a scenario about keeping your reputation up, I suggest not changing this at all.
The suggested range is not great though: more than 1 is very likely to give the player a bit too much money.

Stable Zones Income

How much money each Stable Zones give in taxes which go directly to your annual budget. The default value is 1,4.
Don't set this value too high unless on purpose - otherwise stabilising a couple of zones will make the game significantly easier. Making it close to zero will make keeping reputation up more important.

Inflation Growth

How much all inflation growth is multiplied by.
0.5 - half the inflation you'd expect
1 - default inflation
2 - twice the amount of inflation
To be used with caution.

Funds Excess Limit

Once Operation has money over this amount, the money above this amount will start to slowly 'disappear'. The more the money above the specified amount, the faster it disappears. Will never reduce the amount of money below this amount.

Deficit Funding

Self explanatory. The more debt is accrued, the higher the reputation loss.

Unreliable Funding

The game tends to average the amount of budget received each month but still slightly distributes it. With the 36$ default starting budget you can expect 3$ a month (but will get 2$-4$ usually instead). The higher the value, the bigger the differences between individual numbers may be eg. 25$ once and the rest of the months are 1$ each.

Budget Deadline

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.
Banker Interest, Warlord Blockades and Smuggler Military Inc. unaffected.

Subprime Exposure

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.
Unsure if it affects Banker Interest, Warlord Blockades and Smuggler Military Inc., but highly unlikely.

Disable Peace Negotiations

Self explanatory.

Negotiation Effectiveness

How fast the negotiations progress. If they progress fast, this may backfire if the insurgents will start reducing negotiation progress.

Stable Zone Negotiation Impact

How much stable zones affect the insurgents' willingness to talk. By default you'll need a couple of zones stable to at least start talking to them (after eliminating their presence as well if you don't have enough stable zones) 0 - no effect
0.5 - half as much effect
1 - default
2 - twice as much effect

Starting Progress

Self explanatory.

Disable Corruption

Self explanatory.

Starting Corruption Risk

Self explanatory. This uses the percentage system 0 = 0%
0.5 = 50%
1 = 100%

Growth

How fast corruption matches corruption risk. 0 - There is no corruption
0.5 - half the speed
1 - default speed
2 - twice as fast
96 - MegaBrutal speed

Initiative Corruption Risk

Self explanatory.
0 = no corruption risk
0.5 = half the corruption risk
1 = value with effective procurement
1.1 = value without effective procurement
2 = twice as much corruption risk

AntiCorruption Teams

The amount of starting AntiCorruption teams.
I personally suggest avoiding this setting, instead using a prefunded initiative in order to not confuse the player.

Anti-Corruption Team Effectiveness

How fast AntiCorruption teams deal with corruption. I personally suggest avoiding this setting, instead using a prefunded initiative in order to not confuse the player.

Charity Corruption Risk

Self explanatory.
If you want to make Charity somewhat more useable, I suggest setting this as low as possible.
0 - no corruption risk
0.5 - half as much corruption risk
1 - default value
2 - twice as much corruption risk (will make charity very undesirable)

Security Bonus

How much Security all zones begin with, on top the starting 10%. This setting uses the percentage system. 0 = 0%
0.5 = 50%
1 = 100%
Setting this to a negative value seems to do nothing.

Stable Zone Security Modifier

How much security % zones gain upon becoming stable.This setting uses the percentage system. 0 = 0%
0.5 = 50%
1 = 100%

Experts Initiative Build Cost

Self explanatory.

Expert Travel Time Modifier

How fast soldiers become around experts.
0 - no change
0.5 - somewhat faster
1 - all zones around experts become 1 logistic (hot wheels)

Expert Additional Zones Affected

Self explanatory. The additional zones do not cost money.

Soldier Strength Multiplier

How much strong soldiers are
0 - they were just born and have 0 combat capabilities
0.3 - advisory role coalition (excluding national soldiers)
0.5 - half as strong
1 - default
1.5 - 50% stronger

Coalition Soldier Strength Multiplier

Coalition soldiers gain approx 1 point of strength per 5 accessibility points while this is set to 20.
If set to 10, they'll get 1 point of strength per 10 accessibility.
If set to 5, they'll get 1 point of strength per 20 accessibility and so on.

National Soldier Strength Multiplier

See Coalition Soldier Strength Multiplier above. Just change the word Coalition to National.

Multiple Soldier Training Penalty

This changes the penalty while you're training multiple soldiers. Setting this too low into negatives will cause soldier training to become faster if you're training many at a time.
Recommend not changing it too much.

Disable National Soldier Training Penalty

Self explanatory.

Coalition Soldier Training

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.

National Soldier Training

Self explanatory. 6 turns = 1 month. 72 turns = 1 year. This value is increased if no Coalition soldiers are present.

National Soldier - Restless Militia

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.

Coalition Soldier Deployment Time

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.

Coalition Soldier Extension Cost

Multiplier to the amount of reputation it costs to extend Coalition Soldiers.
10 - coalition soldiers costs 10 times more rep to extend
2 - twice as much
1 - default value
0 - free extension
-1 - extension gives reputation instead

Coalition Soldier To National Soldier Support

How much better Coalition Soldiers are at supporting National Soldiers.
0 - they can't support them at all
1 - default value
4 - 4 times stronger support compared to the default value

Various tactics

Self explanatory

Slow deployment

No teleportation on Normal/Casual difficulties when deploying troops - need to travel (albeit with still lowered logistics costs due do low difficulty)

Soldier Travel Time

Multiply the amount of time it takes to walk to some zone
0 - teleportation
0.5 - twice as fast
1 - default
2 - half as fast

Soldier Speed Penalty

Add a penalty to travelling through zones, specifically this amount of logistics regardless of the distance

Maximum Health

Health of structures (embassy, garrison, HQ, expert)
0 - instant death
0.5 - 50% health
1 - default 100%
2 - twice as much health

Drone Scanning

Self explanatory

Airstrike Strength

Self explanatory.
0 - there are no airstrikes, its just one of those cool tricks shows
0.5 - half as strong
1 - default
2 - twice as strong

Airstrike Accuracy

I have no idea lmao

Tanks Strength

How much stronger tanks are compared to regular soldiers(?)
0 - toy tanks
1 - they aren't
2 - twice as strong

Tanks Additional Training

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.

Dangerous Driving

Self explanatory.

Insurgency Start

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.

Strength

Self explanatory. Sadly I've no idea how it is exactly calculated so I can't really elaborate, besides that:
0 - insurgents are babies
0.5 - half as strong
1 - default
2 - twice as strong

Capability

How much Capability is changed. This will affect how common their attacks are, as well as their numbers (and strength?).
-1 - insurgents are very bad
0.8/1.5 - differences invisible on the region screen but are still there

Attack Frequency

Self explanatory. 6 turns = 1 month. 72 turns = 1 year.

Aggressive AI

Self explanatory

Attack Priority

Unsure, but I presume setting it to '2' makes them 2 times more likely to target important zones.

Long-Range Attack Distance

Self explanatory.

Combat Support

How much strength Insurgent controlled zones provide to adjacent insurgents. It exists even if set to 0, albeit it is invisible. Combat Network has a value of 0.15
-1 - insurgents zones lower strength of the insurgents
0 - no support
0.15 - 150% stronger insurgents per adjacent zone

Fleeing

Self explanatory

Fleeing Casualties

Chance of casualties in percentages.
0 - insurgents will never die randomly
0.5 - 50% chance for a kill
1 - guaranteed kill

Fleeing From Airstrikes

Self explanatory

Ambushes

Self explanatory. The description is misleading hovewer, this will keep happening, regardless of how many times it happened.

Stable Zone Ambushes

Self explanatory.

Recruitment Drive

Self explanatory.

Cave Capacity

Self explanatory.

Funds From Destruction

Self explanatory. If disabled, destroying camps can either take or give 1$.

Airstrike Damage

Self explanatory. Camps have 1 health.
0 - no damage
0.5 - need two airstrikes to destroy it
1 - one airstrike is enough
2 - overkill

Reputation Gain From Destruction

Self explanatory.

Disable Region Features

Self explanatory. Will also disable hidden properties, if any.

Government Control

This amount of randomly chosen zones will be stable at the beginning of the game.

Zones with Intel

You will have this many zones with Intel, regardless of the difficulty.

Insurgent Control

This amount of randomly chosen zones will be insurgent controlled at the beginning of the game.

Insurgent Camps

Amount of initial camps. Warning! Setting this to 0 may produce undesirable results on lower difficulties (unless you don't want any insurgents)

Caves

Those will be placed in random mountaineous zones.

Catacombs

Those will be placed in random urban zones.

Garrisons

Those will be placed in random zones.

Embassies

Those will be placed depending on the embassy priority zones.

Tank Depots

Those will be placed in random zones with flat terrain.

Specialist Depots

Those will be chosen randomly and placed in random zones with flat terrain.

Intel Rate

Speed of intel gathering.
0 - no intel gathering
0.5 - half as fast
1 - default
2 - twice as fast

Intel Decay

Change the speed of Intel decreasing in zones due to insurgent control.
0 - no decrease
0.5 - half as much decrease
1 - default
2 - twice as much decrease

Zone Name

Self explanatory

Initial Control

Self explanatory

Number of People

Self explanatory

Local Support Level

Doesn't seem to do anything.

Local Hostility Level

Doesn't seem to do anything.

Population % of Supporters

How many supporters this zone starts with. Percentage system
0 - no one is a supporter
0.5 - 50% supporters
1 - 100% supporters

Hostile Supporters Modifier

Changes how many Hostiles there are in the zone compared to the default value. Percentage system.
-1 - no hostiles
0 - no change
0.5 - 50% more hostiles
1 - 100% more hostiles
2 - 200% more hostiles

Attack Priority

How much of a priority for the insurgents is this zone in particular. The higher the amount, the higher the priority.

Insurgent Fighters

Starting amount of Insurgent Fighters. Warning! They may launch attacks without the player being able to respond.

Structures

Self explanatory.

Ambush

Clarification: It only triggers if soldiers destroy it like any other structure. It has 0.0001 HP which means it dies in 1 turn. This also means it won't be destroyed, as long as soldiers gather intel and are pulled out before they gather it fully.

Name/Description/Icon/Overlays/Colour

Self explanatory

Funds

Self explanatory. Cost without inflation, so take that into account.

Reputation

How much reputation is lost by buying this initiative. If negative, reputation equal to the amount is added instead.

Lock Initiative

Not sure what is this for without the decision editor.

Pre-funded Initiative

The game starts with this initiative funded for free. No inflation awarded.

Support Level

The amount of Global Support Level you gain for buying this initiative. Very slowly applies to zones based on accessibility and distance to HQ, except in zones with Garrisons. Rolling out initiatives speeds it up rather substantially, but not as much as Garrisons. On Megabrutal, halve this value to get an expected amount of local support level.
Things that use this:

Hostility Level

This works similarly to Support Level, albeit applies to turning Hostiles into Neutrals and vice versa. A negative value will decrease hostility (decreasing the amount of hostiles) while a positive hostility will increase the amount of hostiles.
Things that use this:

Initiative Rollout

Changes the amount of hammers rolling out various initiatives in this type of zones.
There is a minimum of 1 hammer per initiative.
Extra hammers cannot roll out initiatives of the same type.
Outreach initiatives use 1-4.

Local Support Modifier

How much additional Local Support you get. Dependent on difficulty.
On MegaBrutal, 0.5 is equivalent to doubling your support level.
PR1 has this value set to 0.45 and PR2 to 0.25.

Inflation Multiplier

Self explanatory.
-1 - no inflation
-0.5 - half the inflation
0 - no change
1 - twice the inflation

Inflation Change Percentage

Self explanatory. Percentage system.
-1 - -100% inflation
0 - no change
0.5 - +50% inflation
1 - +100% inflation
Warning: Inflation Penalty from buying initiatives from the same tab still persists.

Inflation Gain

How much inflation is gained.
Initiatives that use this:

Inflation Cost Sensitivity

How sensitive a given initiative is to inflation.
Initiatives that use this:

Military Initiative Cost Multiplier

An added percentage to military costs (to represent the extra cost of hosting many troops in the region).
Usually soldier units cause this. Uses percentage system.
Coalition Soldiers add 0.05
National Soldiers add 0.03
-0.5 - military initiatives cost 50% less
0 - no change
0.5 - military initiatives cost 50% more

Civilian Initiative Cost Multiplier

An added percentage to civilian costs (to represent the increased difficulty of procuring materials for them or implementing them) Only used by Effective Procurement (0.1). Uses percentage system
-0.25 - initiatives in the civilian tab cost 25% less
0 - no change
0.1 - initiatives in the civilian tab cost 10% more

Corruption Risk Gain

Flat amount of corruption risk gained from buying this initiative, multiplied by the 'initiative corruption risk' specified in the civilian editor. Uses percentage system.
Initiatives that use this:

Corruption From Initiatives

Changes the amount of corruption gained from initiatives. Uses percentage system.
Only Effective Procurement uses this (-0.1)
-0.1 - 10% less corruption risk from initiatives
0 - no change
0.25 - 25% more corruption risk from initiatives

Global Corruption Increase

How much Corruption is increased/decreased. Uses a percentage system.
-0.2 - -20% Corruption
0 - no change
0.5 - +50% corruption
Positive values to be used with caution

AntiCorruption Teams

How many AntiCorruption teams you gain. Each team has a set effectiveness which dictates how much corruption they can remove.
Usually set to 1 per initiative.
-1 - minus one AntiCorruption Team
0 - no change
1 - plus one AntiCorruption Team
If you don't have any AntiCorruption Team Effectiveness, this does effectively nothing.

AntiCorruption Team Effectiveness

How much corruption reduction each of your AntiCorruption teams gain/lose.
Usually set to 0.005
This modifies all AntiCorruption teams you have, not just one.
If you don't have any AntiCorruption teams, this does effectively nothing.

Deploy Soldier

Self explanatory

Coalition Soldier Training Time

Additional amount of turns it takes to train soldiers.
-10 - 10 less turns
0 - no change 72 - takes an additional year
6 turns = 1 month. 72 turns = 1 year.

National Soldier Training Time

See above Coalition Soldier Training Time.

National Soldier Strength Multiplier

How much stronger National Soldiers become.
For each '1' National Soldier Strength Multiplier, National Soldiers gain a 25% increase in firepower.
Initiatives that use this:

Soldier Support Level

Changes how much each Soldier unit affects Local Support Level.
-1 - Soldiers reduce Support Level
0 - No change
1 - Soldiers increase Support Level if stationed for a small period of time Coalition Soldiers will lower Support Level over time if stationed in the same zone for longer periods of time. National Soldiers will lower Support level similarly to Coalition Soldiers, albeit at a significantly smaller rate. Pretty much non existent with the default upgrades purchases.

Soldier Hostility Support Level

Changes how much each Soldier unit affects Local Hostility Level.
-1 - Soldiers increase hostility
0 - No change
1 - Soldiers decrease hostility in the zone if stationed for a small period of time Coalition Soldiers will increase hostility over time if stationed in the same zone for longer periods of time. National Soldiers will increase hostility similarly to Coalition Soldiers, albeit at a significantly smaller rate. Pretty much non existent with the default upgrades purchases.

Airstrike Strength

Changes how much stronger airstrikes are
-1 - weaker airstrikes
0 - no change
1 - stronger airstrike

Airstrike Accuracy

lmao idk

Enable Gameplay Mechanic

Enables various mechanics:

Disable Gameplay Mechanic

Self explanatory. See above 'Enable Gameplay Mechanic' for more detailed explanations.

Custom Component

Either spawns an expert or activates the positive effects of Opium Crackdown and Enhanced Surveillance. No extra cost, corruption or inflation.

Enable Ability

Unlocks Airstrikes, Drones or Garrisons.

Choose Ability for Cooldown Modifier

Changer the cooldown of any ability.
-0.3 - 30% faster
0 - no change
0.5 - 50% slower

Attachment

Gain specified attachment.
If initiative Deploys a Soldier, said Soldier will have the attachment immediately applied.

Initiative Unlock Criteria

The initiative becomes available, IF the following conditions are met: -all AND requirement initiatives have been purchased
-any OR requirement initiatives have been purchased

Name/Completed/Success/Destroyed

Self explanatory

Rollout time

Some funny values that one cannot comprehend that easily
Here's an equation to help you out:
AMOUNT/19*44 , where AMOUNT is the number you put in.
Thats the base amount of turns that this initiative will roll out. Sample values:

Concern Type

Self explanatory

Local Intel Requirement

Self explanatory

Government Restricted Rollout

Not sure even how this works, but setting it too high might cause no rollout of initiatives

Local Support Level

The exact amount of Support Level applied depends on the amount of neutral people in the zone. It starts at 55% of the value on MegaBrutal.
Some samples:

Local Hostility Level

See 'Local Support Level' above. Negative values will decrease hostility, whereas positive ones will increase it.
Additionally, there is an additional hidden variable that is not possible to test, increasing the difficulty of figuring out how it exactly works.
Some samples:

Support Level

How much Global Support Level is increased when this initiative is completed. Only Telecoms use this - +0.25. For further information, refer to the Support Level part of the 'Civilian Editor'.

Hostility Level

How much Global Hostility Level is increased when this initiative is completed. Only Telecoms use this - -0.25. For further information, refer to the Hostility Level part of the 'Civilian Editor'.

Local Intel Speed

The zone where this initiative is completed, gains this much amount of point of intel gathering. This value also will leak to adjacent zones, increasing intel gathering there as well. District Representatives use this with a value of 0.08.
The difficulty of intel gathering depends on the hostility in the zone and difficulty level. Decay from insurgent control will slow this significantly, if not completely cancel.

Regional Intel Speed

How many points of intel gathering every zone gains when this initiative is completed - it is spread across all zones, therefore it is quite slow. Refer to 'Local Intel Speed' for extra information.

Rollout Time Bonus

How much faster initiatives are rolled out in zones where this initiative is completed. Uses a percentage system. -0.25 - 25% slower rollout 0 - no change 0.5 - 50% faster rollout

Upgrade Roads

How much the road network is upgraded when the initiative is completed. Warning: Dirt Roads of level 3 are broken (OP) and roads of level -1 are a pain.
To be used with caution.

Security Level

How much Security % is added to the zone.
-0.2 - -20%, to a minimum of 1%, when completed
0 - no change
0.4 - +40% security when completed
Militia is 0.4
Police 1 is 0.9
Police 2 is 2

Kill Insurgents

Self explanatory. Default security initiatives have this set to 1.

Destruction Chance

Kind of misleading. When insurgents decide what to destroy, they put together the weight of all initiatives and randomly choose one. The ones weighting more, are more likely to be destroyed. IF redoing all initiatives, feel free to set this to any amount.
Default values are:

Rollout Focus

Lie. This is the maximum distance an initiative can be rolled out from the government. There is no 'chance'. Setting this to insanely high amounts will not stop initiatives from rolling out in HQ.

Rollout Amount

Self explanatory. If this runs out, initiative will stop rolling out.