Read-me:
-Contract/mission type: All the contract types from HQ
-Scenario type: Search & Destroy, Patrol, Target Raid, Location Defend, Target Intercept, Target Escort
-Civilization type: If buildings on map whether they are residential (light) industrial (med-heavy) or military base (hardened).
-Target type: Personnel, supplies, buildings, or military reinforcements for scenarios that apply
-Intensity: What to set the AtB intensity at for HQ
-Map: Typing in a new planets name will cause the seasons column to recalculate to simulate other planets having different season compared to Terra.
-Terrain: Will roll for the terrain type every time the sheet is recalculated(F9 key) and then will populate the map settings accordingly.
-Axis tilt: yes/no if planet has an axis tilt then it will have seasons from one hemisphere being tilted towards/away from the sun like on Earth. No tilt yields no changes in seasons.
-Season: spring, fall, winter, and summer. Will effect temp, lighting conditions(depending on latitude of the planet).
-Satellites: how many moons the planet has, will effect possible lighting conditions rolled.
-Gravity: Player must manually enter from data in HQ or make it up
-Atmosphere: Planets atmosphere will effect weather and winds conditions as described in tacops.
-Equatorial temp: Entered from HQ data or made up by the player (Terra is around 25-30'C) and is what all temp rolls are added/subtracted from
-Surface water: % will change the probability of water on the map and the none-high settings for lakes and rivers in the generated map settings.
-Latitude: Where on the planet vertically the scenario takes place on. 18' to -18' is tropical, 36-54' is temperate, and 72-90 is arctic. Will effect terrain, temperature, and weather conditions.
-Temperature: Calculated off of all the planets defined variables like latitude, lighting, season, etc for the final temp to be entered into MM.
-Light: Daylight-Moonless night
-Weather: Clear-storms
-Wind: Calm-Tornado
-Fog: Must meet very specific conditions for light or heavy fog to occur
-Start: Player's start location
-Mapsheets: How many boards the map will be
-Width x Height: 16 hexes wide x mapsheets : 17 hexes tall x mapsheets
-Players force size: Lance - Regiment, will causes opfor's force size to change as well.