Home › Engine executable › Debug console

Engine executable. Settings and tools of the game program (CivilizationVI.exe), usable without a mod. Mostly undocumented debug and configuration functionality; descriptions come from analysis of the executable and have not all been tried in the running game.

Debug console

Commands typed into the in-game debug console (the UIE_DebugConsoleInput event). Each handler of the event matches its own commands; help all prints the combined list. The console is only reachable when the debug UI is enabled (see EnableDebugMenu in the option files); not tried in the running game.

Commands with help text

CameraSystem

Handler 0x1d69c0.

Command Description
camera config Print current config name
camera config <name> Apply a camera configuration
camera debug print lots of information to the log
camera fov show fov
camera height show height
camera hexmax [<number>] set/print # hexes visible at zoom=1 (strat view)
camera hexmin [<number>] set/print # hexes visible at zoom=0 (strat view)
camera listconfigs Print list of camera config names
camera reset go back to initial state
camera svtilt show strategic view skew tilt
camera svtilt <degrees> change strategic view skew
camera wvtilt show worldview tilt
camera zoom [<percent>] set/print current zoom level

Color key system

Handler 0xa4f8d0.

Command Description
colorkey <name> [weight] [fadetime] transition to a new color key,
colorkey disable [fadetime] transition to no color key, default fadetime=0
colorkey listnames print names of all colorkeys known to the system

GameCoreController (game core)

Handler 0xf56b0.

Command Description
explore all mark all terrain as explored.
reveal all mark all terrain as revealed.

GameViewState (game view, overlays)

Handler 0x7d780.

Command Description
benchmark {filename} {numframes} run benchmark
toggle overlay <layer> Toggle overlay. <layer> is one of:
worldview toggle world view
wrap toggle world wrap

Leader screen

Handler 0x1ee760.

Command Description
colorkey Change active color key for leaders
toggle leaderaniso Toggle aniso shader for leaders
toggle leaderao Toggle ambient occlusion for leaders
toggle leadercloth Toggle cloth shader for leaders
toggle leadercompute Toggle recalculated normals
toggle leaderhair Toggle hair shader for leaders
toggle leaderlights Toggle dyn lights for leaders
toggle leadermoblur Toggle motion blur force-off
toggle leaderskin Toggle skin shader for leaders

WorldView console (terrain, time of day, rendering)

Handler 0x540670.

Command Description
aberration Print aberration parameters
aberration scale <num> Set chromatic aberation scale
aberration weight <num> Set chromatic aberation scale
bloom only Toggle showing just the bloom buffer
bloom { \|on\|off} Toggle bloom effect on/off
camera play <name> [height] Play a camera animation at the hex at the center
cloudshadows togglefrustum Locks / unlocks clip planes for cloud shadow pass
cloudshadows { \|on\|off} Toggle cloud shadows on/off
clutter Log current clutter instance model/decal counts
clutter detail [low\|high] Set clutter detail level
d[ebug] b[lockers] [option] Toggle Blocker visualization
d[ebug] g[radient] [help] Toggle TerrainSampler gradient visualization
d[ebug] h[height] [help] Toggle TerrainSampler height visualization
d[ebug] r[oads] Toggle road connection point and hex edge visualization
d[ebug] v[isrange] <min> [max] Adjust the radius used to show debug geometry
detaillevel force <level> Forces detail level for model vis system
detaillevel reset Resets detail level for model vis system
distancefog { \|on\|off} Toggle distance fog on/off
fogsaturation <value> Set fog saturation. desaturate < 0 < saturate
height <num> Set blocker vis vertical offset from the terrain
help Explanation of visualization and color meanings
ids <id list> Set filter for which blocker sources are visible.
jointsize Set the size for the joint visualization
logvistypes Log vis data by types
rebuild clutter Rebuild all clutter instances
rebuild culture borders Rebuild all culture border splines
reflectionmask toggletexture Renders reflection mask to either primary
set depthvariance <val> Set threshold for depth resolve variance
set desaturation <level> Set the amount of desaturation to apply from 0-1
set smallcull aocull <value> Set threshold for culling small geometry
set smallcull fade <value> Set threshold for fading small geometry
set smallcull shadowcull <value> Set threshold for culling small geometry
set smallcull threshold <value> Set threshold for culling small geometry
smallcull isolate <value> Disables small geo fading and enables small geo culling
ssr passes <value> Set number of SSR passes
suncolor Print sun color
terrain Toggle blocker vis terrain following
terrain mode basecolor Show basecolor only
terrain mode cellmip Show terrain cell mips
terrain mode decalmip Show decal mips
terrain mode decaloverdraw Show overdrawfor decals. Black=None. Red=Lots.
terrain mode decaltransparent Show transparent regions of decals
terrain mode detailao Show detailao only (high-quality shader only)
terrain mode fowmask Show fowmask only
terrain mode height Show baked height only (high-quality shader only)
terrain mode reset Reset to normal rendering
terrain mode srcmip Show source material mips
terrain rebake Rebake terrain tiles
terrain rebuild Rebuild terrain edits
terrain toggle cell wireframe Toggle wireframe for cell render (DX11 only)
terrain toggle detailao Toggle terrain detail ao channel
terrain toggle reflection Toggle terrain reflection mask
terrain toggle wireframe Toggle terrain wireframe rendering
tod Print time of day
tod animate Toggle ambient TOD animation
tod config <name> Set time of day configuration
tod set <time> Set time of day (0-24)
tod speed Set ambient animation speed to default
tod speed <number> Set speed (hours per game minute)
toggle ao Toggle ao system
toggle aocompute Toggle ao compute
toggle aofilter Toggle ao filtering
toggle avx Toggle avx codepaths
toggle cloudshadows Toggle cloud shadow rendering
toggle coastwaves Toggle coastline waves
toggle colorkeyblend Toggle color key blend (uses identity)
toggle cubemapblend Toggle cubemap blends for lighting system
toggle debugroute Toggle debug route replacement
toggle distancefog Toggle distance fog rendering
toggle dynlights Toggle dynamic lighting
toggle fow Toggle FOW mask
toggle joints Toggle joint rendering
toggle ocean Toggle ocean rendering
toggle oceanwaves Toggle waves for water testing
toggle overlay Toggle WorldView overlay rendering.
toggle river Toggle river rendering
toggle river depth Toggle river depth buffer writing
toggle river flattening Toggle river flattening
toggle river wireframe Toggle river wireframe
toggle shadowdepth Toggle rendering of shadow depth buffers
toggle skybox Toggle skybox rendering
toggle ssoverlay Toggle screen-space overlay
toggle ssr Toggle screen-space reflection
toggle statesort Toggle state sorting by SP enum (default) or SPI handle
toggle terrain update Toggle terrain updates
toggle vfxoverlay Toggle vfx overlay rendering.
toggle wavecrashes Toggle coastline wave crashing particle effects
toggle wireframe Toggle wireframe rendering
vfx log Log all current live VFX
vfx threading Toggle multithreading in FireFX
vfxlighting Cycle forced particle lighting mode.
water fowmask Toggle FOW mask for water
water offset <value> Set parallax offset (default 0.00)
water scale <value> Set parallax scale (default 0.025)
whitecap max <value> Set whitecap maximum threshold
whitecap min <value> Set whitecap minimum threshold
whitecap power <value> Set whitecap power
worldview toggles strategic view

Command phrases matched in the code

The handlers match commands one word at a time, so a command such as terrain rebake appears as terrain and then rebake. This table lists every phrase literal that a handler tests, in code order, with the engine functions called before the next phrase (heuristic: it can include calls that belong to a neighbouring check, and names with low confidence are left out). Phrases without help text are mostly sub-words of the commands above, but a few commands have no help line at all.

Application-level handler (handler 0x4ac10, 6 phrases)
Phrase Code Calls (heuristic)
clear 0x4ac4c —
help 0x4ac76 —
hlp 0x4ac8d —
hlep 0x4aca4 —
log 0x4ad14 —
ui 0x4b37b —
Audio (handler 0x98290, 3 phrases)
Phrase Code Calls (heuristic)
help all 0x982b8 —
audio 0x982ce —
help audio 0x982e1 —
CameraSystem (handler 0x1d69c0, 10 phrases)
Phrase Code Calls (heuristic)
camera 0x1d6a61 —
debug 0x1d6aa2 —
free 0x1d6c32 —
noui 0x1d6c88 —
svtilt 0x1d6cde —
wvtilt 0x1d6d6a —
height 0x1d6e47 —
zoom 0x1d6ea5 —
listconfigs 0x1d6fb1 —
config 0x1d703f —
Civ6App (application and graphics) (handler 0x69f10, 41 phrases)
Phrase Code Calls (heuristic)
help all 0x69f35 —
civ6 0x69f4b —
civ 0x69f5e —
help civ 0x69f71 —
artdef 0x6a080 —
help artdef 0x6a093 —
help all 0x6a17e —
ui 0x6a191 —
help ui 0x6a1a4 —
help all 0x6a343 —
command 0x6a356 —
help command 0x6a369 —
help all 0x6a460 —
graphics 0x6a473 —
help graphics 0x6a486 —
setres 0x6a621 —
force 0x6a733 Civ6App::ApplyGraphicsOptionsChanges() [medium]
noui 0x6acde —
colorkey 0x6ad13 ForgeUI::ControlBase::TestDropFocus() [high]
allowmissingmods 0x6b3b7 —
true 0x6b3fa —
on 0x6b42e —
false 0x6b45e —
off 0x6b48e —
graphics SubIndexCB on 0x6b80a —
graphics SubIndexCB off 0x6b845 —
graphics 0x6b8ac —
log 0x6b8e2 —
geometry 0x6b943 —
textures 0x6b981 —
types 0x6b9c4 —
surfaces 0x6ba04 —
render on 0x6ba52 —
reload shaders 0x6bb06 —
toggle interface 0x6bbcd —
EnableGameCoreEventLog 0x6bc08 —
DisableGameCoreEventLog 0x6bc1f —
ToggleGameCoreEventLog 0x6bc36 —
EnableGameCoreEventProfile 0x6bc58 —
DisableGameCoreEventProfile 0x6bc6f —
ToggleGameCoreEventProfile 0x6bc86 —
Color key system (handler 0xa4f8d0, 6 phrases)
Phrase Code Calls (heuristic)
help all 0xa4f904 —
color 0xa4f918 —
help color 0xa4f92f —
colorkey 0xa4f966 —
listnames 0xa4f9a7 —
disable 0xa4fa6e —
ForgeUI debug (UI) (handler 0x8e27a0, 10 phrases)
Phrase Code Calls (heuristic)
log 0x8e27cb —
Panel 0x8e2834 —
stats 0x8e2880 ForgeUI::ForgeUI_UIManager::PrintAllocationInfo() [high]; ForgeUI::ForgeUI_UIManager::PrintControlInfo() [high]
controltree 0x8e28e0 —
mouseover 0x8e2a2e ForgeUI::ForgeUI_UIManager::LogMouseOverControls() [high]
DebugMouseOver 0x8e2a6f —
on 0x8e2aab —
1 0x8e2abe —
off 0x8e2ad1 —
0 0x8e2ae4 —
GameCoreController (game core) (handler 0xf56b0, 8 phrases)
Phrase Code Calls (heuristic)
game 0xf56f2 —
explore all 0xf5709 GameCore::App::Cache::GetLocalObserver() [medium]
reveal all 0xf57f2 GameCore::App::Cache::GetLocalObserver() [medium]
gamecore profile on 0xf58d0 —
gamecore profile off 0xf58f6 —
gamecore message record on 0xf5946 —
gamecore message record off 0xf5966 —
gamecore message playback 0xf59a2 —
GameViewState (game view, overlays) (handler 0x7d780, 22 phrases)
Phrase Code Calls (heuristic)
allgameview 0x7d7bb —
gameview 0x7d7ce —
help gameview 0x7d947 —
togglegameview 0x7d9ae —
toggleoverlay 0x7da51 —
bugtest nullptr 0x7db40 —
bugtest purevirtual 0x7db60 —
bugtest assertmsg 0x7db8f —
bugtest silentassertmsg 0x7dba2 —
bugtest report 0x7dbb5 —
toggle interface 0x7dc0f —
toggle ui 0x7dc26 —
marketing mode 0x7dc3d —
toggle minimap 0x7dc97 —
toggle fullmap 0x7dcdc —
toggle shadowclip 0x7dd0d —
show leaders 0x7dd3e —
hide leaders 0x7ddab —
worldview 0x7dde7 —
wrap 0x7de27 —
toggle cachecheck 0x7df01 —
toggle overlaymatrix 0x7df53 —
Leader screen (handler 0x1ee760, 10 phrases)
Phrase Code Calls (heuristic)
colorkey 0x1ee876 —
toggle 0x1ee8db —
leaderao 0x1ee90f —
leaderlights 0x1ee94b —
leaderskin 0x1ee987 —
leadercloth 0x1ee9c6 —
leaderaniso 0x1eea05 —
leaderhair 0x1eea44 —
leadermoblur 0x1eea83 —
leadercompute 0x1eeabb —
Main menu (handler 0x8aa70, 3 phrases)
Phrase Code Calls (heuristic)
help all 0x8aa79 —
game 0x8aa8c —
help game 0x8aa9f —
Minimap (handler 0x1f3b20, 6 phrases)
Phrase Code Calls (heuristic)
toggle 0x1f3d86 —
fow 0x1f3db6 —
toggle 0x1f3e10 —
overlays 0x1f3e40 —
set 0x1f3e88 —
transparency 0x1f3ebc —
WorldView console (terrain, time of day, rendering) (handler 0x540670, 143 phrases)
Phrase Code Calls (heuristic)
tod 0x541210 —
set 0x541282 —
config 0x541302 —
listconfigs 0x54138d —
animate 0x54141b —
speed 0x541474 —
terrain 0x541606 —
rebake 0x54163a WorldView::TerrainContext::RebakeCache(bool) [high]
rebuild 0x541678 WorldView::TerrainContext::RebuildTerrainEdits() [high]
toggle 0x5416b4 —
wireframe 0x5416e8 —
detailao 0x541734 —
cell 0x541770 —
wireframe 0x5417a0 —
ssr 0x5417dc —
mode 0x54181a —
reset 0x54184e WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
srcmip 0x54188c WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
decalmip 0x5418ca WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
decaloverdraw 0x541908 WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
decaltransparent 0x541946 WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
cellmip 0x541984 WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
basecolor 0x5419c2 WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
fowmask 0x541a00 WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
detailao 0x541a3e WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
height 0x541a7c WorldView::TerrainContext::SetDebugRenderMode(unsigned char) [medium]
rebuild 0x541ab9 —
clutter 0x541aed —
culture 0x541ba2 —
flag 0x541c36 —
mask 0x541d9b —
toggle 0x542132 —
vrsimage 0x542165 —
on 0x542197 —
off 0x5421d3 —
decal 0x542225 —
diffuse 0x542259 —
heightedit 0x5422a7 —
terrain 0x5422fc —
update 0x54232c —
asynccompute 0x54236a —
avx 0x5423a5 ModelVisSystem::Context::SetOptimizationLevel(unsigned int) [medium]; FOWMeshVisSystem::Context::SetOptimizationLevel(unsigned int) [medium]
overlaymip 0x542449 —
ssoverlay 0x542486 —
overlay 0x542502 —
vfx 0x542549 —
vfxscreen 0x542586 —
vfxui 0x5425c3 —
terrainview 0x542600 —
fowvis 0x54263d —
meshvis 0x54267a —
vfxoverlay 0x5426b7 —
dynlights 0x5426f4 —
joints 0x54273a —
aabb 0x542781 —
models 0x5427b5 —
vfx 0x5427f3 —
fow 0x542831 —
smallcull 0x54286c —
models 0x5428a0 —
vfx 0x5428ec —
fow 0x542935 —
smallfade 0x54297b —
models 0x5429ab —
river 0x5429f1 —
wireframe 0x542a25 —
flattening 0x542a6c —
depth 0x542ab9 —
wireframe 0x542b39 —
ocean 0x542ba4 —
ssreflect 0x542c3e —
oceanwaves 0x542c84 —
coastwaves 0x542cca —
wavecrashes 0x542d20 —
debugroute 0x542d5d —
fow 0x542d98 —
ao 0x542dd5 —
aofilter 0x542e1e —
aocompute 0x542e5b —
aoblocks 0x542e98 —
cubemapblend 0x542ed5 —
colorkeyblend 0x542f12 —
skybox 0x542f4f —
shadowdepth 0x542f8c —
cloudshadows 0x542fd2 —
distancefog 0x54300f —
statesort 0x54304c —
waterreflection 0x543089 —
smallcull 0x5430c6 —
isolate 0x5430f9 —
lighting 0x543216 —
threading 0x543261 —
subthreading 0x5432c0 —
log 0x54331f —
setimport 0x54335a —
fogsaturation 0x5434fd —
jointsize 0x543569 —
aberration 0x5435da —
scale 0x54361a —
weight 0x54367e —
ssr 0x54371b —
passes 0x54374a —
ao 0x5437b0 —
power 0x543828 —
scale 0x54385c —
bias 0x543890 —
min 0x5438c4 —
clutter 0x543903 —
log 0x543936 WorldView::ClutterLayerManager::LogStats() [high]
detail 0x54397e —
low 0x5439b7 —
high 0x5439eb —
camera 0x543a29 —
play 0x543a61 —
set 0x543c1a —
smallcull 0x543c4d —
threshold 0x543cae —
fade 0x543ceb —
aocull 0x543d25 —
shadowcull 0x543d5f —
desaturation 0x543d96 —
depthvariance 0x543e34 —
water 0x543f2d —
scale 0x543f8d —
offset 0x543fc6 —
fowmask 0x543ffd —
whitecap 0x544045 —
min 0x5440a5 —
max 0x5440de —
power 0x544117 —
extra 0x54414e —
ev 0x54417d —
bloom 0x5441e5 —
on 0x544218 —
off 0x544253 —
only 0x54428b —
cloudshadows 0x5442df —
togglefrustum 0x54438e —
distancefog 0x5443cb —
force 0x5444ae —
executionmode 0x54455b —
jobs 0x54458e —
optimizedjobs 0x5445c6 —