ASTEROID
Volume = Volume of the sound effects when no battle is occuring on an asteroid.
RadiusPowerRule=The larger (positive) this is the smaller asteroids get, the smaller (negative) this is the larger they get (up to a maximum). I'm not sure of the ratio of Asteroid Power to Asteroid Size though.
AttributeDivisions=Changes the the Speed, Power and Energy intervals. For example 0 makes it so there is only 1 possible level (the minimum). 1 causes a crash (dunno why). 2 makes 2 possible levels. (the minimum or 1... I assume it's 1.) Basically the higher you put this number, the more different kinds of asteroids will be born.
AttributeMinimum=The lowest possible level of Speed, Power and Energy from 0 to 1. (If you go over 1 the buttons to build trees may glitch out.)
^-- It's amusing when you put the above two at 0.

Will post more later. I want to keep working on a random generated map scenario for this game.
EDIT: Oh for mappers, just in case you don't know. Setting MinSendDistance and MaxSendDistance to something REALLY high makes it easier to see your entire map. (30000 or higher is nice.)