When a scenario loads a masterfile the data listed below is overwritten. A few data types are listed with an * Asterix to indicate their overwrite can be prevented when you choose some special options that are only available on (re)loading a master from inside the Advanced Editor.
All the overwrites take place on a SLOT# basis. No matter what currently is in that slot.
* Bridge Type Data
* Reinforcement Types
* Road Types
* River Types
* Location Types
* SF Types
* Peoples
* Landscape Types
* Groupnames 200-299 (peoplegroups)
* Events
* Actioncards
* Historical units (*)
* Event pictures
* Small graphics
* Stringlists
* Gameslot (*)
* Regimeslots (*)
* Variants (*)
* Pre-defined units (method of import exception: replaces predefined units with same predefID or adds them if not present)
* Rulevar settings
So for example if we have a scenario that has event slot #0 set to ScnEventA and event slot #1 to ScnEventB
and then we reload the master (which hase 1 event in slot#0 called MasterEventA)
then we'll end up with the scenario having:
slot#0: MasterEventA
slot#1: ScnEventB
If our master has rulevar(101) set to 0. But in our scenario we set rulevar(101) to 1 and then we reload the master the rulevar(101) will be reset to 0.
The way to have different rulevar value than specified in the masterfile is to set the rulevar values by event scripting executed on game startup.