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Terrain

The document outlines the organization and categorization of terrain types, including flat lands, normal types, hilly types, and exotic types, along with their respective attributes such as color, movement cost, and allowed buildings. It also specifies terrain assignments for various regions, including Australia, North America, Oceania, and Anatolia. Additionally, it includes detailed parameters for specific terrain categories like farmlands, grasslands, drylands, and steppe, with extensive lists of terrain overrides.

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kaynandafirstc2
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0% found this document useful (0 votes)
10 views12 pages

Terrain

The document outlines the organization and categorization of terrain types, including flat lands, normal types, hilly types, and exotic types, along with their respective attributes such as color, movement cost, and allowed buildings. It also specifies terrain assignments for various regions, including Australia, North America, Oceania, and Anatolia. Additionally, it includes detailed parameters for specific terrain categories like farmlands, grasslands, drylands, and steppe, with extensive lists of terrain overrides.

Uploaded by

kaynandafirstc2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 12

# Brian

# cleaned and ordered


# IDs sorted numerically (duh)
#
# preserve the order
# do NOT remove final spaces in ID lists

# Terrain Categories
#Reorganised by Draiocht
#First flat lands, Farmland-Grassland-Dryland-Steppe
#Then normal types, Woods-Forest-Coastline-Marsh
#Then hilly types, Hills-Highlands-Mountains
#Then exotic types, Savannah-Jungle-Desert-Coastal Desert-Glacial
#Other unused types at the bottom, except pti, which I dont want to mess with
because I have no idea what it is for
#Also organised modifers into Colour-Sound-Supply-Movement Cost-Development Cost-
Allowed Buildings-ND Cost-Defense-Defensiveness

# Brian
# terrain assignment to do:
# 4846--4869 in Australia
# 4871--4889, 4891, 4894--4919, 4921, 4922, 4923 in N.A.
# 4937, 4938, 4939 in Oceania
# 6001--6041 in Anatolia

categories = {
pti = {
type = pti
}
farmlands = { # 424
color = { 179 255 64 }
type = plains
sound_type = plains
movement_cost = 1 # BT; 1.1
local_development_cost = -0.05
supply_limit = 6 #BT; 10
allowed_num_of_buildings = 2 #BT; 1
nation_designer_cost_multiplier = 1.1 #BT; 1.05
local_build_time = -0.25 # BT; Flat land, good soil, mild weather
local_build_cost = -0.1 # BT; Plenty of people, easy access to trade
routes for building supplies, established quarries, good infrastructure
terrain_override = {
43 87 88 89 90 91 92 95 98 104 106 107 108 109 115 116 117 118
121 125 146 148 149 150 151 153 153 155 156 159 160 167 168 172 174 177 178 181 182
183 184 185 186 192 196 200 201 203 234 235 236 237 238 241 245 248 262 263 265 266
268 280 281 289 316 318 327 342 343 358 361 362 373 377 506 507 510 522 523 524 532
540 555 556 558 561 563 584 600 613 665 667 668 671 672 679 682 683 684 685 687 688
690 691 692 695 696 700 735 870 916 917 920 925 930 973 1020 1021 1028 1030 1177
1743 1744 1767 1774 1816 1821 1822 1836 1838 1841 1849 1862 1865 1866 1877 1879
1944 1954 2026 2033 2044 2045 2047 2060 2063 2075 2076 2095 2137 2138 2139 2140
2141 2142 2143 2144 2145 2148 2149 2150 2151 2156 2157 2159 2163 2172 2175 2176
2297 2298 2316 2380 2405 2407 2467 2532 2745 2746 2753 2961 2970 2976 2978 2979
2980 2981 2983 2985 2998 3006 3009 3019 3028 3039 3060 3064 3070 3071 3073 3075
3077 3085 3148 3159 3160 3177 3238 3239 3295 3297 4118 4126 4173 4173 4176 4194
4195 4196 4197 4212 4213 4239 4240 4240 4271 4309 4316 4317 4367 4369 4370 4384
4385 4386 4388 4389 4390 4392 4415 4416 4428 4476 4479 4487 4489 4490 4496 4497
4510 4513 4529 4531 4563 4636 4638 4696 4702 4705 4728 4729 4730 4731 4732 4769
4776 4950 4951 5032 5135 5157 5219 5261 5264 5605 5609 5734 5739 5755 5765 5766
5795 5797 5799 5810 5856 5869 5877 5940 6025 7011 7012 7017 7019 7021 7028 7031
7039 7042 7044
7046 7047 7048 7049 7050 7051 7052 7057 7058 7061 7063 7066 7068
7070 7075 7078
7085 7120 7130 7136 7137 7159 7707 7715 7718 7739 7740 7741 7744
7748 7754 7756
7757 7758 7765 7890 7893 7894 7900 7904 7907 7928 7935 7952 7953
7955 7956 7957
7958 7961 7962 7963 7964 7965 7966 7967 7968 7969 7970 7971 7972
7973 7974 7975
7976 7977 7979 7980 7981 7982 7983 7984 7985 7986 7987 7988 7989
7990 7991 7992
7993 7994 7995 8014 8015 8018 8019 8020 8123 8124 8125 8148 8150
8175 8184 8185
8213
#BT14
4712 1872 1868 65 2957 3055 1880 4765 75 7944 8439 3206 77 8432
1761 78 1876 8429 1760 8412 8413 85 84 3199 3292 63 4743 62 4741 58 52 57 1759 4748
8267 8270 50 2994 7842 47 46 2996 45 1775 44 1874 134 133 4708 79
#BT15
382 6086 410 6132 411
#BT16
4851 4857 1090 6272 6278 4861 6277 6294 6292 6300 6301 1087 2769
8871 8866 4158 2776 8798
}
}
grasslands = { # 243
color = { 130 255 47 } #BT; 90 235 27
type = plains
sound_type = plains
movement_cost = 1
supply_limit = 4 #BT;
allowed_num_of_buildings = 2 #BT; 1
nation_designer_cost_multiplier = 1.05 #BT; 1
local_build_time = -0.25 # BT; Flat land, good soil
terrain_override = {
6 12 14 26 41 42 131 135 137 155 155 158 213 218 219 229 235 240
246 250 263 307 308 341 372 376 516 517 526 539 543 549 552 562 572 581 585 586 593
603 612 703 704 726 730 737 764 767 772 773 778 798 883 896 905 906 1012 1013 1017
1019 1023 1024 1086 1167 1168 1168 1170 1172 1246 1747 1753 1772 1818 1825 1837
1839 1845 1847 1858 1859 1859 1933 1942 1943 1948 1953 1953 1956 1982 1984 2046
2055 2057 2059 2061 2062 2081 2082 2084 2094 2101 2110 2113 2154 2386 2390 2391
2399 2469 2511 2537 2539 2542 2598 2632 2666 2732 2848 2850 2851 2852 2856 2948
2949 2958 2963 2986 2988 3005 3036 3139 3148 3151 3152 3175 3242 3276 4034 4036
4059 4074 4080 4119 4120 4126 4147 4165 4174 4227 4230 4253 4254 4359 4360 4368
4371 4372 4373 4374 4375 4376 4377 4379 4523 4550 4701 4735 4961 4984 5033 5211
5360 5600 5638 5658 5752 5926 5939 7004 7007 7117 7118 7122 7779 7819 7829 7835
7862 8123 8126 8127 8128 8129 8130 8134 8137 8143 8147 8151 8157 8158 8159 8162
8163 8164 8165 8166 8167 8172 8173 8174 8188 8189 8190 8191 8193 8199 8200 8201
8202 8206 8209 8214 8216 8218
#BT14
5162 8410 2975 8032 8409 8407 86 8120 8402 8403 56 8406 8408 8404
8405 4775 2972 3203 3202 2971 8296 4771 8293 8292 1762 4773 8290 1758 8291 4772
8294 53 8295 2964 8271 4786 7811 7812 7813 1857 7778 7775 13 51 4749 2993 49 7821
2969 8266 8269 59 94 80 7948 3051 8171 55 2973
#BT15
379 407 1854 1855 2313 415 2310 409 2311
#BT16
7236 6299 1091 2736 2196 422 462 8797 8799 2781 2777 8833 2758
8848 8882
}
}
drylands = { # 222
color = { 232 172 102 }
type = plains
sound_type = plains
movement_cost = 1
supply_limit = 3 # BT; 7
local_development_cost = 0.15 # BT; 0.05
allowed_num_of_buildings = 2 # BT; 1
nation_designer_cost_multiplier = 0.95
local_build_time = -0.25 # BT; Flat land, hard soil
local_build_cost = 0.1 # BT; Few trees for building materials,
alternate building materials take more time to gather, lower pop density for labour
terrain_override = {
214 218 220 221 224 225 229 230 326 344 345 348 356 359 360 399
412 421 428 429 430 431 440 441 442 444 445 446 450 453 454 457 504 505 519 528 541
569 699 713 750 751 752 753 754 755 786 790 799 859 882 885 886 1088 1089 1091 1110
1172 1176 1178 1205 1749 1750 1925 1967 1973 2020 2031 2051 2052 2053 2054 2065
2067 2068 2072 2122 2182 2184 2213 2214 2219 2221 2227 2228 2236 2317 2319 2356
2364 2453 2454 2470 2473 2476 2483 2489 2496 2497 2499 2500 2504 2666 2667 2668
2754 2764 2768 2776 2777 2798 2842 2846 2854 2861 2863 2865 2868 2878 2883 2885
2912 2913 2915 2917 2921 2922 3099 4038 4039 4048 4056 4057 4058 4060 4209 4314
4318 4319 4320 4325 4326 4332 4337 4340 4343 4344 4411 4421 4435 4437 4454 4455
4456 4463 4503 4504 4505 4509 4548 4649 5017 5063 5137 5150 5155 5212 5225 5226
5267 5285 5334 5345 5347 5348 5349 5362 5384 5577 5578 5751 5756 5757 5758 5762
5782 5812 5820 5832 5844 7903 8058 8062 8063 8067 8068 8071 8073 8074 8075 8076
8077 8078 8104 8105 8106 8107 8109 8116 8121
323 4307 6019
#BT 16
6262 6200 6201 6203 4853 1093 6280 6291 6290 6293 6312 4862 6319
6320 6416 6417 6418 6419 6420 6422 6423 6406 6407 6268 7285 2768 8859 2764 8860
8858 8857 8863
}
}
steppe = { # 194
color = { 147 200 83 }
type = plains
sound_type = plains
movement_cost = 1
supply_limit = 1 # BT; 6
local_development_cost = 0.25 # BT; 0.2
allowed_num_of_buildings = 1 # BT
nation_designer_cost_multiplier = 0.9
local_build_time = -0.25 # BT; Flat land, hard soil
local_build_cost = 0.25 # BT; No building materials nearby, typically
minimal established infrastructure
terrain_override = {
282 283 284 286 287 288 291 302 303 304 456 459 461 463 464 465
466 467 468 469 470 471 472 473 474 475 476 477 478 479 714 717 721 722 723 724 725
728 779 780 781 889 890 891 892 898 901 903 909 1057 1058 1071 1075 1076 1081 1082
1965 1966 1969 1971 1974 2004 2007 2008 2009 2109 2114 2115 2116 2118 2126 2185
2187 2188 2195 2208 2351 2352 2353 2354 2355 2357 2358 2359 2360 2361 2365 2366
2367 2368 2369 2406 2409 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421
2423 2434 2441 2501 2502 2503 2507 2508 2510 2625 2672 2860 2866 2869 2870 2875
2876 3243 3244 3247 3263 3264 3265 3266 3302 4200 4202 4203 4218 4219 4220 4265
4266 4267 4664 4665 4666 4667 4668 4671 4672 4673 4674 4675 4678 4683 4684 4685
4686 4687 4688 4689 4690 4692 5034 5614 5615 5616 5617 5618 5619 5620 5627 5629
5632 5633 5634 5635 5671 5672 5785 5786 7191 7192 7193 7194 7195 7196 7197 7198
7199 7200 7201 7202 7203 7204 7205 7251 7257 7258
#BT 16
6405 6412 6403 6402 6415 6229 6331 6332 6334 6342 6341 6372 6373
6378 6380 6324 6213 6231 6232 6233 6234 6235 6236 6238 6239 6240 6241 6242 6243
4848 4849
}
}
woods = { # 486
color = { 41 155 22 }
type = forest
sound_type = forest
defence = 1
movement_cost = 1.1
supply_limit = 4 # BT; 6
local_development_cost = 0.05 # BT; 0.15
allowed_num_of_buildings = 1 # BT
nation_designer_cost_multiplier = 1 # BT; 0.9
local_build_cost = -0.1 # BT; Abundance of high quality building
materials from wood to stone, good soil, mild weather
terrain_override = {
1 2 3 4 7 27 30 33 34 36 37 38 39 40 48 66 74 93 130 131 140 141
157 173 175 187 188 189 194 195 206 227 239 256 270 271 272 273 274 275 276 292 293
294 295 296 297 300 301 306 310 311 317 374 480 727 731 770 771 872 895 918 919 933
934 937 939 940 941 942 943 944 945 946 947 948 954 955 956 958 959 960 963 965 967
968 970 971 984 985 987 988 989 994 1014 1027 1049 1053 1055 1056 1060 1062 1063
1065 1093 1106 1742 1746 1752 1754 1763 1765 1766 1778 1819 1834 1835 1842 1851
1861 1935 1936 1937 1938 1959 1960 1961 1985 2010 2012 2013 2102 2106 2296 2408
2422 2442 2443 2446 2487 2521 2522 2523 2524 2525 2526 2528 2540 2541 2544 2545
2549 2551 2555 2560 2561 2566 2568 2569 2570 2583 2584 2585 2639 2670 2739 2742
2749 2750 2974 2995 2997 3000 3063 3066 3081 3083 3092 3120 3122 3123 3168 3169
3185 3187 3194 3198 3223 3224 3225 3226 3227 3229 3229 3230 3268 3271 3273 3277
3279 3290 3293 3301 4112 4116 4117 4125 4148 4163 4166 4181 4182 4184 4186 4189
4241 4242 4243 4245 4246 4248 4249 4250 4251 4251 4252 4255 4260 4261 4264 4387
4524 4534 4535 4536 4537 4544 4545 4555 4556 4654 4658 4659 4660 4662 4663 4697
4703 4704 4746 4747 4757 4766 4767 4768 4770 5038 5046 5047 5048 5051 5060 5097
5156 5171 5356 5357 5380 5381 5398 5402 5403 5406 5427 5642 5643 5644 5645 5646
5651 5653 5654 5656 5657 5659 5660 5661 5662 5663 5664 5665 5666 5667 5668 5669
5679 5680 5681 5682 5683 5684 5685 5805 5904 7152 7155 7157 7158 7210 7211 7212
7213 7214 7215 7216 7217 7218 7219 7220 7222 7223 7224 7225 7226 7235 7238 7264
7711 7727 7728 7736 7764 7790 7792 7793 7807 7818 7824 7825 7826 7828 7830 7831
7832 7834 7836 7838 7839 7840 7841 7843 7844 7845 7846 7847 7848 7849 7850 7851
7852 7853 7854 7855 7856 7857 7858 7859 7860 7861 7868 7869 7870 7871 7872 7873
7876 7877 7878 7879 7880 7881 7882 7897 7922 7924 7926 7927 7930 7946 7947 7949
7960 7996 7997 7998 8017 8022 8024 8025 8040 8041 8090 8098 8131 8144 8160 8170
8183 8194 8196 8203 8205 8215 8223 8263 8264 8265
#BT14
8421 8424 8285 8286 4716 8451 8450 8453 1757 8436 70 8437 8438
8448 4711 71 4715 8449 67 8456 8455 2956 8460 8487 69 8444 8445 68 8447 2955 64
4707 8461 4760 8467 8469 1770 8472 8473 8237 267 8256 8452 4721 165 1869 8433 8279
8280 3214 8282 8272 8283 8284 8276 61 8273 8274 8268 4778
#BT 16
1094 4850 4854 1092 6267 6269 4860 4848 2734 1085 4868 4869 6308
6310 1084 2727 4858
}
}
forest = { # 254
color = { 31 116 16 } # BT; 18 74 9
type = forest
sound_type = forest
defence = 2 # BT; 1
movement_cost = 1.5 # BT; 1.25
supply_limit = 2 # BT; 4
local_development_cost = 0.25 # BT; 0.2
allowed_num_of_buildings = 1 # BT
nation_designer_cost_multiplier = 0.95 # BT; 0.9
local_build_time = 0.25 # BT; Dense forests need to be cleared, rough
terrain
terrain_override = {
5 8 9 11 16 17 19 29 31 32 305 309 312 313 314 871 874 908 910
912 913 914 978 986 991 992 995 996 997 1000 1001 1002 1003 1004 1007 1008 1009
1010 1011 1026 1031 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044
1045 1046 1047 1050 1051 1052 1054 1059 1061 1064 1067 1068 1069 1070 1073 1074
1079 1083 1755 1776 1777 1806 1810 1813 1847 1852 1955 1957 1958 1962 1964 1972
2015 2016 2125 2427 2428 2429 2430 2431 2432 2433 2435 2436 2437 2438 2439 2440
2445 2477 2481 2484 2485 2512 2517 2572 2575 2576 2577 2581 2586 2587 2588 2589
2590 2591 2593 2594 2595 2597 2599 2600 2601 2671 3124 3128 3280 3281 3282 4113
4122 4123 4124 4129 4143 4144 4151 4152 4164 4187 4256 4257 4258 4259 4262 4263
4266 4973 4978 4980 4983 4985 4986 4987 4989 5000 5001 5002 5003 5004 5005 5008
5009 5031 5035 5036 5037 5049 5055 5056 5057 5068 5081 5082 5084 5085 5086 5088
5089 5573 5580 5587 5594 5611 5621 5622 5625 5626 5639 5640 5647 5648 5649 5650
5652 5655 5674 5676 5677 5724 5747 5748 5749 5759 5761 5781 5788 5789 5802 5807
5847 5848 5853 5874 5875 5901 5902 5915 5918 5926 5928 5929 5931 5932 7772 7780
7781 7782 7794 7797 7798 7799 7801 7802 7803 7804 7805 7806 7808 7808 7863 7864
7865 7866 7867 8000 8001 8007 8008 8009 8010
}
}
coastline = { # 188
color = { 49 175 191 }
#type = XXX
sound_type = sea
movement_cost = 1.1 # BT; 1
supply_limit = 3 # BT; 6
local_development_cost = 0.25 # BT; 0.15
allowed_num_of_buildings = 1 # BT
nation_designer_cost_multiplier = 0.95 # BT; 0.85
terrain_override = {
25 35 101 111 119 130 136 137 163 226 233 253 285 333 334 335 337
338 339 354 368 401 402 487 491 492 497 498 499 500 501 502 634 635 642 643 644 645
647 648 649 650 653 654 655 656 788 789 873 972 979 1015 1095 1098 1099 1100 1101
1102 1103 1108 1182 1186 1192 1195 1196 1197 1198 1199 1200 1202 1203 1204 1240
1242 1751 1764 1773 1986 1988 1989 1992 1994 1998 1999 2021 2447 2455 2578 2678
2679 2693 2699 2700 2713 2714 2716 2717 2725 2741 2796 2982 2992 2999 3003 3042
3121 3164 3165 3179 3181 3182 3231 3245 4174 4193 4283 4349 4350 4351 4352 4353
4354 4355 4356 4363 4364 4365 4559 4560 4622 4736 4737 4738 4753 4754 4779 4934
4936 4974 4999 5013 5019 5030 5039 5058 5059 5077 5093 5096 5134 5145 5161 5317
5321 5370 5371 5373 5558 5735 5801 5912 5920 7025 7032 7043 7053 7054 7055 7056
7090 7106 7127 7132 7134 7138 7139 7140 7143 7154 7190 7730 7732 7747 8138 8139
8164 8168
319
#BT15
321 6076 6077 6078
#BT16
2726 8892
}
}
marsh = { # 84
color = { 13 189 130 }
type = marsh
sound_type = forest
defence = 1
movement_cost = 1.5 # BT; 1.3
supply_limit = 2 # BT; 5
local_development_cost = 0.3 # BT; 0.25
nation_designer_cost_multiplier = 0.9 # BT; 0.85
local_build_time = 0.25 # BT; Difficult soil requires special
construction and safeguards against flooding, sinking, and rotting
local_build_cost = 0.25 # BT; Low quality construction supplies, extra
care must be taken and extra rot/sink/flood-proof foundations built
terrain_override = {
96 97 99 100 112 113 114 243 277 375 749 758 775 777 888 893 926
927 928 999 1005 1006 1031 1077 1217 1860 1860 1963 2014 2259 2261 2286 2287 2516
2529 2534 2536 2592 2665 2702 2759 2803 2857 2858 2890 3058 3135 4141 4244 4370
4381 4382 4383 4706 4968 5289 5290 5410 5411 5412 5641 5916 5917 5919 5922 5923
5924 5925 7076 7081 7759 7925 7954 8002 8003 8004 8013 8021 8112 8118 8119 8156
8161 8192
#BT14
8400 8298 8297 54 7777 7776 7810 7817 7815
#BT16
408 2312 4288 6139 6140 6143 6144 2759 8846 8847
}
}
hills = { # 563
color = { 113 176 151 }
type = hills
sound_type = mountains # Brian fixed
defence = 2 # BT; 1
movement_cost = 1.8 # BT; 1.4
supply_limit = 2 # BT; 5
local_development_cost = 0.3 # BT; 0.25
allowed_num_of_buildings = 1 # BT
nation_designer_cost_multiplier = 0.85
local_defensiveness = 0.2 # BT; 0.1
local_build_time = 0.25 # BT; Rough uneven terrain
terrain_override = {
10 18 20 22 23 24 102 103 105 123 124 127 129 138 139 143 144 145
154 161 193 197 198 199 202 204 208 209 210 211 212 228 232 244 247 249 322 325 328
330 336 340 357 370 403 420 486 488 489 508 509 511 515 518 521 525 527 529 530 531
533 538 545 548 550 554 557 559 588 604 608 609 611 615 625 652 657 658 669 670 681
686 733 740 784 837 839 841 844 847 849 851 854 858 868 869 899 911 931 935 949 951
961 964 966 969 980 981 982 990 993 1016 1018 1022 1025 1029 1085 1090 1107 1109
1117 1121 1179 1180 1216 1218 1247 1745 1769 1773 1820 1823 1824 1826 1827 1828
1829 1830 1831 1832 1833 1840 1843 1844 1846 1852 1853 1861 1882 1934 1947 1949
1951 2011 2022 2023 2027 2030 2032 2036 2037 2040 2043 2056 2058 2069 2070 2071
2080 2083 2089 2090 2092 2097 2146 2147 2152 2153 2158 2171 2173 2174 2299 2300
2304 2373 2379 2382 2401 2410 2459 2461 2462 2505 2509 2515 2518 2527 2531 2548
2552 2553 2556 2557 2558 2559 2562 2563 2564 2565 2567 2571 2573 2579 2580 2582
2602 2603 2604 2606 2614 2627 2638 2640 2642 2647 2648 2649 2653 2654 2657 2658
2659 2660 2694 2697 2698 2701 2734 2737 2738 2738 2742 2744 2756 2757 2758 2807
2862 2873 2965 2977 2984 2989 2991 3001 3008 3034 3087 3104 3142 3146 3154 3156
3157 3170 3174 3178 3183 3248 4040 4063 4065 4114 4121 4127 4130 4145 4175 4180
4183 4185 4188 4191 4192 4229 4231 4237 4238 4298 4299 4305 4308 4311 4312 4313
4361 4362 4366 4378 4391 4414 4420 4425 4426 4427 4429 4430 4434 4449 4453 4459
4462 4465 4466 4467 4480 4483 4484 4485 4491 4492 4493 4500 4511 4532 4553 4554
4557 4558 4561 4619 4634 4637 4695 4699 4739 4740 4744 4751 4777 4780 4784 4785
4942 4943 4945 4954 4956 4958 4959 4977 4981 4982 4988 5010 5011 5012 5014 5015
5041 5045 5050 5052 5053 5054 5065 5079 5080 5091 5092 5130 5152 5163 5164 5167
5170 5172 5206 5210 5218 5314 5315 5318 5319 5320 5323 5340 5350 5351 5352 5353
5355 5358 5359 5376 5563 5592 5593 5598 5603 5604 5606 5607 5608 5610 5631 5722
5723 5733 5738 5743 5744 5750 5753 5760 5763 5764 5767 5775 5778 5780 5783 5792
5794 5800 5803 5804 5809 5811 5813 5814 5849 5851 5854 5876 5878 5883 5887 5896
5913 5914 5921 5930 5933 5934 5935 5937 6001 6002 6034 6035 6041 7001 7002 7003
7013 7014 7016 7024 7026 7030 7037 7038 7059 7065 7067 7072 7079 7084 7086 7087
7095 7096 7101 7102 7108 7115 7123 7128 7129 7142 7148 7151 7156 7276 7702 7705
7714 7717 7721 7723 7725 7729 7733 7743 7745 7746 7750 7752 7753 7755 7784 7796
7809 7891 7901 7905 7906 7929 7940 8005 8006 8016 8033 8034 8035 8037 8038 8043
8044 8045 8048 8091 8092 8093 8095 8096 8097 8099 8111 8114 8122 8133 8135 8136
8140 8141 8142 8145 8149 8154 8169 8177 8182 8187 8195 8197 8198 8207 8211 8212
8217
#BT14
3050 4761 8476 1863 4762 8474 8471 76 8464 8482 8458 8457 8446
8440 72 8441 8442 8443 3204 4713 8459 8258 8259 2968 4709 8419 8418 8027 1878 8431
8430 8414 3200 3201 82 8425 81 3209 8427 8426 8287 4774 4718 8288 4742 8289 8281
4717 2967 8255 8278 8277 1771 60 8262 8466 83 8428 8030 4128 162 1952
#BT15
5138 5139 5295 5331 6080 6095 6100 6101 6104 6119 6121 6124
#BT16
6426 6309 6297 6275 6271 1089 6266 4852 6214 4856 7287 7291 7297
8838 8828 8829 2756 1218 8832 8813 2760 8834 2761 1210 8861 1211 1213 8856 8855
2762 8873 8875 8854 8853 8831 8849 8843 8844 8845 2757 2772 2770
}
}
highlands = { # 254
color = { 176 129 21 }
type = hills
sound_type = mountains # Brian fixed
defence = 1
movement_cost = 1.7 # BT; 1.4
supply_limit = 1 # BT; 6
local_development_cost = 0.4 # BT; 0.2
nation_designer_cost_multiplier = 0.85 # BT; 0.9
local_defensiveness = 0.2 # BT; 0.1
local_build_time = 0.25 # BT; Rough uneven terrain
local_build_cost = 0.1 # BT; Few good construction supplies
terrain_override = {
216 251 252 329 383 384 385 386 391 400 403 414 416 417 418 424
426 458 460 520 536 542 544 578 661 662 673 674 675 678 705 736 823 833 850 852 853
862 863 875 877 878 1167 1171 1181 1184 1185 1188 1210 1211 1213 1219 1223 1224
1229 1318 1748 1808 1809 1848 1968 2006 2035 2077 2079 2085 2087 2093 2131 2132
2133 2134 2135 2165 2167 2168 2170 2183 2205 2206 2207 2209 2211 2212 2215 2217
2223 2235 2274 2308 2330 2343 2344 2345 2463 2465 2488 2490 2491 2492 2493 2495
2506 2607 2621 2622 2623 2624 2626 2628 2629 2643 2644 2645 2646 2748 2755 2761
2762 2766 2767 2769 2772 2950 2951 2960 2990 3014 3137 4046 4050 4053 4067 4082
4084 4100 4103 4110 4199 4228 4236 4277 4280 4282 4287 4289 4290 4292 4294 4295
4300 4304 4321 4329 4331 4338 4339 4341 4380 4422 4436 4464 4547 4549 4562 4566
4618 4630 4631 4724 4725 4783 4788 4946 4953 4962 4963 4966 4975 4979 5018 5213
5229 5231 5232 5235 5246 5249 5309 5310 5313 5324 5327 5328 5330 5333 5344 5354
5361 5372 5374 5428 5565 5745 5771 5819 5822 5823 5830 5833 5834 5838 5841 5843
5855 5857 5879 5881 5882 5885 5888 6014 6027 6037 6038 8036 8049 8051 8057 8064
8065 8070 8072 8086 8088 8117 8152 8153 8178 8179 8181 8204 8222 5181
#BT15
6100 6102 8865 8872 1223 8869 8870 1224 8884 8883 2767 1127 8886
8893 2787 8894 2766 8899 8885 1227
}
}
mountain = { # 322
color = { 105 24 4 }
type = mountains
sound_type = mountains # Brian fixed
defence = 3 # BT; 2
movement_cost = 2.5 # BT; 1.5
supply_limit = 1 # BT; 4
local_development_cost = 0.5 # BT; 0.35
allowed_num_of_buildings = -1 # BT
nation_designer_cost_multiplier = 0.85 # BT; 0.75
local_defensiveness = 0.5 # BT; 0.25
local_build_time = 0.5 # BT; Extemely rough, uneven terrain. Also great
gameplay. You want a superfort? Then you have to pay for it then wait.
local_build_cost = 0.25 # BT; Plenty of stone and often decent wood,
but very difficult, expensive and time consuming to build in this terrain
terrain_override = {
#4927 4936 4941
110 120 128 132 176 222 223 242 324 331 332 371 390 413 423 452
565 583 587 676 677 680 689 693 694 697 702 716 718 719 729 732 734 782 783 785 794
802 808 813 814 817 824 827 832 856 857 860 879 880 881 936 974 975 976 977 1026
1048 1066 1078 1080 1273 1780 1787 1788 1850 1856 1875 2003 2018 2019 2073 2074
2103 2104 2105 2107 2108 2111 2112 2117 2125 2127 2128 2129 2130 2136 2155 2169
2177 2178 2179 2180 2181 2186 2189 2190 2197 2198 2201 2202 2203 2210 2227 2301
2302 2303 2305 2306 2371 2381 2395 2396 2444 2464 2468 2479 2480 2482 2486 2494
2605 2608 2609 2610 2611 2612 2613 2617 2618 2619 2743 2752 2813 2817 2818 2824
2825 2826 2835 2838 2871 2872 2874 2877 2946 2987 3002 3048 3114 3115 3117 3118
3138 3167 3193 3253 3262 4044 4045 4054 4198 4201 4205 4206 4210 4211 4214 4215
4216 4217 4222 4232 4281 4296 4297 4301 4310 4315 4348 4481 4546 4551 4568 4632
4634 4653 4655 4656 4679 4680 4694 4755 4759 4789 4944 4947 4948 4949 4957 4960
4965 4972 5064 5066 5078 5094 5146 5147 5151 5154 5158 5205 5239 5332 5341 5366
5567 5597 5601 5612 5613 5630 5726 5727 5728 5729 5730 5731 5732 5736 5737 5740
5741 5742 5746 5754 5768 5774 5776 5777 5779 5784 5790 5793 5796 5798 5806 5808
5816 5824 5825 5826 5827 5835 5836 5837 5846 5850 5864 5866 5867 5870 5873 5880
5884 5886 5889 5890 5892 5893 5897 5898 5908 5909 5910 5911 5927 5936 5941 6015
6028 6029 7064 7083 7088 7098 7133 7149 7150 7700 7701 7703 7709 7710 7712 7749
7783 7787 7892 7919 7920 7921 7923 8066 8079 8080 8081 8082 8083 8155 8208 8548
8549
#BT14
6040 73 8462 8643 8465 8481 8479 8480 8492 8491 1871 8485 166
3054 3294 1873 8484 1870 4710 8483 7091 8486 8477 8478 8463 8210 7751
#BT15
378 3254 6106 6107 6110
#BT16
4859 6276 2204 419 7293 7295 7299 8812 2791 8867 1214 8868 2771
}
}
savannah = { # 167
color = { 248 199 23 }
#type = XXX
sound_type = plains
movement_cost = 1
supply_limit = 2 # BT; 6
local_development_cost = 0.3 # BT; 0.15
allowed_num_of_buildings = 1 # BT
nation_designer_cost_multiplier = 0.95
local_build_time = -0.25 # BT; Flat land, like the farm and grasslands
above.
local_build_cost = 0.1 # BT; Mostly small vegetation and trees for
construction supplies and weatherproofing is difficult.
terrain_override = {
484 485 768 774 776 834 855 1112 1113 1115 1116 1123 1131 1132
1133 1134 1135 1136 1137 1142 1148 1149 1150 1155 1156 1157 1158 1159 1160 1183
1187 1189 1190 1191 1193 1194 1221 1222 1225 1226 1800 2237 2240 2243 2244 2245
2246 2260 2262 2263 2264 2265 2266 2267 2268 2269 2270 2273 2276 2278 2279 2280
2282 2283 2284 2285 2288 2655 2656 2799 2800 2801 2802 2805 2809 2810 2812 2814
2815 2853 2855 2859 2864 2879 2880 2881 2882 2884 2886 2887 2888 2891 2892 2893
2895 2897 2903 2906 2907 2908 2909 2910 2911 2918 2919 2920 2923 2924 2925 2926
2932 2939 2952 4033 4035 4041 4042 4061 4069 4070 4071 4072 4075 4076 4092 4093
4094 4095 4102 4104 4106 4107 4108 4621 4623 4624 4782 5287 5363 5367 5368 5369
5382 5385 5390 5393 5394 5399 5400 5401 5404 5405 5413 5414 5415 5416 5417 5418
5419 5420 5421 5422 5423 5572
#BT16
6207 6208 6209 6212 6215 6217 6224 6225 6226 6227 6228 5119 6230
6237 6256 6258 6259 6260 6261 6263 6369 4855 6279 6281 6282 6283 6284 6288 6289
6313 4847 6244 6245 6246 6344 6349 6350 6353 6360 6361 6357 6359 6362 6348 6365
6345 6347 6346 6366 6367 6368 6370 6371 6374 6375 6376 6377 4867 6411 6413 6414
6421 6427 6428 6429 6430 6483 4863 8810 8811 8816 8818 8817 8820 8822 8825 8814
8815 8819 8821 8824 8826 8840 8827 8850 2763 8851 8852 8877 8876 8878 8879 8880
8881 8896 8897 5297 8895 8898 8823
}
}
jungle = { # 283
color = { 98 163 18 }
type = jungle
sound_type = jungle
defence = 2 # BT; 1
movement_cost = 2 # BT; 1.5
supply_limit = 2 # BT; 5
local_development_cost = 0.35
allowed_num_of_buildings = -1 # BT
nation_designer_cost_multiplier = 0.9 # BT; 0.8
local_build_time = 0.5 # BT; Rough, uneven terrain and dense vegetation
to be cleared
local_build_cost = 0.1 # BT; Rough terrain and extremely humid weather
requires some extra attention
terrain_override = {
490 534 535 537 546 547 551 553 560 564 566 567 568 570 571 573
579 582 589 590 591 592 594 598 599 601 602 605 606 607 610 614 616 617 620 621 622
636 637 638 639 640 641 660 663 664 666 742 743 744 745 746 747 748 756 757 759 760
761 765 766 769 798 800 803 815 818 822 826 828 831 835 836 838 840 843 845 846
1114 1117 1118 1119 1120 1121 1122 1124 1125 1126 1138 1139 1140 1141 1143 1144
1145 1146 1147 1151 1152 1153 1154 1161 1162 1163 1164 1165 1166 1169 1170 1237
1245 1249 1792 1815 1817 1901 1946 1950 2028 2029 2034 2038 2039 2042 2048 2049
2050 2091 2096 2098 2099 2100 2160 2161 2162 2164 2166 2238 2239 2241 2242 2248
2249 2250 2252 2253 2254 2255 2256 2257 2258 2281 2289 2290 2293 2295 2372 2374
2377 2378 2388 2389 2392 2394 2397 2398 2400 2402 2403 2404 2633 2634 2637 2650
2651 2652 2663 2664 2675 2676 2677 2682 2703 2704 2705 2706 2707 2708 2709 2710
2712 2718 2719 2720 2721 2722 2723 2728 2729 2730 2731 2804 2816 2819 2830 2832
2833 2834 2889 2894 2896 2898 2899 2900 2901 2902 2904 2905 2914 2916 2927 2928
2929 2930 2934 2935 2937 2938 2944 2948 2949 4043 4047 4062 4064 4068 4077 4078
4079 4081 4083 4085 4087 4088 4089 4090 4091 4096 4097 4098 4099 4105 4109 4407
4408 4409 4410 4412 4413 4423 4424 4431 4432 4433 4438 4439 4440 4441 4444 4445
4446 4448 4450 4451 4458 4468 4469 4470 4471 4472 4478 4620 4806
#BT16
6223 6351 6354 6355 6356 6358 6358 4846 6363 6364 6222 6221 6220
6218 6216 6211 2733 6210 6205 6204 6352 8839 8841 8837 8835 8836 8842
}
}
desert = { # 89
color = { 242 242 111 }
type = desert
sound_type = desert
movement_cost = 1.4 # BT; 1.05
supply_limit = 0 # BT; 4
local_development_cost = 0.75 # BT; 0.5
allowed_num_of_buildings = -1 # BT
nation_designer_cost_multiplier = 0.8
local_build_time = 0.5 # BT; Ever try building on sand... it isn't easy
local_build_cost = 0.25 # BT; All materials need to be imported,
extreme weather causes material attrition, no labour pools to draw upon
terrain_override = {
346 349 350 351 355 405 503 512 513 514 698 701 706 707 708 709
710 711 712 715 720 739 867 876 1207 1208 1228 1231 1234 2064 2066 2078 2086 2088
2119 2120 2121 2123 2124 2191 2192 2193 2271 2272 2322 2363 2458 2466 2478 2498
2747 2773 2778 2779 2780 2781 2784 2785 2792 2797 2844 4051 4055 4073 4204 4207
4208 4221 4223 4502 4506 4507 4508 4669 4967 5277 5278 5279 5281 5284 5302 5395
5396 5397 5815 5845 5845
#BT15
380 381 5203 6081 6085 4291 2314 6099 5296 2309 6145
#BT16
6247 8864 8800 2780 8808 2785 2779 8809 8807 8801 2785 2784 8806
2778 1207 1208 2792 2024 2790 1206 2793 2773 8862
}
}
coastal_desert = { # 94
color = { 255 211 110 }
type = desert
sound_type = desert
movement_cost = 1.2 # BT; 1
supply_limit = 0 # BT; 4
local_development_cost = 0.65 # BT; 0.35
allowed_num_of_buildings = -1 # BT
nation_designer_cost_multiplier = 0.8 # BT; 0.9
local_build_time = 0.5 # BT; Ever try building on sand... it isn't easy
local_build_cost = 0.25 # BT; All materials need to be imported,
extreme weather causes material attrition, no labour pools to draw upon
terrain_override = {
347 353 355 363 364 365 387 388 389 394 395 396 397 398 792 793
796 805 806 809 812 865 866 1111 1174 1175 1206 1209 1212 1215 1230 1232 2024 2315
2320 2321 2324 2325 2326 2327 2329 2331 2333 2340 2341 2342 2346 2451 2452 2616
2620 2765 2782 2783 2786 2788 2789 2790 2793 2795 2821 2822 2826 2828 2840 2841
4268 4269 4278 4279 4286 4964 5043 5061 5180 5228 5233 5241 5250 5251 5271 5272
5274 5282 5283 5288 5298 5311 5312 5346 5387 5426 5859
#BT16
5686 5687 6328 4866 6381 6383 6384 6385 4865 8891 8890 8889 8888
8887 8805 8804 2788 8803 8802 2783 2795 2782 1205 2775 2794 2774
}
}
glacier = { # 52
color = { 235 235 235 }
#type = XXX
sound_type = desert
defence = 2 # BT; 1
movement_cost = 2 # BT; 1.25
supply_limit = 0 # BT; 2
local_development_cost = 2 # BT; 0.5
allowed_num_of_buildings = -1 # BT
nation_designer_cost_multiplier = 0.8 # BT; 0.75
local_build_time = 0.5 # BT; Try building on ice, on a slope, in -40
degrees, with a polar bear chasing you, in a blizzard...
local_build_cost = 0.5 # BT; Most expensive terrain to build on. Arctic
should stay low dev and weak
terrain_override = {
998 1072 1104 1105 1805 1811 1812 2025 2074 2128 2129 2425 2574
3111 3112 3113 3285 4969 4970 4971 4976 4990 4991 4992 4993 4994 4995 4996 4997
4998 5006 5007 5067 5069 5070 5071 5072 5073 5074 5075 5076 5093 5588 5589 5590
5591 5595 5596 5678 8011 8012 8545
}
}
impassable_mountains = {
color = { 128 128 128 }
sound_type = desert
movement_cost = 8
defence = 6
local_development_cost = 10
}
ocean = {
color = { 255 255 255 }
sound_type = sea
is_water = yes
movement_cost = 1
}
inland_ocean = {
color = { 0 0 200 }
sound_type = sea
is_water = yes
inland_sea = yes
movement_cost = 1 # XXX
}
}
# Graphical terrain
# type = refers to the terrain defined above, "terrain category"'s
# color = index in bitmap color table (see terrain.bmp)
terrain = {
grasslands = { type = grasslands color = { 0 } }
hills = { type = hills color = { 1 } }
desert_mountain = { type = mountain color = { 2 } }
desert = { type = desert color = { 3 } }
plains = { type = grasslands color = { 4 } }
terrain_5 = { type = grasslands color = { 5 } }
mountain = { type = mountain color = { 6 } }
desert_mountain_low = { type = desert color = { 7 } }
terrain_8 = { type = hills color = { 8 } }
marsh = { type = marsh color = { 9 } }
terrain_10 = { type = farmlands color = { 10 } }
terrain_11 = { type = farmlands color = { 11 } }
forest_12 = { type = forest color = { 12 } }
forest_13 = { type = forest color = { 13 } }
forest_14 = { type = forest color = { 14 } }
ocean = { type = ocean color = { 15 } }
snow = { type = mountain color = { 16 } } # (SPECIAL CASE) Used to identify
permanent snow
inland_ocean_17 = { type = inland_ocean color = { 17 } }
coastal_desert_18 = { type = coastal_desert color = { 19 } }
coastline = { type = coastline color = { 35 } }
savannah = { type = savannah color = { 20 } }
drylands = { type = drylands color = { 22 } }
highlands = { type = highlands color = { 23 } }
dry_highlands = { type = highlands color = { 24 } }
woods = { type = woods color = { 255 } }
jungle = { type = jungle color = { 254 } }
terrain_21 = { type = farmlands color = { 21 } }
}
# Tree terrain
# terrain = refers to the terrain tag defined above
# color = index in bitmap color table (see tree.bmp)
tree = {
forest = { terrain = forest color = { 3 4 6 7 19 20 } }
woods = { terrain = woods color = { 2 5 8 18 } }
jungle = { terrain = jungle color = { 13 14 15 } }
palms = { terrain = desert color = { 12 } }
savana = { terrain = grasslands color = { 27 28 29 30 } }
}

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