################################################################## ### Terrain Categories ### ### categories = { unknown = { color = { 255 0 0 } } ocean = { color = { 58 91 255 } movement_cost = 1.0 is_water = yes sound_type = sea } lakes = { color = { 58 91 255 } movement_cost = 1.0 is_water = yes sound_type = sea } forest = { color = { 89 199 85 } movement_cost = 1.5 combat_width = -0.20 ai_terrain_importance_factor = 5.0 sound_type = forest units = { attack = -0.2 #movement = -0.2 } enemy_army_bonus_air_superiority_factor = -0.1 } hills = { color = { 248 255 153 } movement_cost = 1.5 combat_width = -0.33 ai_terrain_importance_factor = 3.0 sound_type = desert units = { attack = -0.3 #movement = -0.2 } enemy_army_bonus_air_superiority_factor = -0.05 } mountain = { color = { 124 135 125 } movement_cost = 2.0 attrition = 0.4 combat_width = -0.66 ai_terrain_importance_factor = 10.0 sound_type = desert units = { attack = -0.6 #movement = -0.4 } enemy_army_bonus_air_superiority_factor = -0.10 } plains = { color = { 255 129 66 } movement_cost = 1.0 ai_terrain_importance_factor = 0.1 sound_type = plains } urban = { color = { 155 0 255 } movement_cost = 1.2 ai_terrain_importance_factor = 4.0 sound_type = plains units = { attack = -0.3 #movement = -0.2 } enemy_army_bonus_air_superiority_factor = -0.50 } jungle = { color = { 127 191 0 } movement_cost = 1.5 attrition = 0.3 combat_width = -0.25 ai_terrain_importance_factor = 6.0 sound_type = forest units = { attack = -0.3 #movement = -0.3 } enemy_army_bonus_air_superiority_factor = -0.25 } marsh = { color = { 76 96 35 } movement_cost = 2.0 attrition = 0.5 combat_width = -0.25 ai_terrain_importance_factor = 8.0 sound_type = forest units = { attack = -0.4 #movement = -0.4 } } desert = { color = { 255 127 0 } movement_cost = 1.05 attrition = 0.2 ai_terrain_importance_factor = 8.0 sound_type = desert } } ################################################################## ### Graphical terrain ### type = refers to the terrain defined above, "terrain category"'s ### color = index in bitmap color table (see terrain.bmp) ### terrain = { terrain_0 = { type = plains color = { 0 } texture = 1 } terrain_1 = { type = forest color = { 1 } texture = 4 } desert_mountain = { type = hills color = { 2 } texture = 3 } desert = { type = desert color = { 3 } texture = 9 } terrain_4 = { type = forest color = { 4 } texture = 5 } terrain_5 = { type = plains color = { 5 } texture = 0 } terrain_6 = { type = mountain color = { 6 } texture = 11 } terrain_7 = { type = desert color = { 7 } texture = 12 } desert_hills = { type = desert color = { 8 } texture = 14 } terrain_9 = { type = marsh color = { 9 } texture = 6 } terrain_10 = { type = mountain color = { 10 } texture = 13 } desert = { type = mountain color = { 11 } texture = 11 } desert = { type = desert color = { 12 } texture = 8 } forest_13 = { type = urban color = { 13 } texture = 10 spawn_city = yes } forest_14 = { type = lakes color = { 14 } texture = 255 } ocean_15 = { type = ocean color = { 15 } texture = 9 } snow_16 = { type = mountain color = { 16 } texture = 11 perm_snow = yes } plains_17 = { type = plains color = { 19 } texture = 0 perm_snow = yes } hills_blend = { type = hills color = { 17 } texture = 2 } mountain_variation_sand = { type = mountain color = { 18 } texture = 7 } mountain_variation_grass = { type = mountain color = { 20 } texture = 7 } jungle_18 = { type = jungle color = { 21 } texture = 4 } jungle_blend_18 = { type = jungle color = { 22 } texture = 5 } jungle_blend_18 = { type = mountain color = { 27 } texture = 7 } desert_mountain_tops = { type = mountain color = { 31 } texture = 15 } }