village bluff/gulch for when it is really needed
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@ -451,6 +451,33 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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# Windmill Village
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{NEW:OVERLAY *^Vwm misc/windmill-A ANIM=[01~18] TIME=70}
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# Bluffs/Gulches Villages - not every possibility can be realized here,
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# but the missing cases can still be constructed by placing the village adjacent to, not on, *^Qh*
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{NEW:VILLAGE (Aa^Qhhv,Aa^Qhuv) village/log-cabin-snow}
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{NEW:VILLAGE (Ai^Qhhv,Ai^Qhuv) village/igloo}
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{NEW:VILLAGE (Rrc^Qhhv,Rrc^Qhuv) village/human-city}
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{NEW:VILLAGE (Rra^Qhhv,Rra^Qhuv) village/human-snow}
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{NEW:VILLAGE (Rrd^Qhhv,Rrd^Qhuv) village/desert-ruin}
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{NEW:VILLAGE (Hhd^Qhhv,Hhd^Qhuv) village/drake3}
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{NEW:VILLAGE (Gll^Qhhv,Gll^Qhuv) village/elven}
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{NEW:VILLAGE (Hh^Qhhv,Hh^Qhuv) village/human-hills}
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{NEW:VILLAGE (Ha^Qhhv,Ha^Qhuv) village/human-snow-hills}
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{NEW:VILLAGE (Re^Qhhv,Re^Qhuv) village/log-cabin}
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{NEW:VILLAGE (Rr^Qhhv,Rr^Qhuv) village/human}
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{NEW:VILLAGE (Rp^Qhhv,Rp^Qhuv) village/human-cottage-ruin}
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{NEW:VILLAGE (Rb^Qhhv,Rb^Qhuv) village/orc}
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{NEW:VILLAGE (Gg^Qhhv,Gg^Qhuv) village/tropical-forest}
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{NEW:VILLAGE (Rd^Qhhv,Rd^Qhuv) village/desert}
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{NEW:VILLAGE (G*^Qhhv,G*^Qhuv) village/hut}
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{NEW:VILLAGE (D*^Qhhv,D*^Qhuv,Hd*^Qhhv,Hd*^Qhuv) village/desert-camp}
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{NEW:VILLAGE (Ur*^Qhhv,Ur*^Qhuv) village/dwarven}
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{NEW:VILLAGE (U*^Qhhv,U*^Qhuv) village/cave}
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{NEW:VILLAGE (S*^Qhhv,S*^Qhuv) village/swampwater}
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{NEW:VILLAGE (W*^Qhhv,W*^Qhuv) village/coast_5-A ANIM=[01~04] TIME=140}
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# default
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{NEW:VILLAGE (*^Qhhv,*^Qhuv) village/camp}
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#
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# > O V E R L A Y S <
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#
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@ -1262,6 +1262,35 @@ Occasionally caves are <italic>text='illuminated'</italic>."
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mvt_alias=-,_bas,Ft
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editor_group=forest, elevation
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[/terrain_type]
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# ## Village Bluffs/Gulches ##
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[terrain_type]
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symbol_image=village/human-tile
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editor_image=elevation/bluff-village-tile
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id=high_border_village
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editor_name= _ "Bluffs Villa"
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string=^Qhhv
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aliasof=_bas, Vt
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heals=8
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gives_income=yes
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editor_group=village, elevation
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help_topic_text= _ "<italic>text='Bluffs Villas'</italic> are structures built directly at the top of a ledge, but are otherwise no different from other villages.
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The selection of village type is determined by the base terrain. If a different combination is required, the village must be adjacent to lower terrain."
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[/terrain_type]
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[terrain_type]
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symbol_image=village/human-tile
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editor_image=elevation/gulch-village-tile
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id=high_canyon_village
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editor_name= _ "Gulch Villa"
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string=^Qhuv
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aliasof=_bas, Vt
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heals=8
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gives_income=yes
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editor_group=village, elevation
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help_topic_text= _ "<italic>text='Gulch Villas'</italic> are structures built directly under a ledge, but are otherwise no different from other villages.
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The selection of village type is determined by the base terrain. If a different combination is required, the village must be adjacent to higher terrain."
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[/terrain_type]
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#######################################
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