#textdomain wesnoth-lib # Terrain configuration file. Defines how the terrain _work_ in the game. How # the terrains _look_ is defined in terrain_graphics.cfg . # NOTE: terrain id's are used implicitly by the in-game help: # each "[terrain_type] id=some_id" corresponds to "[section] id=terrain_some_id" # or "[topic] id=terrain_some_id" identifying its description in [help] # NOTE: this list is sorted to group things comprehensibly in the editor # # ## Water ## # [terrain_type] symbol_image=water/ocean-grey-tile id=deep_water_gray name= _ "Deep Water" editor_name= _ "Gray Deep Water" string=Wog aliasof=Wdt submerge=0.5 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/ocean-tile id=deep_water_medium name= _ "Deep Water" editor_name= _ "Medium Deep Water" string=Wo aliasof=Wdt submerge=0.5 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/ocean-tropical-tile id=deep_water_tropical name= _ "Deep Water" editor_name= _ "Tropical Deep Water" string=Wot aliasof=Wdt submerge=0.5 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/coast-grey-tile id=gray_tropical_water name= _ "Shallow Water" editor_name= _ "Gray Shallow Water" string=Wwg aliasof=Wst submerge=0.4 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/coast-tile id=medium_shallow_water name= _ "Shallow Water" editor_name= _ "Medium Shallow Water" string=Ww aliasof=Wst submerge=0.4 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/coast-tropical-tile id=tropical_water name= _ "Shallow Water" editor_name= _ "Tropical Shallow Water" string=Wwt aliasof=Wst submerge=0.4 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/ford-tile id=ford name= _ "Ford" editor_name= _ "Ford" string=Wwf aliasof=Gt, Wst submerge=0.3 editor_group=water help_topic_text= _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it." [/terrain_type] [terrain_type] symbol_image=water/reef-gray-tile id=gray_reef name= _ "Coastal Reef" editor_name= _ "Gray Coastal Reef" string=Wwrg aliasof=Wrt submerge=0.3 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/reef-tile id=medium_reef name= _ "Coastal Reef" editor_name= _ "Medium Coastal Reef" aliasof=Wrt string=Wwr submerge=0.3 editor_group=water [/terrain_type] [terrain_type] symbol_image=water/reef-tropical-tile id=tropical_reef name= _ "Coastal Reef" editor_name= _ "Tropical Coastal Reef" string=Wwrt aliasof=Wrt submerge=0.3 editor_group=water [/terrain_type] # ## Swamp ## [terrain_type] symbol_image=swamp/water-tile id=swamp_water_reed name= _ "Swamp" editor_name= _ "Swamp Water Reed" aliasof=St string=Ss submerge=0.4 editor_group=water [/terrain_type] [terrain_type] symbol_image=swamp/mud-tile id=quagmire name= _ "Swamp" editor_name= _ "Muddy Quagmire" string=Sm aliasof=St submerge=0.4 editor_group=water [/terrain_type] # # ## Flat ## # # ## Grass ## [terrain_type] symbol_image=grass/green-symbol editor_image=grass/green id=grassland name= _ "Grassland" editor_name= _ "Green Grass" string=Gg aliasof=Gt editor_group=flat [/terrain_type] [terrain_type] # symbol_image=grass/semi-dry-symbol symbol_image=grass/semi-dry id=savanna name= _ "Grassland" editor_name= _ "Semi-dry Grass" string=Gs aliasof=Gt editor_group=flat [/terrain_type] [terrain_type] symbol_image=grass/dry-symbol editor_image=grass/dry id=grass_dry name= _ "Grassland" editor_name= _ "Dry Grass" string=Gd aliasof=Gt editor_group=flat [/terrain_type] [terrain_type] symbol_image=grass/leaf-litter id=leaf_litter name= _ "Grassland" editor_name= _ "Leaf Litter" string=Gll aliasof=Gt editor_group=flat,fall [/terrain_type] # ## Roads ## [terrain_type] symbol_image=flat/dirt-dark id=dirt_dark name = _ "Dirt" editor_name= _ "Dark Dirt" string=Rb aliasof=Gt editor_group=flat [/terrain_type] [terrain_type] symbol_image=flat/dirt id=dirt name = _ "Dirt" editor_name= _ "Regular Dirt" string=Re aliasof=Gt editor_group=flat [/terrain_type] [terrain_type] symbol_image=flat/desert-road id=dirt_dry name = _ "Dirt" editor_name= _ "Dry Dirt" string=Rd aliasof=Gt editor_group=desert, flat [/terrain_type] [terrain_type] symbol_image=flat/road id=road name = _ "Road" editor_name= _ "Regular Cobbles" string=Rr aliasof=Gt editor_group=flat help_topic_text= _ "text='Roads' are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as flat terrain." [/terrain_type] [terrain_type] symbol_image=flat/road-clean id=road_clean name = _ "Road" editor_name= _ "Clean Gray Cobbles" string=Rrc aliasof=Gt editor_group=flat [/terrain_type] [terrain_type] symbol_image=flat/stone-path id=stone_path name = _ "Road" editor_name= _ "Overgrown Cobbles" string=Rp aliasof=Gt editor_group=flat [/terrain_type] # # ## Frozen ## # [terrain_type] symbol_image=frozen/ice id=ice name= _ "Ice" string=Ai aliasof=At editor_group=frozen [/terrain_type] [terrain_type] symbol_image=frozen/snow id=snow name= _ "Snow" string=Aa aliasof=At editor_group=frozen [/terrain_type] # # ## Desert ## # [terrain_type] symbol_image=sand/desert id=desert name = _ "Desert" editor_name= _ "Desert Sands" string=Dd aliasof=Dt editor_group=desert help_topic_text= _ "text='Deserts' have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See dst='terrain_sand' text='sand'." [/terrain_type] [terrain_type] symbol_image=sand/beach id=sand_beach name= _ "Sand" editor_name= _ "Beach Sands" string=Ds aliasof=Dt editor_group=desert help_topic_text= _ "The instability of text='sand' makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate. Most units receive 20 to 40% defense in sand." [/terrain_type] [terrain_type] symbol_image=sand/desert-oasis id=oasis name= _ "Oasis" default_base=Dd string=^Do aliasof=_bas heals=8 #gives_income=true editor_group=desert, forest [/terrain_type] [terrain_type] symbol_image=misc/rubble-tile id=sand_rubble name= _ "Rubble" string=^Dr aliasof=_bas, Ht mvt_alias=-,_bas,Ht editor_group=desert, rough [/terrain_type] [terrain_type] symbol_image=sand/crater id=crater name= _ "Crater" string=Dd^Dc default_base=Dd aliasof=Dt editor_group=desert [/terrain_type] # # ## Embellishments ## # [terrain_type] symbol_image=embellishments/flowers-mixed id=flowers_mixed editor_name= _ "Mixed Flowers" string=^Efm aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/farm-veg-spring-icon id=farm name= _ "Farmland" string=^Gvs aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/stones-small7 id=stones_small editor_name= _ "Stones" string=^Es aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/mushroom id=mushrooms_small editor_name= _ "Small Mushrooms" string=^Em aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/mushroom-farm-small id=mushrooms_farm editor_name= _ "Mushroom Farm" string=^Emf aliasof=_bas editor_group=embellishments,cave [/terrain_type] [terrain_type] symbol_image=embellishments/desert-plant5 id=desert_plants editor_name= _ "Desert Plants" string=^Edp aliasof=_bas editor_group=embellishments, desert [/terrain_type] [terrain_type] symbol_image=embellishments/desert-plant id=desert_plants_sans_bones editor_name= _ "Desert Plants without Bones" string=^Edpp aliasof=_bas editor_group=embellishments, desert [/terrain_type] [terrain_type] symbol_image=misc/windmill-embellishment-tile id=windmill editor_name= _ "Windmill" string=^Wm aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=misc/fire-A01 id=campfire editor_name= _ "Campfire" string=^Ecf aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/fence-se-nw-01 id=fence editor_name= _ "Fence" string=^Eff aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/rocks id=sand_drifts editor_name= _ "Stones with Sand Drifts" string=^Esd aliasof=_bas editor_group=embellishments, desert [/terrain_type] [terrain_type] symbol_image=embellishments/water-lilies-tile id=water-lilies editor_name= _ "Water Lilies" string=^Ewl default_base=Ww aliasof=_bas editor_group=water,embellishments [/terrain_type] [terrain_type] symbol_image=embellishments/water-lilies-flower-tile id=water-lilies-flower editor_name= _ "Flowering Water Lilies" string=^Ewf default_base=Ww aliasof=_bas editor_group=water,embellishments [/terrain_type] ## Trash and battlefield litter ## [terrain_type] symbol_image=misc/detritus/trashC-1 id=detritus_trash name= _ "Trash" string=^Edt aliasof=_bas editor_group=embellishments [/terrain_type] [terrain_type] symbol_image=misc/detritus/detritusC-1 id=detritus_bones name= _ "Remains" string=^Edb aliasof=_bas editor_group=embellishments [/terrain_type] # # ## Forests ## # [terrain_type] symbol_image=forest/great-tree-tile id=great_tree name= _ "Great Tree" editor_name= _ "Great Tree" string=^Fet default_base=Gg aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/great-tree-dead-tile id=great_tree_dead name= _ "Great Tree" editor_name= _ "Dead Great Tree" string=^Fetd default_base=Gd aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/tropical/jungle-tile id=tropical_forest name= _ "Forest" editor_name= _ "Tropical Forest" string=^Ft default_base=Gs aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/tropical/rainforest-tile id=rainforest name= _ "Forest" editor_name= _ "Rainforest" string=^Ftr default_base=Gll aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/tropical/palm-desert-tile id=palm_desert_forest name= _ "Forest" editor_name= _ "Palm Forest" string=^Ftd default_base=Dd aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest,desert [/terrain_type] [terrain_type] symbol_image=forest/tropical/palms-tile id=palm_forest name= _ "Forest" editor_name= _ "Dense Palm Forest" string=^Ftp default_base=Gs aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/tropical/savanna-tile id=savanna_forest name= _ "Forest" editor_name= _ "Savanna" string=^Fts default_base=Gd aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest,desert [/terrain_type] [terrain_type] symbol_image=forest/pine-tile id=pine_forest name= _ "Forest" editor_name= _ "Pine Forest" string=^Fp aliasof=_bas,Ft mvt_alias=-,_bas,Ft default_base=Gll editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/snow-forest-tile id=snow_forest name= _ "Forest" editor_name= _ "Snowy Pine Forest" string=^Fpa default_base=Aa aliasof=_bas,At,Ft mvt_alias=-,_bas,At,Ft editor_group=frozen, forest [/terrain_type] [terrain_type] symbol_image=forest/deciduous-summer-tile id=deciduous_forest_summer name= _ "Forest" editor_name= _ "Summer Deciduous Forest" string=^Fds default_base=Gs aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/deciduous-fall-tile id=deciduous_forest_fall name= _ "Forest" editor_name= _ "Fall Deciduous Forest" string=^Fdf default_base=Gll aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest, fall [/terrain_type] [terrain_type] symbol_image=forest/deciduous-winter-tile id=deciduous_forest_winter name= _ "Forest" editor_name= _ "Winter Deciduous Forest" string=^Fdw default_base=Gll aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest, fall [/terrain_type] [terrain_type] symbol_image=forest/deciduous-winter-snow-tile id=deciduous_forest_winter_snow name= _ "Forest" editor_name= _ "Snowy Deciduous Forest" string=^Fda default_base=Aa aliasof=_bas,At,Ft mvt_alias=-,_bas,At,Ft editor_group=frozen, forest [/terrain_type] [terrain_type] symbol_image=forest/mixed-summer-tile id=mixed_forest_summer name= _ "Forest" editor_name= _ "Summer Mixed Forest" string=^Fms default_base=Gs aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest [/terrain_type] [terrain_type] symbol_image=forest/mixed-fall-tile id=mixed_forest_fall name= _ "Forest" editor_name= _ "Fall Mixed Forest" string=^Fmf default_base=Gll aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest, fall [/terrain_type] [terrain_type] symbol_image=forest/mixed-winter-tile id=mixed_forest_winter name= _ "Forest" editor_name= _ "Winter Mixed Forest" string=^Fmw default_base=Gll aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=forest, fall [/terrain_type] [terrain_type] symbol_image=forest/mixed-winter-snow-tile id=mixed_forest_winter_snow name= _ "Forest" editor_name= _ "Snowy Mixed Forest" string=^Fma default_base=Aa aliasof=_bas,At,Ft mvt_alias=-,_bas,At,Ft editor_group=frozen, forest [/terrain_type] # # ## Hills ## # [terrain_type] symbol_image=hills/regular id=hills_regular name= _ "Hills" editor_name= _ "Regular Hills" aliasof=Ht string=Hh editor_group=rough [/terrain_type] [terrain_type] symbol_image=hills/dry id=hills_dry name= _ "Hills" editor_name= _ "Dry Hills" string=Hhd aliasof=Ht editor_group=fall, rough [/terrain_type] [terrain_type] symbol_image=hills/desert id=desert_hills name= _ "Dunes" string=Hd aliasof=Dt, Ht mvt_alias=-,Dt,Ht editor_group=desert, rough [/terrain_type] [terrain_type] symbol_image=hills/snow id=snow_hills name= _ "Hills" editor_name= _ "Snow Hills" string=Ha aliasof=At, Ht mvt_alias=-,At, Ht editor_group=frozen, rough [/terrain_type] # # ## Mountain ## # [terrain_type] symbol_image=mountains/basic-tile id=regular_mountains name= _ "Mountains" editor_name= _ "Regular Mountains" string=Mm aliasof=Mt editor_group=rough [/terrain_type] [terrain_type] symbol_image=mountains/dry-tile id=desert_mountains name= _ "Mountains" editor_name= _ "Dry Mountains" string=Md aliasof=Mt editor_group=rough, desert [/terrain_type] [terrain_type] symbol_image=mountains/snow-tile id=snow_mountains name= _ "Mountains" editor_name= _ "Snowy Mountains" string=Ms aliasof=At, Mt mvt_alias=-,At, Mt editor_group=rough, frozen [/terrain_type] # # ## Interior ## # [terrain_type] name= _ "Wooden Floor" symbol_image=interior/wood-regular editor_name= _ "Basic Wooden Floor" string=Iwr aliasof=Gt editor_group=flat [/terrain_type] # # ## Underground ## # [terrain_type] symbol_image=cave/beam-tile id=lit name= _ "Lit" editor_name= _ "Beam of Light" string=^Ii aliasof=_bas light=25 editor_group=cave [/terrain_type] [terrain_type] symbol_image=cave/floor6 id=cave_floor name= _ "Cave" editor_name= _ "Cave Floor" aliasof=Ut string=Uu editor_group=cave [/terrain_type] [terrain_type] symbol_image=cave/earthy-floor3 id=cave_earthy name= _ "Cave" editor_name= _ "Earthy Cave Floor" string=Uue aliasof=Ut editor_group=cave [/terrain_type] [terrain_type] symbol_image=cave/flagstones-dark id=flagstones_dark name= _ "Road" editor_name= _ "Dark Flagstones" string=Urb editor_group=cave, flat aliasof=Gt [/terrain_type] [terrain_type] symbol_image=cave/path id=cave_path name= _ "Road" editor_name= _ "Cave Path" string=Ur aliasof=Gt editor_group=cave, flat [/terrain_type] [terrain_type] symbol_image=forest/mushrooms-tile id=fungus_grove name= _ "Mushroom Grove" editor_name= _ "Mushroom Grove" string=^Uf aliasof=Uft default_base=Uu editor_group=cave, forest [/terrain_type] [terrain_type] symbol_image=forest/mushrooms-beam-tile id=fungus_beam name= _ "Mushroom Grove" editor_name= _ "Lit Mushroom Grove" string=^Ufi default_base=Uu aliasof=Uft light=25 editor_group=cave [/terrain_type] [terrain_type] symbol_image=cave/hills-variation id=rocky_cave name= _ "Rockbound Cave" editor_name= _ "Rockbound Cave" string=Uh aliasof=Ut, Ht mvt_alias=-,Ut, Ht editor_group=cave, rough help_topic_text= _ "text='Rockbound cave' terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are dst='terrain_illuminated_cave' text='illuminated' Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in rockbound caves." [/terrain_type] # ## Mine rail tracks ## [terrain_type] symbol_image=misc/rails-n-s id=mine_rails name= _ "Mine Rail" string=^Br| aliasof=_bas,Rt mvt_alias=Gt,Rt submerge=0 unit_height_adjust=22 editor_group=cave [/terrain_type] [terrain_type] symbol_image=misc/rails-ne-sw id=mine_railsdiag1 name= _ "Mine Rail" string=^Br/ aliasof=_bas,Rt mvt_alias=Gt,Rt submerge=0 unit_height_adjust=22 editor_group=cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=misc/rails-se-nw id=mine_railsdiag2 name= _ "Mine Rail" string=^Br\ aliasof=_bas,Rt mvt_alias=Gt,Rt submerge=0 unit_height_adjust=22 editor_group=cave hide_help=yes [/terrain_type] # # ## Unwalkable ## # [terrain_type] symbol_image=chasm/depths editor_image=chasm/regular-tile id=canyon name= _ "Chasm" editor_name= _ "Regular Chasm" string=Qxu aliasof=Qt editor_group=cave, obstacle [/terrain_type] [terrain_type] symbol_image=chasm/depths editor_image=chasm/earthy-tile id=chasm_earthy name= _ "Chasm" editor_name= _ "Earthy Chasm" string=Qxe aliasof=Qt editor_group=cave, obstacle [/terrain_type] [terrain_type] symbol_image=chasm/abyss editor_image=chasm/abyss-tile id=abyss name= _ "Chasm" editor_name= _ "Ethereal Abyss" string=Qxua aliasof=Qt editor_group=cave, obstacle [/terrain_type] [terrain_type] symbol_image=unwalkable/lava editor_image=unwalkable/lava-chasm-tile id=lava_chasm name= _ "Chasm" editor_name= _ "Lava Chasm" string=Ql aliasof=Qt light=25 max_light=35 editor_group=cave, obstacle [/terrain_type] [terrain_type] symbol_image=unwalkable/lava id=lava name= _ "Lava" editor_name= _ "Lava" string=Qlf aliasof=Qt light=25 max_light=35 editor_group=cave, obstacle help_topic_text= _ "The dangers inherent in trying to walk on text='lava' are fairly obvious. As far as movement is concerned, lava is equivalent to dst='terrain_unwalkable' text='unwalkable' terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units." [/terrain_type] [terrain_type] symbol_image=mountains/volcano-tile editor_image=mountains/volcano-tile id=volcano name= _ "Volcano" string=Mv aliasof=Qt light=25 max_light=35 editor_group=rough, obstacle [/terrain_type] # # Impassable # [terrain_type] symbol_image=mountains/cloud-tile id=cloud name= _ "Mountains" editor_name= _ "Regular Impassable Mountains" string=Mm^Xm aliasof=-,Mt,Xt editor_group=rough,obstacle [/terrain_type] [terrain_type] symbol_image=mountains/cloud-desert-tile id=clouddesert name= _ "Mountains" editor_name= _ "Desert Impassable Mountains" string=Md^Xm aliasof=-,Mt,Xt #mvt_alias=-,M,Xt editor_group=rough,obstacle,desert [/terrain_type] [terrain_type] symbol_image=mountains/cloud-snow-tile id=cloud_snow name= _ "Mountains" editor_name= _ "Snowy Impassable Mountains" string=Ms^Xm aliasof=-,Mt,Xt editor_group=rough,obstacle,frozen [/terrain_type] [terrain_type] symbol_image=void/void editor_image=cave/wall-rough-tile id=cavewall name= _ "Cave Wall" editor_name= _ "Natural Cave Wall" string=Xu aliasof=Xt editor_group=cave,obstacle [/terrain_type] [terrain_type] symbol_image=void/void editor_image=cave/wall-hewn-tile id=cavewall_hewn name= _ "Cave Wall" editor_name= _ "Hewn Cave Wall" string=Xuc aliasof=Xt editor_group=cave,obstacle [/terrain_type] [terrain_type] symbol_image=void/void editor_image=cave/earthy-wall-rough-tile id=cavewall_earthy name= _ "Cave Wall" editor_name= _ "Natural Earthy Cave Wall" string=Xue aliasof=Xt editor_group=cave,obstacle [/terrain_type] [terrain_type] symbol_image=void/void editor_image=cave/earthy-wall-hewn-tile id=cavewall_earthy_hewn name= _ "Cave Wall" editor_name= _ "Reinforced Earthy Cave Wall" string=Xuce aliasof=Xt editor_group=cave,obstacle [/terrain_type] [terrain_type] symbol_image=void/void editor_image=walls/wall-stone-tile id=wall_stone name= _ "Stone Wall" string=Xos aliasof=Xt editor_group=cave,obstacle [/terrain_type] [terrain_type] symbol_image=void/void editor_image=walls/wall-stone-lit-tile id=wall_stone_lit name= _ "Stone Wall" editor_name= _ "Lit Stone Wall" string=Xol aliasof=Xt editor_group=cave,obstacle [/terrain_type] [terrain_type] editor_image=impassable-editor id=impassable_overlay editor_name= _ "Impassable Overlay" string=^Xo aliasof=_bas,Xt mvt_alias=Xt editor_group=obstacle, special hide_help=yes [/terrain_type] # wmllint: general spelling unwalkable [terrain_type] editor_image=unwalkable-editor id=unwalkable_overlay editor_name= _ "Unwalkable Overlay" string=^Qov aliasof=_bas,Qt mvt_alias=Qt editor_group=obstacle, special hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=void/void-editor id=void name= _ "Void" string=Xv aliasof=Xt editor_group=obstacle, special hide_help=yes [/terrain_type] # # Villages # # ## Desert [terrain_type] symbol_image=village/desert-tile id=desert_village name= _ "Village" editor_name= _ "Adobe Village" string=^Vda aliasof=_bas, Vt default_base=Dd heals=8 gives_income=true editor_group=village, desert [/terrain_type] [terrain_type] symbol_image=village/desert-camp-tile id=desert_village_tent name= _ "Village" editor_name= _ "Desert Tent Village" string=^Vdt aliasof=_bas, Vt default_base=Dd heals=8 gives_income=true editor_group=village, desert [/terrain_type] [terrain_type] symbol_image=village/camp-tile id=camp_village name= _ "Village" editor_name= _ "Tent Village" string=^Vct aliasof=_bas, Vt default_base=Re heals=8 gives_income=true editor_group=village [/terrain_type] # ## Orcish [terrain_type] symbol_image=village/orc-tile id=orcish_village name= _ "Village" editor_name= _ "Orcish Village" string=^Vo aliasof=_bas, Vt default_base=Gd heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/orc-snow-tile id=orcish_snow_village name= _ "Village" editor_name= _ "Snowy Orcish Village" string=^Voa aliasof=_bas, Vt default_base=Aa heals=8 gives_income=true editor_group=village, frozen [/terrain_type] # ## Elven [terrain_type] symbol_image=village/elven-snow-tile id=elven_snow_village name= _ "Village" editor_name= _ "Snowy Elven Village" string=^Vea aliasof=_bas, Vt default_base=Aa heals=8 gives_income=true editor_group=village, frozen [/terrain_type] [terrain_type] symbol_image=village/elven-tile id=elven_village name= _ "Village" editor_name= _ "Elven Village" string=^Ve aliasof=_bas, Vt default_base=Gg heals=8 gives_income=true editor_group=village [/terrain_type] # ## Human [terrain_type] symbol_image=village/human-tile id=human_village name= _ "Village" editor_name= _ "Cottage" string=^Vh aliasof=_bas, Vt default_base=Gs heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/snow-tile id=snow_village name= _ "Village" editor_name= _ "Snowy Cottage" string=^Vha aliasof=_bas, Vt default_base=Aa heals=8 gives_income=true editor_group=village, frozen [/terrain_type] [terrain_type] symbol_image=village/human-cottage-ruin-tile id=human_village_ruin name= _ "Village" editor_name= _ "Ruined Cottage" string=^Vhr aliasof=_bas, Vt default_base=Gd heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/human-city-tile id=city_village name= _ "Village" editor_name= _ "Human City" string=^Vhc aliasof=_bas, Vt default_base=Rr heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=misc/windmill-tile id=windmill_village name= _ "Village" editor_name= _ "Windmill Village" string=^Vwm aliasof=_bas, Vt default_base=Gg heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/human-city-snow-tile id=city_village_wno name= _ "Village" editor_name= _ "Snowy Human City" string=^Vhca aliasof=_bas, Vt default_base=Rrc heals=8 gives_income=true editor_group=village, frozen [/terrain_type] [terrain_type] symbol_image=village/human-city-ruin-tile id=city_village_ruin name= _ "Village" editor_name= _ "Ruined Human City" string=^Vhcr aliasof=_bas, Vt default_base=Rp heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/human-hills-tile id=hill_village name= _ "Village" editor_name= _ "Hill Stone Village" string=^Vhh aliasof=_bas, Vt default_base=Hh heals=8 gives_income=true editor_group=village, rough [/terrain_type] [terrain_type] symbol_image=village/human-snow-hills-tile id=snow-hill_village name= _ "Village" editor_name= _ "Snowy Hill Stone Village" string=^Vhha aliasof=_bas, Vt default_base=Ha heals=8 gives_income=true editor_group=village, frozen, rough [/terrain_type] [terrain_type] symbol_image=village/human-hills-ruin-tile id=hill_village_ruin name= _ "Village" editor_name= _ "Ruined Hill Stone Village" string=^Vhhr aliasof=_bas, Vt default_base=Hhd heals=8 gives_income=true editor_group=village, rough [/terrain_type] [terrain_type] symbol_image=village/tropical-tile id=tropical_forest_village name= _ "Village" editor_name= _ "Tropical Village" string=^Vht aliasof=_bas, Vt default_base=Gs heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/drake-tile id=drake_village name= _ "Village" editor_name= _ "Drake Village" string=^Vd aliasof=_bas, Vt default_base=Rr heals=8 gives_income=true editor_group=village [/terrain_type] # ## Underground [terrain_type] symbol_image=village/cave-tile id=underground_village name= _ "Village" editor_name= _ "Cave Village" string=^Vu aliasof=_bas, Vt default_base=Uu heals=8 gives_income=true editor_group=village, cave [/terrain_type] [terrain_type] symbol_image=village/dwarven-tile id=dwarven_village name= _ "Village" editor_name= _ "Dwarven Village" string=^Vud aliasof=_bas, Vt default_base=Uu heals=8 gives_income=true editor_group=village, cave [/terrain_type] [terrain_type] symbol_image=village/hut-tile id=hut_village name= _ "Village" editor_name= _ "Hut" string=^Vc aliasof=_bas, Vt default_base=Gs heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/hut-snow-tile id=hut_snow_village name= _ "Village" editor_name= _ "Snowy Hut" string=^Vca aliasof=_bas, Vt default_base=Aa heals=8 gives_income=true editor_group=village, frozen [/terrain_type] [terrain_type] symbol_image=village/log-cabin-tile id=logcabin_village name= _ "Village" editor_name= _ "Log Cabin" string=^Vl aliasof=_bas, Vt default_base=Gs heals=8 gives_income=true editor_group=village [/terrain_type] [terrain_type] symbol_image=village/log-cabin-snow-tile id=logcabin_snow_village name= _ "Village" editor_name= _ "Snowy Log Cabin" string=^Vla aliasof=_bas, Vt default_base=Aa heals=8 gives_income=true editor_group=village, frozen [/terrain_type] [terrain_type] symbol_image=village/igloo-tile id=igloo name= _ "Village" editor_name= _ "Igloo" string=^Vaa aliasof=_bas, Vt default_base=Aa heals=8 gives_income=true editor_group=village, frozen [/terrain_type] # ## Water Village [terrain_type] symbol_image=village/swampwater-tile id=swamp_village name= _ "Village" editor_name= _ "Swamp Village" string=^Vhs aliasof=_bas, Vt default_base=Ss heals=8 gives_income=true editor_group=water, village [/terrain_type] [terrain_type] symbol_image=village/coast-tile id=mermen-village name= _ "Village" editor_name= _ "Merfolk Village" help_topic_text= _ "text='Submerged villages' are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilities are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison. Merfolk and nagas have 60% defense in submerged villages, whereas land based units usually have a low defense." string=^Vm aliasof=_bas default_base=Ww submerge=0.4 heals=8 gives_income=true editor_group=water, village [/terrain_type] [terrain_type] symbol_image=fog/fog1 editor_image=village/village-overlay-editor id=village_overlay name= _ "Village" editor_name= _ "Village Overlay" string=^Vov aliasof=_bas heals=8 gives_income=true editor_group=village, special hide_help=yes [/terrain_type] # # Castles # [terrain_type] symbol_image=castle/encampment/regular-tile id=encampment name= _ "Encampment" editor_name= _ "Encampment" string=Ce aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/encampment/snow-tile id=encampment_snow name= _ "Encampment" editor_name= _ "Snowy Encampment" string=Cea aliasof=Ct, At unit_height_adjust=3 recruit_onto=true editor_group=castle, frozen [/terrain_type] [terrain_type] symbol_image=castle/orcish/tile id=orcish_fort name= _ "Castle" editor_name= _ "Orcish Castle" string=Co aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/winter-orcish/tile id=snow_orcish_fort name= _ "Castle" editor_name= _ "Snowy Orcish Castle" string=Coa aliasof=Ct, At unit_height_adjust=3 recruit_onto=true editor_group=castle, frozen [/terrain_type] [terrain_type] symbol_image=castle/castle-tile id=human_castle name= _ "Castle" editor_name= _ "Human Castle" string=Ch aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/snowy/castle-tile id=snow_castle name= _ "Castle" editor_name= _ "Snowy Human Castle" string=Cha aliasof=Ct, At recruit_onto=true editor_group=castle, frozen [/terrain_type] [terrain_type] symbol_image=castle/elven/tile id=elven_castle name= _ "Castle" editor_name= _ "Elven Castle" string=Cv aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/dwarven-castle-tile id=dwarven_castle name= _ "Castle" editor_name= _ "Dwarven Castle" string=Cud aliasof=Ct unit_height_adjust=0 recruit_onto=true editor_group=castle, cave [/terrain_type] [terrain_type] symbol_image=castle/ruin-tile id=ruin name= _ "Ruined Castle" editor_name= _ "Ruined Human Castle" string=Chr aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/sunken-ruin-tile id=sunkenruin name= _ "Ruined Castle" editor_name= _ "Sunken Human Ruin" string=Chw aliasof=Ct, Wst submerge=0.4 unit_height_adjust=3 recruit_onto=true editor_group=castle, water [/terrain_type] [terrain_type] symbol_image=castle/swamp-ruin-tile id=swampruin name= _ "Ruined Castle" editor_name= _ "Swamp Human Ruin" string=Chs aliasof=Ct, St submerge=0.4 unit_height_adjust=3 recruit_onto=true editor_group=castle, water [/terrain_type] [terrain_type] symbol_image=castle/sand/tile id=sand_castle name= _ "Castle" editor_name= _ "Desert Castle" string=Cd aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle, desert [/terrain_type] [terrain_type] symbol_image=castle/sand/ruin-tile id=sand_castle_ruin name= _ "Ruined Castle" editor_name= _ "Ruined Desert Castle" string=Cdr aliasof=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle, desert [/terrain_type] # # Keeps # [terrain_type] symbol_image=castle/encampment/regular-keep-tile id=encampment_keep name= _ "Encampment Keep" string=Ke aliasof=Ct unit_height_adjust=0 recruit_from=true recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/encampment/tall-keep-tile id=encampment_keep_tall name= _ "Encampment Keep" editor_name= _ "Tall Encampment Keep" string=Ket aliasof=Ct unit_height_adjust=17 recruit_from=true recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/encampment/snow-keep-tile id=encampment_snow_keep name= _ "Encampment Keep" editor_name= _ "Snowy Encampment Keep" string=Kea aliasof=Ct, At unit_height_adjust=0 recruit_from=true recruit_onto=true editor_group=castle, frozen [/terrain_type] [terrain_type] symbol_image=castle/orcish/keep-tile id=orcish_keep name= _ "Keep" editor_name= _ "Orcish Keep" string=Ko aliasof=Ct unit_height_adjust=17 recruit_from=true recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/winter-orcish/keep-tile id=snow_orcish_keep name= _ "Keep" editor_name= _ "Snowy Orcish Keep" string=Koa aliasof=Ct, At unit_height_adjust=17 recruit_from=true recruit_onto=true editor_group=castle, frozen [/terrain_type] [terrain_type] symbol_image=castle/keep-tile id=human_keep name= _ "Keep" editor_name= _ "Human Castle Keep" string=Kh aliasof=Ct unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/snowy/keep-tile id=snow_keep name= _ "Keep" editor_name= _ "Snowy Human Castle Keep" string=Kha aliasof=Ct, At unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle, frozen [/terrain_type] [terrain_type] symbol_image=castle/elven/keep-tile id=elven_keep name= _ "Keep" editor_name= _ "Elven Castle Keep" string=Kv aliasof=Ct unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/dwarven-keep-tile id=dwarven_keep name= _ "Keep" editor_name= _ "Dwarven Castle Keep" string=Kud aliasof=Ct unit_height_adjust=0 recruit_from=true recruit_onto=true editor_group=castle, cave [/terrain_type] [terrain_type] symbol_image=castle/ruined-keep-tile id=ruined_keep name= _ "Ruined Keep" editor_name= _ "Ruined Human Castle Keep" string=Khr aliasof=Ct unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle [/terrain_type] [terrain_type] symbol_image=castle/sunken-keep-tile id=sunken_keep name= _ "Ruined Keep" editor_name= _ "Sunken Human Castle Keep" string=Khw aliasof=Ct, Wst unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle, water [/terrain_type] [terrain_type] symbol_image=castle/swamp-keep-tile id=swamp_keep name= _ "Ruined Keep" editor_name= _ "Swamp Human Castle Keep" string=Khs aliasof=Ct, St unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle, water [/terrain_type] [terrain_type] symbol_image=castle/sand/keep-tile id=desert_keep name= _ "Keep" editor_name= _ "Desert Keep" string=Kd aliasof=Ct unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle, desert [/terrain_type] [terrain_type] symbol_image=castle/sand/ruin-keep-tile id=desert_keep_ruined name= _ "Ruined Keep" editor_name= _ "Ruined Desert Keep" string=Kdr aliasof=Ct unit_height_adjust=20 recruit_from=true recruit_onto=true editor_group=castle, desert [/terrain_type] [terrain_type] symbol_image=fog/fog1 editor_image=castle/castle-overlay-editor id=castle_overlay name= _ "Castle" editor_name= _ "Castle Overlay" string=^Cov aliasof=_bas recruit_onto=true editor_group=castle, special hide_help=yes [/terrain_type] [terrain_type] symbol_image=fog/fog1 editor_image=castle/keep-overlay-editor id=keep_overlay name= _ "Keep" editor_name= _ "Keep Overlay" string=^Kov aliasof=_bas recruit_from=true recruit_onto=true editor_group=castle, special hide_help=yes [/terrain_type] # # Bridges # # ######## Wooden Bridge [terrain_type] symbol_image=bridge/wood-n-s id=bridge name= _ "Bridge" editor_name= _ "Wooden Bridge" string=^Bw| aliasof=_bas, Gt submerge=0 unit_height_adjust=22 editor_group=bridge, water help_topic_text= _ "To those capable of building one, the ability to lay a text='bridge' offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year. For those who go by land or sea, a bridge is the best of both worlds — for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time." [/terrain_type] [terrain_type] symbol_image=bridge/wood-ne-sw id=bridgediag1 name= _ "Bridge" editor_name= _ "Wooden Bridge" string=^Bw/ aliasof=_bas, Gt editor_group=bridge, water submerge=0 unit_height_adjust=22 hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/wood-se-nw id=bridgediag2 name= _ "Bridge" editor_name= _ "Wooden Bridge" string=^Bw\ aliasof=_bas, Gt editor_group=bridge, water submerge=0 unit_height_adjust=22 hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/wood-rotting-n-s id=rotbridge name= _ "Bridge" editor_name= _ "Rotting Bridge" string=^Bw|r aliasof=_bas, Gt submerge=0 unit_height_adjust=22 editor_group=bridge, water [/terrain_type] [terrain_type] symbol_image=bridge/wood-rotting-ne-sw id=rotbridgediag1 name= _ "Bridge" editor_name= _ "Rotting Bridge" string=^Bw/r aliasof=_bas, Gt editor_group=bridge, water submerge=0 unit_height_adjust=22 hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/wood-rotting-se-nw id=rotbridgediag2 name= _ "Bridge" editor_name= _ "Rotting Bridge" string=^Bw\r aliasof=_bas, Gt editor_group=bridge, water submerge=0 unit_height_adjust=22 hide_help=yes [/terrain_type] # ######## Basic Stone Bridge [terrain_type] symbol_image=bridge/stonebridge-n-s-tile id=stone_bridge name= _ "Bridge" editor_name= _ "Basic Stone Bridge" string=^Bsb| aliasof=_bas, Gt submerge=0 unit_height_adjust=22 editor_group=bridge,water [/terrain_type] [terrain_type] symbol_image=bridge/stonebridge-se-nw-tile id=stone_bridgediag1 name= _ "Bridge" editor_name= _ "Basic Stone Bridge" string=^Bsb\ aliasof=_bas, Gt submerge=0 unit_height_adjust=22 editor_group=bridge,water hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/stonebridge-ne-sw-tile id=stone_bridgediag2 name= _ "Bridge" editor_name= _ "Basic Stone Bridge" string=^Bsb/ aliasof=_bas, Gt submerge=0 unit_height_adjust=22 editor_group=bridge,water hide_help=yes [/terrain_type] # ######## Chasm Bridge [terrain_type] symbol_image=cave/chasm-stone-bridge-s-n-tile id=bridgechasm name= _ "Bridge" editor_name= _ "Cave Chasm Bridge" string=^Bs| aliasof=Ut,_bas default_base=Qxu editor_group=bridge, cave [/terrain_type] [terrain_type] symbol_image=cave/chasm-stone-bridge-sw-ne-tile id=bridgechasmdiag1 name= _ "Bridge" editor_name= _ "Cave Chasm Bridge" unit_height_adjust=22 string=^Bs/ aliasof=Ut,_bas default_base=Qxu editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=cave/chasm-stone-bridge-se-nw-tile id=bridgechasmdiag2 name= _ "Bridge" editor_name= _ "Cave Chasm Bridge" unit_height_adjust=22 string=^Bs\ aliasof=Ut,_bas default_base=Qxu editor_group=bridge, cave hide_help=yes [/terrain_type] ########################## # hanging bridge [terrain_type] symbol_image=bridge/hanging-se-nw-tile id=hangingbridgediag1 name= _ "Bridge" editor_name= _ "Hanging Bridge" string=^Bh\ aliasof=_bas, Gt default_base=Qxu unit_height_adjust=20 editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/hanging-sw-ne-tile id=hangingbridgediag2 name= _ "Bridge" editor_name= _ "Hanging Bridge" string=^Bh/ aliasof=_bas, Gt default_base=Qxu unit_height_adjust=20 editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/hanging-s-n-tile id=hangingbridge name= _ "Bridge" editor_name= _ "Hanging Bridge" string=^Bh| default_base=Qxu aliasof=_bas, Gt editor_group=bridge, cave [/terrain_type] # chasm stone bridge [terrain_type] symbol_image=bridge/chasm-se-nw-tile id=stonechasmbridgediag1 name= _ "Bridge" editor_name= _ "Stone Chasm Bridge" string=^Bcx\ default_base=Qxu aliasof=_bas, Gt unit_height_adjust=22 editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/chasm-sw-ne-tile id=stonechasmbridgediag2 name= _ "Bridge" editor_name= _ "Stone Chasm Bridge" string=^Bcx/ default_base=Qxu aliasof=_bas, Gt unit_height_adjust=22 editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/chasm-s-n-tile id=stonechasmbridge name= _ "Bridge" editor_name= _ "Stone Chasm Bridge" string=^Bcx| default_base=Qxu aliasof=_bas, Gt editor_group=bridge, cave [/terrain_type] # plank bridge [terrain_type] symbol_image=bridge/planks-se-nw-tile id=plankbridgediag1 name= _ "Bridge" editor_name= _ "Plank Bridge" string=^Bp\ default_base=Qxu aliasof=_bas, Gt unit_height_adjust=22 editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/planks-sw-ne-tile id=plankbridgediag2 name= _ "Bridge" editor_name= _ "Plank Bridge" string=^Bp/ default_base=Qxu aliasof=_bas, Gt unit_height_adjust=22 editor_group=bridge, cave hide_help=yes [/terrain_type] [terrain_type] symbol_image=bridge/planks-s-n id=plankbridge name= _ "Bridge" editor_name= _ "Plank Bridge" string=^Bp| default_base=Qxu aliasof=_bas, Gt editor_group=bridge, cave [/terrain_type] # # ## Special ## # [terrain_type] symbol_image=off-map/symbol editor_image=off-map/offmap-editor id=off_map name= _ "Void" editor_name= _ "Off Map" string=_off^_usr # wmllint: ignore editor_group=special, obstacle hide_help=yes [/terrain_type] [terrain_type] symbol_image=off-map/symbol editor_image=off-map/border-ne-se-s-sw-nw-n id=off_map2 name= _ "Void" editor_name= _ "Experimental Fake Map Edge" string=^_fme # wmllint: ignore editor_group=special, obstacle hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=void/shroud-editor id=shroud name= _ "Shroud" string=_s # wmllint: ignore editor_group=special hide_help=yes [/terrain_type] [terrain_type] symbol_image=fog/fog1 editor_image=fog/fog-editor id=fog name= _ "Fog" string=_f # wmllint: ignore editor_group=special hide_help=yes [/terrain_type] # # ## Terrain Archetypes ## # ######### these are "virtual" terrain [terrain_type] icon_image=symbols/terrain_type_fungus id=fungus name= _ "Fungus" editor_name= _ "Fungus" string=Uft hidden=yes help_topic_text= _ "text='Mushroom groves' are vast underground forests of giant mushrooms, which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests. Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%." [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_cave id=cave name= _ "Cave" editor_name= _ "Cave" string=Ut help_topic_text= _ "text='Cave' terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are dst='terrain_illuminated_cave' text='illuminated'. Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal dst='terrain_cave' text='cave terrains'. Most units receive 20 to 40% defense in caves, whereas dwarves have 50%." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_sand id=sand name= _ "Sand" editor_name= _ "Sands" string=Dt editor_group=desert help_topic_text= _ "The instability of text='sand' makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate. Most units receive 20 to 40% defense in sand." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_reef id=reef name= _ "Coastal Reef" editor_name= _ "Coastal Reef" string=Wrt submerge=0.3 editor_group=water help_topic_text= _ "text='Coastal reefs' are shallows formed by stone, coral and sand. This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defense. Mermen and Naga both receive 70% defense on coastal reefs." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_hills id=hills name= _ "Hills" editor_name= _ "Hills" string=Ht editor_group=rough help_topic_text= _ "text='Hills' represent any reasonably rough terrain, with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, trolls, and orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated. Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_swamp_water id=swamp_water name= _ "Swamp" editor_name= _ "Swamp" string=St submerge=0.4 editor_group=water help_topic_text= _ "text='Swamps' represent any sort of wetlands. Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover. Most units make do with 30% defense in swamps. Mermen, naga, and saurians all generally enjoy 60%." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_shallow_water id=shallow_water string=Wst name= _ "Shallow Water" editor_name= _ "Shallow Water" help_topic_text= _ "text='Shallow water' represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement. Most units make do with 20 to 30% defense in shallow water, whereas both naga and mermen enjoy 60%." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_castle id=castle name= _ "Castle" editor_name= _ "Castle" string=Ct unit_height_adjust=3 recruit_onto=true editor_group=castle help_topic_text= _ "text='Castles' are any sort of permanent fortification. Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside. Most units have about 60% defense in a castle." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_mountains id=mountains name= _ "Mountains" editor_name= _ "Mountains" string=Mt editor_group=rough help_topic_text= _ "text='Mountains' are steep enough that units often have to climb over obstacles to move. By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both dwarves and trolls are native to mountainous terrain, and have a very easy time getting around. Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_deep_water id=deep_water name= _ "Deep Water" editor_name= _ "Deep Water" help_topic_text= _ "text='Deep water' represents any body of water deep enough to cover a man’s head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers. Mermen and naga both receive 50% defense in deep water, with full movement." string=Wdt hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_flat id=flat name= _ "Flat" editor_name= _ "Flat" help_topic_text= _ "text='Grassland' represents open plains, whether cultivated, cut back for grazing, or wild. Being open ground, grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space. Most units have defense of 30 to 40% on grassland." string=Gt # wmllint: ignore hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_forest id=forest name= _ "Forest" editor_name= _ "Forest" help_topic_text= _ "text='Forests' represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus. Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests." string=Ft # wmllint: ignore hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_frozen id=frozen name= _ "Frozen" editor_name= _ "Frozen" string=At # wmllint: ignore help_topic_text= _ "text='Frozen' terrain represents any flat area that is covered by snow or ice. Most units are slowed down on it, and have a harder time defending themselves. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice. Most units have 20 to 40% defense in frozen terrain." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_village id=village name= _ "Village" editor_name= _ "Village" string=Vt # wmllint: ignore help_topic_text= _ "text='Villages' represent any group of buildings, human or otherwise. Almost all units, even cavalry, have an easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison. Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_impassable id=impassable name= _ "Impassable" editor_name= _ "Impassable" string=Xt # wmllint: ignore help_topic_text= _ "Obstacles that not even the most determined traveler may overcome include solid walls of stone and mountains so tall and steep that they are constantly wreathed in cloud. Even flying creatures cannot navigate the jagged peaks at such rarefied heights, and not even the fiercest troll can smash through thick walls of stone." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_unwalkable id=unwalkable name= _ "Unwalkable" editor_name= _ "Unwalkable" string=Qt # wmllint: ignore help_topic_text= _ "text='Unwalkable terrain' covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain." hidden=yes [/terrain_type] [terrain_type] icon_image=symbols/terrain_type_rails id=rails name= _ "Rails" editor_name= _ "Rails" string=Rt # wmllint: ignore help_topic_text= _ "text='Rails' are used to transport ore. By Dwarfs. Mostly." hidden=yes [/terrain_type]