wesnoth/data/core/terrain.cfg
2024-08-31 23:11:47 +02:00

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#textdomain wesnoth-lib
# Terrain configuration file. Defines how the terrain _work_ in the game. How
# the terrains _look_ is defined in terrain_graphics.cfg. The background color
# of terrain type icons is determined by the terrain type color ranges in
# ./team-colors.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].
# It also corresponds to [color_range] id=some_id in team-colors.cfg.
# NOTE: this list is sorted to group things comprehensibly in the editor
# NOTE: this data is parsed by data/tools/terrain2wiki.py to generate
# the TerrainCodeTableWML wiki page.
#
# ## 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]
[terrain_type]
symbol_image=water/seaweed/kelp-tile
id=sea_kelp
name= _ "Swamp"
editor_name= _ "Kelp Forest"
string=^Wkf
aliasof=_bas, St
submerge=0.45
default_base=Ww
mvt_alias=-,_bas,St
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= _ "<italic>text='Roads'</italic> 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/sandy-path
id=road_desert
name = _ "Road"
editor_name= _ "Rocky Sands"
string=Rrd
aliasof=Gt
editor_group=flat, desert
[/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]
[terrain_type]
symbol_image=flat/road-icy
id=road_icy
name = _ "Road"
editor_name= _ "Icy Cobbles"
string=Rra
aliasof=Gt
editor_group=flat,frozen
[/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= _ "<italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='..terrain_sand' text='sand'</ref>."
[/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 <italic>text='sand'</italic> 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
# Note: we must do the aliasing this way to allow the terrain to show up in the "Sands" terrain help group
aliasof=Dt
def_alias=_bas
mvt_alias=_bas
heals=8
editor_group=desert
help_topic_text= _ "A welcome sight to any traveler, an oasis allows units to heal as if stationed in a village, but provides no income or defensive advantage."
[/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=^Dc
default_base=Dd
aliasof=Dt
mvt_alias=-,_bas,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/snowbits-small4
id=snowbits_small
editor_name= _ "Snowbits"
string=^Esa
aliasof=_bas
editor_group=embellishments, frozen
[/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/plants/desert-bones
id=desert_plants
editor_name= _ "Desert Plants"
string=^Edp
aliasof=_bas
editor_group=embellishments, desert
[/terrain_type]
[terrain_type]
symbol_image=embellishments/plants/desert-plant8
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
light=25
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=walls/stone/flames/flames-tile
id=wallfire
editor_name= _ "Sconce"
string=^Efs
aliasof=_bas
light=25
editor_group=embellishments, cave
[/terrain_type]
[terrain_type]
symbol_image=misc/brazier-embellishment
id=brazier
editor_name= _ "Brazier"
string=^Eb
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=misc/brazier-A01
id=brazier-lit
editor_name= _ "Lit Brazier"
string=^Ebn
aliasof=_bas
light=25
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=void/void
editor_image=embellishments/fence-iron-tile
id=fence_iron
name= _ "Fence"
editor_name= _ "Iron Fence"
string=^Eqf
aliasof=Qt
editor_group=embellishments, obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=embellishments/fence-palisade-tile
id=fence_palisade
name= _ "Palisade"
editor_name= _ "Wooden Palisade"
string=^Eqp
aliasof=Qt
editor_group=embellishments, obstacle
[/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]
[terrain_type]
symbol_image=embellishments/seashells-tile
id=seashells
editor_name= _ "Seashells"
string=^Ewsh
default_base=Ds
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]
## Windows (wall decorations) ##
[terrain_type]
symbol_image=walls/windows/dark-stone-tile
id=wall_windows
name= _ "Window"
string=^Exw
aliasof=_bas
editor_group=embellishments, cave
[/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-snowy-tile
id=great_tree_snowy
name= _ "Great Tree"
editor_name= _ "Snowy Great Tree"
string=^Feta
default_base=Aa
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=frozen,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/great-oak-tree-dead-tile
id=great_tree_dead_oak
name= _ "Great Tree"
editor_name= _ "Dead Great Oak Tree"
string=^Feth
default_base=Gll
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=dry_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]
[terrain_type]
symbol_image=desert_mountains/desert-tile
id=desert_mountains
name= _ "Mountains"
editor_name= _ "Desert Mountains"
string=Mdd
aliasof=Mt
editor_group=rough, desert
[/terrain_type]
#
# ## Interior ##
#
[terrain_type]
name= _ "Stone Floor"
id=regular_stone_floor
symbol_image=interior/stone-regular
editor_name= _ "Basic Stone Floor"
string=Isr
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
name= _ "Stone Floor"
id=ancient_stone_floor
symbol_image=interior/stone-ancient
editor_name= _ "Ancient Stone Floor"
string=Isa
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
name= _ "Rug"
id=rug_floor
symbol_image=interior/royal-rug/rug-tile
editor_name= _ "Royal Rug"
string=Isc
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
name= _ "Rug"
id=rug2_floor
symbol_image=interior/regular-rug/rug-tile
editor_name= _ "Normal Rug"
string=Iwc
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
name= _ "Rug"
id=rug3_floor
symbol_image=interior/cave-rug/rug-tile
editor_name= _ "Cave Rug"
string=Urc
aliasof=Gt
editor_group=cave, flat
[/terrain_type]
[terrain_type]
name= _ "Wooden Floor"
id=wood_floor
symbol_image=interior/wood-regular
editor_name= _ "Basic Wooden Floor"
string=Iwr
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
name= _ "Old Wooden Floor"
id=old_wood_floor
symbol_image=interior/wood-ruined
editor_name= _ "Old Wooden Floor"
string=Iwo
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_old
name= _ "Mushroom Grove"
editor_name= _ "Non-mixed Mushroom Grove"
string=^Uf
aliasof=Tt
default_base=Uu
editor_group=cave, forest
hidden=yes # deprecated, only kept around so old maps still work
#ifdef EDITOR
# po: this hint is only shown in the map editor, the ^Uf, ^Tf and Tb are all terrain codes and should be left as-is
help_topic_text= _ "editor^The overlays '^Uf' and '^Ufi' are deprecated because, although the graphics show an overlay with another terrain underneath, the movement and defense stats are purely fungus terrain, ignoring the underlying terrain. The recommended replacements are '^Tf' and '^Tfi' which look the same but have the stats implied by the graphics. For hexes where the stats of purely fungus are wanted, 'Tb' is a mushroom base terrain, which can be used with or without '^Tf' on top."
#else
# po: this is only shown when the player opens the help by asking for the terrain description of a old mushroom terrain (^Uf or ^Ufi)
help_topic_text= _ "Dwarven tales describe different types of mushrooms — with some types the difficulty of walking on the spongy floor has no relation to the ground underneath, even when the ground underneath is still visible. This terrains defense and movement costs are purely based on the units stats for <italic>text='Fungus'</italic>."
#endif
[/terrain_type]
[terrain_type]
symbol_image=forest/mushrooms-beam-tile
id=fungus_beam_old
name= _ "Mushroom Grove"
editor_name= _ "Lit Non-mixed Mushroom Grove"
string=^Ufi
default_base=Uu
aliasof=Tt
light=25
editor_group=cave
hidden=yes # deprecated, only kept around so old maps still work
#ifdef EDITOR
# po: this hint is only shown in the map editor, the ^Uf, ^Tf and Tb are all terrain codes and should be left as-is
help_topic_text= _ "editor^The overlays '^Uf' and '^Ufi' are deprecated because, although the graphics show an overlay with another terrain underneath, the movement and defense stats are purely fungus terrain, ignoring the underlying terrain. The recommended replacements are '^Tf' and '^Tfi' which look the same but have the stats implied by the graphics. For hexes where the stats of purely fungus are wanted, 'Tb' is a mushroom base terrain, which can be used with or without '^Tf' on top."
#else
# po: this is only shown when the player opens the help by asking for the terrain description of a old mushroom terrain (^Uf or ^Ufi)
help_topic_text= _ "Dwarven tales describe different types of mushrooms — with some types the difficulty of walking on the spongy floor has no relation to the ground underneath, even when the ground underneath is still visible. This terrains defense and movement costs are purely based on the units stats for <italic>text='Fungus'</italic>."
#endif
[/terrain_type]
[terrain_type]
symbol_image=forest/mushrooms-tile
id=fungus_grove
name= _ "Mushroom Grove"
editor_name= _ "Mushroom Grove"
string=^Tf
aliasof=_bas,Tt
mvt_alias=-,_bas,Tt
default_base=Tb
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=^Tfi
default_base=Tb
aliasof=_bas,Tt
mvt_alias=-,_bas,Tt
light=25
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=forest/mushroom-base
id=fungus_floor
name= _ "Mycelium"
editor_name= _ "Mycelium"
string=Tb
aliasof=Tt
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= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves, by dint of their small size, enjoy 60% defense in rockbound caves.
Occasionally caves are <italic>text='illuminated'</italic>."
[/terrain_type]
[terrain_type]
symbol_image=cave/earthy-hills-variation
id=earthy_rocky_cave
name= _ "Rockbound Cave"
editor_name= _ "Earthy Rockbound Cave"
string=Uhe
aliasof=Ut, Ht
mvt_alias=-,Ut, Ht
editor_group=cave, rough
help_topic_text= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves, by dint of their small size, enjoy 60% defense in rockbound caves.
Occasionally caves are <italic>text='illuminated'</italic>."
[/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]
#######################################
#
# ## Raised/Lowered terrain ##
#
#######################################
# ## visual overlay - higher ##
[terrain_type]
symbol_image=elevation/bluffs-tile
id=high_border
editor_name= _ "Bluff"
string=^Qhh
aliasof=_bas
editor_group=embellishments, elevation
[/terrain_type]
# ## visual overlay - lower ##
[terrain_type]
symbol_image=elevation/regular-tile
id=high_canyon
editor_name= _ "Gulch"
string=^Qhu
aliasof=_bas
editor_group=embellishments, elevation
[/terrain_type]
# ## Unwalkable ##
[terrain_type]
symbol_image=elevation/obstacle-tile
id=high_canyon_obst
# name= _ "Ravine"
editor_name= _ "Unwalkable Ravine"
string=^Qhux
aliasof=Qt
editor_group=obstacle, elevation
[/terrain_type]
# ## Forest Bluffs/Gulches ##
# This is because elevation borders use an overlay
# There are probably other overlay terrains that
# could use a similar treatment
[terrain_type]
symbol_image=elevation/bluff-forest-tile
id=high_border_woods
editor_name= _ "Wooded Bluffs"
string=^Qhhf
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, elevation
[/terrain_type]
[terrain_type]
symbol_image=elevation/gulch-forest-tile
id=high_canyon_woods
editor_name= _ "Wooded Gulch"
string=^Qhuf
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, elevation
[/terrain_type]
#######################################
[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-tile
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-tile
editor_image=unwalkable/lava-tile
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 <italic>text='lava'</italic> are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> 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=cloud_dry
name= _ "Mountains"
editor_name= _ "Dry 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=desert_mountains/cloud-desert-tile
id=cloud_desert
name= _ "Mountains"
editor_name= _ "Desert Impassable Mountains"
string=Mdd^Xm
aliasof=-,Mt,Xt
editor_group=rough,obstacle,desert
[/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=walls/wall-mine-tile
id=minewall
name= _ "Mine Wall"
editor_name= _ "Mine 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=walls/rubble/wall-rough-tile
id=cavewall_damaged
name= _ "Cave Wall"
editor_name= _ "Damaged Cave Wall"
string=Xur
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/hedge/wall-hedge-tile
id=wall_hedge
name= _ "Thick Hedges"
editor_name= _ "Hedges Wall"
string=Xuf
aliasof=Xt
editor_group=forest,obstacle
[/terrain_type]
[terrain_type]
# Made obsolete by new mine walls; drawn exactly like Xuc, but definition kept for compatibility
hidden=yes
hide_help=yes
symbol_image=void/void
#editor_image=cave/earthy-wall-hewn-tile
id=cavewall_earthy_hewn
name= _ "Cave Wall"
#ifndef SCHEMA_VALIDATION
#wmllint: markcheck off
editor_name="Reinforced Earthy Cave Wall"
#wmllint: markcheck on
#endif
string=Xuce
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/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/stone/wall-stone-lit-tile
id=wall_stone_lit
name= _ "Stone Wall"
editor_name= _ "Lit Stone Wall"
string=Xol
aliasof=Xt
editor_group=cave,obstacle
hidden=yes # Superseded by the Sconce embellishment.
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/wall-stone-mine-tile
id=wall_stone_mine
name= _ "Mine Wall"
editor_name= _ "Straight Mine Wall"
string=Xom
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/wall-stone-white-tile
id=wall_stone_white
name= _ "Interior Wall"
editor_name= _ "Straight White Wall"
string=Xoi
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/clean/wall-stone-tile
id=wall_stone_clean
name= _ "Stone Wall"
editor_name= _ "Clean Stone Wall"
string=Xoc
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/ancient/wall-stone-tile
id=wall_stone_ancient
name= _ "Stone Wall"
editor_name= _ "Ancient Stone Wall"
string=Xoa
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/catacombs/wall-stone-tile
id=wall_stone_tomb
name= _ "Catacombs Wall"
editor_name= _ "Catacombs Stone Wall"
string=Xot
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/overgrown/wall-stone-tile
id=wall_stone_overgrown
name= _ "Overgrown Wall"
editor_name= _ "Overgrown Stone Wall"
string=Xof
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=walls/stone/damaged/wall-stone-tile
id=wall_stone_damaged
name= _ "Stone Wall"
editor_name= _ "Damaged Stone Wall"
string=Xor
aliasof=Xt
editor_group=cave,obstacle
[/terrain_type]
[terrain_type]
# symbol_image=void/void # not using this because this tile is not a barrier
symbol_image=walls/stone/ruins/wall-stone-tile
id=wall_stone_ruins
name= _ "Ruined Wall"
string=Exos # it is sort of an embellishment and also a stone wall
aliasof=Gt, Ut
mvt_alias=-,Gt, Ut
def_alias=-,Gt, Ut
editor_group=cave,flat
[/terrain_type]
#
# ## Doors and gates ##
#
# ## Closed ##
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-sw-tile
id=portal_gate_rusty_sw
name= _ "Gate"
editor_name= _ "Rusty Gate"
string=^Pr\
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-se-tile
id=portal_gate_rusty_se
name= _ "Gate"
editor_name= _ "Rusty Gate"
string=^Pr/
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-n-tile
id=portal_gate_rusty_n
name= _ "Gate"
editor_name= _ "Rusty Gate"
string=^Pr|
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-sw-tile
id=portal_door_wooden_sw
name= _ "Door"
editor_name= _ "Wooden Door"
string=^Pw\
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-se-tile
id=portal_door_wooden_se
name= _ "Door"
editor_name= _ "Wooden Door"
string=^Pw/
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-n-tile
id=portal_door_wooden_n
name= _ "Door"
editor_name= _ "Wooden Door"
string=^Pw|
default_base=Rr
aliasof=_bas,Xt
mvt_alias=Xt
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
# ## Open ##
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-sw-tile
id=portal_gate_rusty_open_sw
name= _ "Gate"
editor_name= _ "Open Rusty Gate"
string=^Pr\o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-se-tile
id=portal_gate_rusty_open_se
name= _ "Gate"
editor_name= _ "Open Rusty Gate"
string=^Pr/o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/gate-rusty-open-n-tile
id=portal_gate_rusty_open_n
name= _ "Gate"
editor_name= _ "Open Rusty Gate"
string=^Pr|o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-sw-tile
id=portal_door_wooden_open_sw
name= _ "Door"
editor_name= _ "Open Wooden Door"
string=^Pw\o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-se-tile
id=portal_door_wooden_open_se
name= _ "Door"
editor_name= _ "Open Wooden Door"
string=^Pw/o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=portals/door-wooden-open-n-tile
id=portal_door_wooden_open_n
name= _ "Door"
editor_name= _ "Open Wooden Door"
string=^Pw|o
default_base=Rr
aliasof=_bas
editor_group=embellishments,obstacle
hide_help=yes
[/terrain_type]
#
# ## Invisible obstacle overlays ##
#
[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=yes
editor_group=village, desert
[/terrain_type]
[terrain_type]
symbol_image=village/desert-ruin-tile
id=desert_village_ruin
name= _ "Village"
editor_name= _ "Ruined Adobe Village"
string=^Vdr
aliasof=_bas, Vt
default_base=Dd
heals=8
gives_income=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
editor_group=village
[/terrain_type]
[terrain_type]
symbol_image=village/drake-snow-tile
id=drake_snow_village
name= _ "Village"
editor_name= _ "Snowy Drake Village"
string=^Vka
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=yes
editor_group=village, frozen
[/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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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= _ "<italic>text='Submerged villages'</italic> 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=yes
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=yes
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=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/encampment-ruin/regular-tile
id=encampment_ruin
name= _ "Encampment"
editor_name= _ "Ruined Encampment"
string=Cer
aliasof=Ct
unit_height_adjust=3
recruit_onto=yes
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=yes
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=yes
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=yes
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=yes
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=yes
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=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/elven-ruin/tile
id=elven_castle_ruin
name= _ "Castle"
editor_name= _ "Elven Castle Ruin"
string=Cvr
aliasof=Ct
unit_height_adjust=3
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/winter-elven/tile
id=elven_castle_winter
name= _ "Castle"
editor_name= _ "Winter Elven Castle"
string=Cva
aliasof=Ct
unit_height_adjust=3
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
[terrain_type]
symbol_image=castle/dwarven-castle-tile
id=dwarven_castle
name= _ "Castle"
editor_name= _ "Dwarven Underground Castle"
string=Cud
aliasof=Ct
unit_height_adjust=0
recruit_onto=yes
editor_group=castle, cave
[/terrain_type]
[terrain_type]
symbol_image=castle/outside-dwarven/dwarven-castle-tile
id=dwarven_castle2
name= _ "Castle"
editor_name= _ "Dwarven Castle"
string=Cf
aliasof=Ct
unit_height_adjust=0
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/ruin-dwarven/dwarven-castle-tile
id=dwarven_castle_ruin
name= _ "Castle"
editor_name= _ "Dwarven Castle Ruins"
string=Cfr
aliasof=Ct
unit_height_adjust=0
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/winter-dwarven/dwarven-castle-tile
id=dwarven_castle_winter
name= _ "Castle"
editor_name= _ "Winter Dwarven Castle"
string=Cfa
aliasof=Ct
unit_height_adjust=0
recruit_onto=yes
editor_group=castle, frozen
[/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=yes
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=yes
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=yes
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=yes
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=yes
editor_group=castle, desert
[/terrain_type]
[terrain_type]
symbol_image=castle/troll/tile
id=troll_encampment
name= _ "Encampment"
editor_name= _ "Troll Encampment"
string=Cte
aliasof=Ct
unit_height_adjust=0
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-camp/tile
id=aquatic_camp
name= _ "Encampment"
editor_name= _ "Aquatic Encampment"
string=Cme
aliasof=Ct,Wrt
submerge=0.3
unit_height_adjust=0
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-castle/castle-tile
id=aquatic_castle
name= _ "Castle"
editor_name= _ "Aquatic Castle"
string=Cm
aliasof=Ct,Wrt
submerge=0.4
unit_height_adjust=3
recruit_onto=yes
editor_group=castle, water
[/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=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/encampment-ruin/regular-keep-tile
id=encampment_ruin_keep
name= _ "Ruined Encampment Keep"
string=Ker
aliasof=Ct
unit_height_adjust=0
recruit_from=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/elven-ruin/keep-tile
id=elven_keep_ruin
name= _ "Keep"
editor_name= _ "Elven Keep Ruin"
string=Kvr
aliasof=Ct
unit_height_adjust=20
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/winter-elven/keep-tile
id=elven_keep_winter
name= _ "Keep"
editor_name= _ "Winter Elven Keep"
string=Kva
aliasof=Ct
unit_height_adjust=20
recruit_from=yes
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
[terrain_type]
symbol_image=castle/dwarven-keep-tile
id=dwarven_keep
name= _ "Keep"
editor_name= _ "Dwarven Underground Keep"
string=Kud
aliasof=Ct
unit_height_adjust=0
recruit_from=yes
recruit_onto=yes
editor_group=castle, cave
[/terrain_type]
[terrain_type]
symbol_image=castle/outside-dwarven/dwarven-keep-tile
id=dwarven_keep2
name= _ "Keep"
editor_name= _ "Dwarven Castle Keep"
string=Kf
aliasof=Ct
unit_height_adjust=0
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/ruin-dwarven/dwarven-keep-tile
id=dwarven_keep_ruin
name= _ "Keep"
editor_name= _ "Dwarven Ruin Keep"
string=Kfr
aliasof=Ct
unit_height_adjust=0
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/winter-dwarven/dwarven-keep-tile
id=dwarven_keep_winter
name= _ "Keep"
editor_name= _ "Winter Dwarven Keep"
string=Kfa
aliasof=Ct
unit_height_adjust=0
recruit_from=yes
recruit_onto=yes
editor_group=castle, frozen
[/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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
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=yes
recruit_onto=yes
editor_group=castle, desert
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-camp/keep-tile
id=merman_campkeep
name= _ "Encampment Keep"
editor_name= _ "Aquatic Encampment Keep"
string=Kme
aliasof=Ct, Wrt
unit_height_adjust=2
recruit_onto=yes
recruit_from=yes
editor_group=castle, water
[/terrain_type]
[terrain_type]
symbol_image=castle/troll/keep-tile
id=troll_campkeep
name= _ "Encampment Keep"
editor_name= _ "Troll Encampment Keep"
string=Kte
aliasof=Ct
unit_height_adjust=1
recruit_onto=yes
recruit_from=yes
editor_group=castle
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-castle/keep-tile
id=merman_castlekeep
name= _ "Keep"
editor_name= _ "Aquatic Keep"
string=Km
aliasof=Ct, Wrt
submerge=0.4
unit_height_adjust=10
recruit_onto=yes
recruit_from=yes
editor_group=castle, water
[/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=yes
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=yes
recruit_onto=yes
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 <italic>text='bridge'</italic> 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]
# ######## Snow-covered Stone Bridge
[terrain_type]
symbol_image=bridge/snow/stonebridge-n-s-tile
id=snow_stone_bridge
name= _ "Bridge"
editor_name= _ "Snowy Stone Bridge"
string=^Bsa|
aliasof=_bas, Gt
submerge=0
unit_height_adjust=22
editor_group=bridge,frozen,water
[/terrain_type]
[terrain_type]
symbol_image=bridge/snow/stonebridge-se-nw-tile
id=snow_stone_bridgediag1
name= _ "Bridge"
editor_name= _ "Snowy Stone Bridge"
string=^Bsa\
aliasof=_bas, Gt
submerge=0
unit_height_adjust=22
editor_group=bridge,frozen,water
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=bridge/snow/stonebridge-ne-sw-tile
id=snow_stone_bridgediag2
name= _ "Bridge"
editor_name= _ "Snowy Stone Bridge"
string=^Bsa/
aliasof=_bas, Gt
submerge=0
unit_height_adjust=22
editor_group=bridge,frozen,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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
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
submerge=0
editor_group=bridge, cave
[/terrain_type]
#
# ## Special ##
#
[terrain_type]
editor_image=floodfill/marker-high-tile
id=mark_high
editor_name= _ "Marker High"
string=^_mh # wmllint: ignore
aliasof=_bas
editor_group=special, elevation
hide_help=yes
[/terrain_type]
[terrain_type]
editor_image=floodfill/marker-high-2-tile
id=mark_high2
editor_name= _ "Marker High 2"
string=^_mhh # wmllint: ignore
aliasof=_bas
editor_group=special, elevation
hide_help=yes
[/terrain_type]
[terrain_type]
editor_image=floodfill/marker-low-tile
id=mark_low
editor_name= _ "Marker Low"
string=^_ml # wmllint: ignore
aliasof=_bas
editor_group=special, elevation
hide_help=yes
[/terrain_type]
[terrain_type]
editor_image=floodfill/marker-low-2-tile
id=mark_low2
editor_name= _ "Marker Low 2"
string=^_mll # wmllint: ignore
aliasof=_bas
editor_group=special, elevation
hide_help=yes
[/terrain_type]
[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/border
editor_image=off-map/border-editor
id=off_map2
editor_name= _ "Fake Map Border"
string=^_fme # wmllint: ignore
editor_group=special, obstacle
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=off-map/symbol
editor_image=color-hex
id=overlay_artplaceholder
editor_name= _ "Art Placeholder"
string=^Xxxx
aliasof=_bas
editor_group=special
hide_help=yes
[/terrain_type]
# Kept for compatibility
[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
hidden=yes
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=void/shroud-editor
id=fake_shroud_overlay
name= _ "Fake Shroud"
string=^_s # wmllint: ignore
editor_group=special
hide_if_impassable=yes
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=Tt
hidden=yes
help_topic_text= _ "<italic>text='Mushroom groves'</italic> 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= _ "<italic>text='Cave'</italic> 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 <italic>text='illuminated'</italic>.
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 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 <italic>text='sand'</italic> 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= _ "<italic>text='Coastal reefs'</italic> 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.
Merfolk 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= _ "<italic>text='Hills'</italic> 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= _ "<italic>text='Swamps'</italic> 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. Merfolk, 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= _ "<italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a mans 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 merfolk 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=yes
editor_group=castle
help_topic_text= _ "<italic>text='Castles'</italic> 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= _ "<italic>text='Mountains'</italic> 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 also severely impede any passage through them. Units burdened by heavy armor, such as the Wesnoth cavalry and heavy infantry lines, cannot even enter them. Aquatic races and creatures like the merfolk have piscine bodies which also render them unable to climb steep inclines. Nagas are an exception due to their strong arms and rugged scales. Both dwarves and trolls are native to mountainous terrain, and have an easy time traversing them.
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= _ "<italic>text='Deep water'</italic> represents any body of water deep enough to cover a mans head.
Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
Merfolk 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= _ "<italic>text='Grassland'</italic> 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= _ "<italic>text='Forests'</italic> 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= _ "<italic>text='Frozen'</italic> 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= _ "<italic>text='Villages'</italic> 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= _ "<italic>text='Unwalkable terrain'</italic> 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= _ "<italic>text='Rails'</italic> are used to transport ore, mostly by dwarves."
hide_if_impassable=yes
hidden=yes
[/terrain_type]
###################################################
# deprecated terrains for compatibility, do not use
###################################################
[terrain_type]
name= _ "Stone Floor"
id=regular_stone_floor_deprecated
symbol_image=interior/stone-regular
editor_name= _ "Deprecated"
string=Irs # wmllint: noconvert
aliasof=Gt
hidden=yes
hide_help=yes
[/terrain_type]
[terrain_type]
name= _ "Stone Floor"
id=ancient_stone_floor_deprecated
symbol_image=interior/stone-ancient
editor_name= _ "Deprecated"
string=Ias # wmllint: noconvert
aliasof=Gt
hidden=yes
hide_help=yes
[/terrain_type]
[terrain_type]
name= _ "Rug"
id=rug_floor_deprecated
symbol_image=interior/royal-rug/rug-tile
editor_name= _ "Deprecated"
string=Icr # wmllint: noconvert
aliasof=Gt
hidden=yes
hide_help=yes
[/terrain_type]
[terrain_type]
name= _ "Rug"
id=rug2_floor_deprecated
symbol_image=interior/regular-rug/rug-tile
editor_name= _ "Deprecated"
string=Icn # wmllint: noconvert
aliasof=Gt
hidden=yes
hide_help=yes
[/terrain_type]
[terrain_type]
name= _ "Old Wooden Floor"
id=old_wood_floor_deprecated
symbol_image=interior/wood-ruined
editor_name= _ "Deprecated"
string=Ior # wmllint: noconvert
aliasof=Gt
hidden=yes
hide_help=yes
[/terrain_type]
###################################################