[multiplayer]

	id=ranmap2
	name= _ "Random map (Desert)"
	description= _ "A random map with sand as the primary terrain. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."

	map_generation=default
	[generator]
		[scenario]
			name= _ "Random map (Desert)"
			id=ranmap2
		        {DEFAULT_MUSIC_PLAYLIST}
			{DEFAULT_SCHEDULE}
		[/scenario]
	name=default
	map_width=40
	map_height=40
	iterations=2000
	hill_size=6
	max_lakes=40
	villages=25
	players=2
	min_lake_height=600
	lake_size=120
	river_frequency=15

	temperature_iterations=2000
	temperature_size=4

	roads=3
	road_windiness=3

		#list of common terrain types which come in at
		#different heights, from highest to lowest
		[height]
		height=600
		terrain=Md
		[/height]
		[height]
		height=450
		terrain=Hd
		[/height]
		[height]
		height=150
		terrain=Gs
		[/height]
		[height]
		height=120
		terrain=Dd
		[/height]
		[height]
		height=5
		terrain=Ww
		[/height]
		[height]
		height=0
		terrain=Wo
		[/height]


		[convert]
		min_temperature=150
		max_temperature=200
		from=Gs
		to=Gs^Ft
		[/convert]

		[convert]
		min_temperature=150
		max_temperature=600
		from=Gs
		to=Dd
		[/convert]

		#road costs
		[road_cost]
		terrain=Gs
		cost=10
		convert_to=Re
		[/road_cost]

		[road_cost]
		terrain=Dd
		cost=15
		convert_to=Rd
		[/road_cost]

		[road_cost]
		terrain=Gs^Ft
		cost=20
		convert_to=Rd
		[/road_cost]

		[road_cost]
		terrain=Ww
		cost=50
		convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
		convert_to=Ch
		[/road_cost]

		[road_cost]
		terrain=Hd
		cost=30
		convert_to=Rd
		[/road_cost]

		[road_cost]
		terrain=Md
		cost=50
		convert_to=Rd
		[/road_cost]

	#define MIN_COST_ROAD X
		[road_cost]
		terrain={X}
		cost=2
		convert_to={X}
		[/road_cost]
	#enddef

		{MIN_COST_ROAD Re}
		{MIN_COST_ROAD Ww^Bw|}
		{MIN_COST_ROAD Ww^Bw/}
		{MIN_COST_ROAD Ww^Bw\}
		{MIN_COST_ROAD Ch}


		[village]
		terrain=Gs
		convert_to=Gg^Vh
		adjacent_liked=Gs, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
		rating=8
		[/village]

		#villages in desert
		[village]
		terrain=Dd
		convert_to=Dd^Vda
		rating=5
		adjacent_liked=Dd, Dd, Gs, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
		[/village]

		#villages in Tropical forest are Jungle huts
		[village]
		terrain=Gs^Ft
		convert_to=Gs^Vht
		rating=4
		adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Gs^Vht, Hd, Gs^Ft, Gs^Ft, Gs^Ft
		[/village]

		#villages in hills
		[village]
		terrain=Hd
		convert_to=Dd^Vdt
		rating=4
		adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
		[/village]

		#villages in mountains
		[village]
		terrain=Mm
		convert_to=Dd^Vdt
		rating=3
		adjacent_liked=Gs, Dd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Rd, Rd, Gg^Ve, Gg^Vh, Hd, Gs^Ft
		[/village]

		#mermen villages - give them low chance of appearing
		[village]
		terrain=Ww
		convert_to=Ww^Vm
		rating=1
		adjacent_liked=Ww, Ww
		[/village]

		[castle]
		valid_terrain=Dd, Gs, Gs^Ft, Hd
		min_distance=12
		[/castle]

		[naming]
		{VILLAGE_NAMES}
		[/naming]

		[village_naming]
		{VILLAGE_NAMES}
		[/village_naming]

	[/generator]
#undef MIN_COST_ROAD
[/multiplayer]
