[multiplayer]
	id=ranmap
	name= _ "Random map"
	description= _ "Randomly generated map. 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"
	id=ranmap

	{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=500
lake_size=150
river_frequency=20

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=Mm
	[/height]
	[height]
	height=500
	terrain=Hh
	[/height]
	[height]
	height=100
	terrain=Gg
	[/height]
	[height]
	height=30
	terrain=Ds
	[/height]
	[height]
	height=5
	terrain=Ww
	[/height]
	[height]
	height=0
	terrain=Wo
	[/height]

	#water at cold temperatures becomes ice
	[convert]
	min_height=50
	max_temperature=20
	from=Ww, Wo
	to=Ai
	[/convert]

	#at low temperatures, snow appears
	[convert]
	min_height=50
	max_temperature=50
	from=Gg, Ds
	to=Aa
	[/convert]

	#hills at low temperatures get snow on them
	[convert]
	max_temperature=50
	from=Hh
	to=Ha
	[/convert]

	#swamp appears on low land, at moderate temperatures
	[convert]
	min_temperature=500
	max_temperature=700
	max_height=200
	from=Gg
	to=Ss
	[/convert]

	#forest appears at moderate temperatures
	[convert]
	min_temperature=300
	max_temperature=500
	from=Gg
	to=Gs^Fp
	[/convert]

	#desert appears at high temperatures
	[convert]
	min_temperature=900
	from=Gg
	to=Ds
	[/convert]

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

	[road_cost]
	terrain=Ds
	cost=25
	convert_to=Re
	[/road_cost]

	[road_cost]
	terrain=Gs^Fp
	cost=20
	convert_to=Re
	[/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=Hh
	cost=30
	convert_to=Re
	[/road_cost]

	[road_cost]
	terrain=Mm
	cost=50
	convert_to=Re
	[/road_cost]

	#road going through snow is covered over by
	#the snow (presumably the road was built when
	#it wasn't snowing)
	[road_cost]
	terrain=Aa
	cost=20
	convert_to=Aa
	[/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=Gg
	convert_to=Gg^Vh
	adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	rating=8
	[/village]
	[village]
	terrain=Ds
	convert_to=Dd^Vda
	rating=2
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	[/village]

	#villages in forest are Elvish
	[village]
	terrain=Gs^Fp
	convert_to=Gg^Ve
	rating=4
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
	[/village]
	[village]
	terrain=Hh
	convert_to=Hh^Vhh
	rating=4
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	[/village]
	[village]
	terrain=Mm
	convert_to=Mm^Vhh
	rating=3
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	[/village]

	#villages in snow
	[village]
	terrain=Aa
	convert_to=Aa^Vha
	rating=3
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	[/village]

	[village]
	terrain=Aa^Fpa
	convert_to=Aa^Vha
	rating=3
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	[/village]

	#swamp villages
	[village]
	terrain=Ss
	convert_to=Ss^Vhs
	rating=2
	adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
	[/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=Gg, Gs^Fp, Hh
	min_distance=12
	[/castle]

	[naming]
	{VILLAGE_NAMES}
	[/naming]

	[village_naming]
	{VILLAGE_NAMES}
	[/village_naming]

[/generator]
#undef MIN_COST_ROAD
[/multiplayer]
