[multiplayer]

	id=ranmap4
	name= _ "Random map (Marsh)"
	description= _ "A random map with swamp 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 (Marsh)"
			id=ranmap4
		        {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=100
	lake_size=50
	river_frequency=200

	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=Ww
		[/height]
		[height]
		height=5
		terrain=Ww
		[/height]
		[height]
		height=0
		terrain=Wo
		[/height]

		[convert]
		min_temperature=300
		max_temperature=700
		max_height=300
		from=Gg
		to=Gs^Fp
		[/convert]

		[convert]
		min_temperature=100
		max_temperature=600
		from=Gg
		to=Ss
		[/convert]

		[convert]
		min_temperature=400
		from=Gg
		to=Gs^Fp
		[/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=Ss
		cost=40
		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]


		#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^Ve
		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=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]

		#swamp villages
		[village]
		terrain=Ss
		convert_to=Ss^Vhs
		rating=8
		adjacent_liked=Gg, Ss, 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=5
		adjacent_liked=Ww, Ww
		[/village]

		[castle]
		valid_terrain=Gg, Gs^Fp, Hh, Ss
		min_distance=12
		[/castle]

		[naming]
		{VILLAGE_NAMES}
		[/naming]

		[village_naming]
		{VILLAGE_NAMES}
		[/village_naming]

	[/generator]
#undef MIN_COST_ROAD
[/multiplayer]
