[multiplayer]

	id=ranmap3
	name= _ "Random map (Winter)"
	description= _ "A random map set in the break between spring and winter, mainly with snowy terrains. 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 (Winter)"
			id=ranmap3
		        {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=4
		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=5
			terrain=Ww
		[/height]
		[height]
			height=0
			terrain=Wo
		[/height]

		#water at cold temperatures becomes ice
		[convert]
			min_height=50
			max_temperature=150
			from=Ww, Wo, Ss
			to=Ai
		[/convert]

		#at low temperatures, snow appears
		[convert]
			min_height=50
			max_temperature=150
			from=Gg, Ds
			to=Aa
		[/convert]

		#hills at low temperatures get snow on them
		[convert]
			max_temperature=200
			from=Hh
			to=Ha
		[/convert]

		#forest appears at moderate temperatures
		[convert]
			min_temperature=250
			max_temperature=400
			from=Gg
			to=Aa^Fpa
		[/convert]

		#forest appears at moderate temperatures
		[convert]
			min_temperature=250
			max_temperature=500
			from=Gg
			to=Gs^Fp
		[/convert]

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

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

		[road_cost]
			terrain=Aa^Fpa
			cost=20
			convert_to=Re
		[/road_cost]

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

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

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

		[road_cost]
			terrain=Mm
			cost=40
			convert_to=Re
		[/road_cost]

		#road going through snow
		[road_cost]
			terrain=Aa
			cost=10
			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^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=6
		[/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=Aa^Fpa
			convert_to=Aa^Vha
			rating=4
			adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Aa^Fpa, Aa^Fpa, Aa^Fpa
		[/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=Ha
			convert_to=Ha^Vhha
			rating=4
			adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Ha, 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=4
			adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Aa
		[/village]


		[castle]
			valid_terrain=Gg, Gs^Fp, Hh, Aa^Fpa, Ha, Mm
			min_distance=12
		[/castle]

		[naming]
			{VILLAGE_NAMES}
		[/naming]

		[village_naming]
			{VILLAGE_NAMES}
		[/village_naming]

	[/generator]
#undef MIN_COST_ROAD
[/multiplayer]
