[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." turns=90 {DAWN} {MORNING} {AFTERNOON} {DUSK} {FIRST_WATCH} {SECOND_WATCH} map_generation=default [generator] [scenario] name= _ "Random map (Winter)" turns=90 id=ranmap3 {DAWN} {MORNING} {AFTERNOON} {DUSK} {FIRST_WATCH} {SECOND_WATCH} [/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 default_convert=g roads=4 road_windiness=3 #list of common terrain types which come in at #different heights, from highest to lowest [height] height=600 terrain=m [/height] [height] height=500 terrain=h [/height] [height] height=100 terrain=g [/height] [height] height=5 terrain=c [/height] [height] height=0 terrain=s [/height] #water at cold temperatures becomes ice [convert] min_height=50 max_temperature=150 from=csw to=i [/convert] #at low temperatures, snow appears [convert] min_height=50 max_temperature=150 from=gd to=S [/convert] #hills at low temperatures get snow on them [convert] max_temperature=200 from=h to=H [/convert] #forest appears at moderate temperatures [convert] min_temperature=250 max_temperature=400 from=g to=F [/convert] #forest appears at moderate temperatures [convert] min_temperature=250 max_temperature=500 from=g to=f [/convert] #road costs [road_cost] terrain=g cost=10 convert_to=r [/road_cost] [road_cost] terrain=f cost=20 convert_to=r [/road_cost] [road_cost] terrain=F cost=20 convert_to=r [/road_cost] [road_cost] terrain=c cost=50 convert_to_bridge=|,/,\ #convert_to=C [/road_cost] [road_cost] terrain=h cost=25 convert_to=r [/road_cost] [road_cost] terrain=H cost=25 convert_to=r [/road_cost] [road_cost] terrain=m cost=40 convert_to=r [/road_cost] #road going through snow [road_cost] terrain=S cost=10 convert_to=r [/road_cost] #define MIN_COST_ROAD X [road_cost] terrain={X} cost=2 convert_to={X} [/road_cost] #enddef {MIN_COST_ROAD r} {MIN_COST_ROAD |} {MIN_COST_ROAD /} {MIN_COST_ROAD \} {MIN_COST_ROAD C} [village] terrain=g convert_to=v adjacent_liked=gccccccc|/\RRrrtvhf rating=6 [/village] #villages in forest are Elvish [village] terrain=f convert_to=t rating=4 adjacent_liked=gccc|/\RRrrtvhfff [/village] [village] terrain=F convert_to=V rating=4 adjacent_liked=gccc|/\RRrrtvhFFF [/village] [village] terrain=h convert_to=a rating=4 adjacent_liked=gccc|/\RRrrtvhf [/village] [village] terrain=H convert_to=A rating=4 adjacent_liked=gccc|/\RRrrtvHf [/village] [village] terrain=m convert_to=b rating=3 adjacent_liked=gccc|/\RRrrtvhf [/village] #villages in snow [village] terrain=S convert_to=V rating=4 adjacent_liked=gccc|/\RRrrtvhfS [/village] [castle] valid_terrain=gfhFHm min_distance=12 [/castle] [naming] {VILLAGE_NAMES} [/naming] [village_naming] {VILLAGE_NAMES} [/village_naming] [/generator] [/multiplayer]