[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

	default_convert=w

	roads=3
	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=30
		terrain=c
		[/height]
		[height]
		height=5
		terrain=c
		[/height]
		[height]
		height=0
		terrain=s
		[/height]

		[convert]
		min_temperature=300
		max_temperature=700
		max_height=300
		from=g
		to=f
		[/convert]

		[convert]
		min_temperature=100
		max_temperature=600
		from=g
		to=w
		[/convert]

		[convert]
		min_temperature=400
		from=g
		to=f
		[/convert]

		#road costs
		[road_cost]
		terrain=g
		cost=10
		convert_to=r
		[/road_cost]

		[road_cost]
		terrain=d
		cost=25
		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=w
		cost=40
		convert_to_bridge=|,/,\
		convert_to=C
		[/road_cost]

		[road_cost]
		terrain=h
		cost=30
		convert_to=r
		[/road_cost]

		[road_cost]
		terrain=m
		cost=50
		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=8
		[/village]

		[village]
		terrain=d
		convert_to=B
		rating=2
		adjacent_liked=gccc|/\RRrrtvhf
		[/village]

		#villages in forest are Elvish
		[village]
		terrain=f
		convert_to=t
		rating=4
		adjacent_liked=gccc|/\RRrrtvhfff
		[/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]

		#swamp villages
		[village]
		terrain=w
		convert_to=Y
		rating=8
		adjacent_liked=gwccc|/\RRrrtvhf
		[/village]

		#mermen villages - give them low chance of appearing
		[village]
		terrain=c
		convert_to=Z
		rating=5
		adjacent_liked=cc
		[/village]

		[castle]
		valid_terrain=gfhw
		min_distance=12
		[/castle]

		[naming]
		{VILLAGE_NAMES}
		[/naming]

		[village_naming]
		{VILLAGE_NAMES}
		[/village_naming]

	[/generator]
#undef MIN_COST_ROAD
[/multiplayer]
