[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

		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]
#undef MIN_COST_ROAD
[/multiplayer]
