/* *** Colonization *** */
/* Created - 2/5/2005 5:04:47 PM */
< base_terrain WATER create_player_lands /* Mix Water */ create_terrain MED_WATER create_terrain DEEP_WATER create_terrain DEEP_WATER create_terrain MED_WATER create_terrain WATER < /* Mix Water */ create_terrain MED_WATER create_terrain DEEP_WATER create_terrain DEEP_WATER create_terrain MED_WATER create_terrain WATER /* --- Player Start Objects --- */ create_object TOWN_CENTER create_object MANGUDAI create_object VILLAGER /* REGICIDE Support */ create_object VILLAGER create_object KING create_object CASTLE endif /* Forage Bushes */ /* Near Gold */ /* Medium Gold */ /* Far Gold */ /* Near Stone */ /* Far Stone */ /* Main Sheep */ /* Secondary Sheep */ /* Deer */ /* Near Straggler Trees */ /* Straggler Trees */ /* Extra Forage Bushes */ if GIGANTIC_MAP /* Extra Gold Mines */ /* Extra Stone Mines */ /* --- Map Objects --- */ create_object HAWK create_object WOLF create_object RELIC create_elevation 7
random_placement
<
create_player_lands
create_player_lands
{
terrain_type DIRT
land_percent 3
base_size 15
border_fuzziness 1
clumping_factor 3
other_zone_avoidance_distance 0
left_border 3
right_border 3
top_border 3
bottom_border 3
}
<
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 2
land_percent 40
}
{
base_terrain WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
{
base_terrain MED_WATER
number_of_clumps 8
spacing_to_other_terrain_types 3
land_percent 20
}
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
{
base_terrain DEEP_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps 10
spacing_to_other_terrain_types 2
land_percent 40
}
{
base_terrain WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
{
base_terrain MED_WATER
number_of_clumps 8
spacing_to_other_terrain_types 3
land_percent 20
}
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
{
base_terrain DEEP_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
<
{
set_place_for_every_player
group_placement_radius 18
min_distance_to_players 0
max_distance_to_players 0
}
{
number_of_objects 3
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players
}
if REGICIDE
{
number_of_objects 7
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
{
set_place_for_every_player
min_distance_to_players 10
max_distance_to_players 10
}
/* --- Player Resources --- */
create_object FORAGE
{
number_of_objects 6
number_of_groups 1
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 12
min_distance_group_placement 6
}
create_object GOLD
{
number_of_objects 7
number_of_groups 1
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 16
min_distance_group_placement 7
max_distance_to_other_zones 7
}
create_object GOLD
{
number_of_objects 4
number_of_groups 1
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 26
min_distance_group_placement 7
max_distance_to_other_zones 7
}
create_object GOLD
{
number_of_objects 4
number_of_groups 1
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 35
min_distance_group_placement 7
max_distance_to_other_zones 7
}
create_object STONE
{
number_of_objects 5
number_of_groups 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 18
min_distance_group_placement 7
max_distance_to_other_zones 7
}
create_object STONE
{
number_of_objects 4
number_of_groups 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 26
min_distance_group_placement 7
max_distance_to_other_zones 7
}
create_object SHEEP
{
number_of_objects 4
number_of_groups 1
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 12
}
create_object SHEEP
{
number_of_objects 2
number_of_groups 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 30
}
create_object DEER
{
number_of_objects 4
number_of_groups 1
group_variance 1
group_placement_radius 3
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 30
}
create_object OAKTREE
{
number_of_objects 2
number_of_groups 1
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 5
min_distance_group_placement 2
}
create_object OAKTREE
{
number_of_objects 3
number_of_groups 1
set_gaia_object_only
set_place_for_every_player
max_distance_to_players 8
min_distance_group_placement 2
}
/* --- Extra Resource by Map --- */
if LARGE_MAP
create_object FORAGE
{
number_of_groups 1
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object FORAGE
{
number_of_groups 2
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
create_object FORAGE
{
number_of_groups 3
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if TINY_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if SMALL_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 3
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if MEDIUM_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if LARGE_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 3
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object GOLD
{
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object GOLD
{
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if TINY_MAP
create_object STONE
{
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if SMALL_MAP
create_object STONE
{
number_of_groups 1
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if MEDIUM_MAP
create_object STONE
{
number_of_groups 2
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if LARGE_MAP
create_object STONE
{
number_of_groups 3
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if HUGE_MAP
create_object STONE
{
number_of_groups 4
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object STONE
{
number_of_groups 5
number_of_objects 4
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
min_distance_group_placement 9
}
endif
{
number_of_objects 6
set_scaling_to_map_size
}
{
number_of_groups 3
set_loose_grouping
start_random
percent_chance 75
number_of_objects 1
percent_chance 25
number_of_objects 2
end_random
set_scaling_to_map_size
set_gaia_object_only
min_distance_group_placement 12
min_distance_to_players 40
max_distance_to_players 120
}
{
number_of_objects 5
min_distance_to_players 25
temp_min_distance_group_placement 20
}
<
{
base_terrain DIRT
number_of_clumps 15
number_of_tiles 3000
set_scale_by_groups
set_scale_by_size
}