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Unnamed File 000018.bina
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1999-11-11
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/* ************ NOMAD ************ */
/* 5 APR 99 */
#include_drs random_map.def 54000
ai_info_map_type COASTAL
/* ****************************************************** */
<PLAYER_SETUP>
random_placement /* note this is only currently valid entry */
/* ****************************************************** */
<LAND_GENERATION>
base_terrain WATER
start_random
percent_chance 20
#define DESERT_MAP
percent_chance 20
#define ALPINE_MAP
end_random
create_player_lands
{
if DESERT_MAP
terrain_type DESERT
elseif ALPINE_MAP
terrain_type GRASS2
else
terrain_type GRASS
endif
land_percent 60
base_size 8
start_random
percent_chance 50
left_border 8
percent_chance 50
right_border 8
end_random
start_random
percent_chance 50
top_border 8
percent_chance 50
bottom_border 8
end_random
border_fuzziness 15
zone 1
other_zone_avoidance_distance 7
clumping_factor 15
}
/* ****************************************************** */
<TERRAIN_GENERATION>
create_terrain DEEP_WATER
{
base_terrain WATER
number_of_clumps 3
spacing_to_other_terrain_types 5
land_percent 20
}
/* PRIMARY FOREST */
if DESERT_MAP
create_terrain PALM_DESERT
{
base_terrain DESERT
spacing_to_other_terrain_types 5
land_percent 9
number_of_clumps 10
set_avoid_player_start_areas
set_scale_by_groups
}
elseif ALPINE_MAP
create_terrain PINE_FOREST
{
base_terrain GRASS2
spacing_to_other_terrain_types 5
land_percent 9
number_of_clumps 10
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 5
land_percent 9
number_of_clumps 10
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* PRIMARY PATCH */
if DESERT_MAP
create_terrain GRASS
{
base_terrain DESERT
number_of_clumps 8
spacing_to_other_terrain_types 1
land_percent 4
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain GRASS3
{
base_terrain GRASS2
number_of_clumps 8
spacing_to_other_terrain_types 1
land_percent 6
set_scale_by_size
}
else
create_terrain DESERT
{
base_terrain GRASS
number_of_clumps 8
spacing_to_other_terrain_types 1
land_percent 9
set_scale_by_size
}
endif
/* SECONDARY FOREST */
if DESERT_MAP
create_terrain FOREST
{
base_terrain GRASS
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
elseif ALPINE_MAP
create_terrain FOREST
{
base_terrain GRASS3
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
else
create_terrain PALM_DESERT
{
base_terrain DESERT
spacing_to_other_terrain_types 3
land_percent 1
number_of_clumps 3
set_avoid_player_start_areas
set_scale_by_groups
}
endif
/* SECONDARY PATCH */
if DESERT_MAP
create_terrain DIRT3
{
base_terrain DESERT
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain DIRT3
{
base_terrain GRASS2
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain GRASS3
{
base_terrain GRASS
number_of_clumps 24
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* TERTIARY PATCH */
if DESERT_MAP
create_terrain GRASS3
{
base_terrain DESERT
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
elseif ALPINE_MAP
create_terrain GRASS
{
base_terrain GRASS2
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
else
create_terrain DIRT3
{
base_terrain GRASS
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 2
set_scale_by_size
}
endif
/* ****************************************************** */
<OBJECTS_GENERATION>
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 25
}
create_object RELIC
{
set_gaia_object_only
set_place_for_every_player
}
/* SPECIAL STUFF FOR REGICIDE */
if REGICIDE
create_object KING
{
set_place_for_every_player
min_distance_to_players 25
}
endif
/* NEAR FORAGE */
create_object FORAGE
{
number_of_objects 6
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 6
}
/* BAA BAA */
create_object SHEEP
{
number_of_objects 4
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 5
}
create_object SHEEP
{
number_of_objects 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 5
}
create_object SHEEP
{
number_of_objects 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 5
}
create_object DEER
{
number_of_objects 6
group_variance 2
group_placement_radius 3
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 4
}
create_object BOAR
{
number_of_objects 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
create_object BOAR
{
number_of_objects 1
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 16
max_distance_to_players 22
}
/* NEAR GOLD */
create_object GOLD
{
number_of_objects 6
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 11
max_distance_to_other_zones 7
}
/* FAR GOLD */
create_object GOLD
{
number_of_objects 6
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* NEAR STONE */
create_object STONE
{
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 7
max_distance_to_other_zones 7
}
/* FAR STONE */
create_object STONE
{
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_group_placement 7
}
/* RESOURCES BY NUMBER OF PLAYERS */
create_object STONE
{
number_of_groups 1
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_scaling_to_player_number
min_distance_group_placement 7
}
create_object GOLD
{
number_of_groups 1
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_scaling_to_player_number
min_distance_group_placement 7
}
/* RESOURCES 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 7
}
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 7
}
endif
if GIGANTIC_MAP
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 7
}
endif
if LARGE_MAP
create_object STONE
{
number_of_groups 1
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 7
}
endif
if HUGE_MAP
create_object STONE
{
number_of_groups 2
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 7
}
endif
if GIGANTIC_MAP
create_object STONE
{
number_of_groups 3
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 7
}
endif
if SMALL_MAP
create_object GOLD
{
number_of_groups 1
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if MEDIUM_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if LARGE_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 6
group_placement_radius 2
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 GOLD
{
number_of_groups 4
number_of_objects 6
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
min_distance_group_placement 9
}
endif
if GIGANTIC_MAP
create_object GOLD
{
number_of_groups 5
number_of_objects 6
group_placement_radius 2
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 HAWK
{
number_of_objects 6
set_scaling_to_map_size
}
create_object WOLF
{
number_of_objects 1
set_scaling_to_map_size
set_gaia_object_only
min_distance_to_players 40
max_distance_to_players 120
}
/* BALANCING FISH - WAS 40 */
create_object FISH
{
number_of_objects 15
set_scaling_to_map_size
terrain_to_place_on WATER
set_gaia_object_only
}
create_object FISH
{
number_of_objects 10
set_scaling_to_map_size
terrain_to_place_on DEEP_WATER
set_gaia_object_only
}
create_object SHORE_FISH
{
number_of_objects 25
set_scaling_to_map_size
terrain_to_place_on WATER
min_distance_group_placement 3
set_gaia_object_only
}
create_object DOLPHIN
{
number_of_groups 10
number_of_objects 1
set_scaling_to_map_size
terrain_to_place_on DEEP_WATER
set_gaia_object_only
min_distance_group_placement 10
}
create_object DEER
{
number_of_objects 2
number_of_groups 2
set_loose_grouping
set_gaia_object_only
set_place_for_every_player
min_distance_to_players 35
min_distance_group_placement 5
}
if DESERT_MAP
create_object PALMTREE
{
number_of_objects 30
set_gaia_object_only
set_scaling_to_map_size
}
elseif ALPINE_MAP
create_object PINETREE
{
number_of_objects 30
set_gaia_object_only
set_scaling_to_map_size
}
else
create_object OAKTREE
{
number_of_objects 30
set_gaia_object_only
set_scaling_to_map_size
}
endif
/* ****************************************************** */
<ELEVATION_GENERATION>
#include std_elevation.inc
/* ****************************************************** */
<CONNECTION_GENERATION>
create_connect_all_players_land
{
/* replace_terrain GRASS DESERT */
replace_terrain WATER SHALLOW
replace_terrain DEEP_WATER SHALLOW
/* replace_terrain FOREST DESERT
replace_terrain PALM_DESERT DESERT */
terrain_cost WATER 7
terrain_cost DEEP_WATER 15
terrain_cost FOREST 7
terrain_cost PINE_FOREST 7
terrain_cost PALM_DESERT 7
terrain_cost SHALLOW 3
terrain_cost DESERT 1
terrain_cost GRASS 2
terrain_cost BEACH 7
terrain_size WATER 2 1
terrain_size DEEP_WATER 2 1
terrain_size GRASS 0 0
terrain_size FOREST 0 0
terrain_size PINE_FOREST 0 0
terrain_size PALM_DESERT 0 0
terrain_size DESERT 0 0
}