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Text File  |  1999-11-11  |  22.3 KB  |  1,000 lines

  1. /* ************ ARCHIPELAGO ************ */
  2. /* 21 JULY 99 */
  3.  
  4. #include_drs random_map.def 54000
  5. ai_info_map_type           ARCHIPELAGO 
  6.  
  7. /* ****************************************************** */
  8. <PLAYER_SETUP>
  9.   random_placement  /* note this is only currently valid entry */
  10.  
  11. /* ****************************************************** */
  12. <LAND_GENERATION>
  13. base_terrain WATER
  14.  
  15. start_random
  16.   percent_chance 20
  17.   #define DESERT_MAP
  18.   percent_chance 20
  19.   #define ASIAN_MAP
  20. end_random
  21.  
  22. create_player_lands 
  23. {            
  24. if DESERT_MAP
  25.   terrain_type                     DESERT
  26. elseif ASIAN_MAP
  27.   terrain_type                     GRASS2
  28. else           
  29.   terrain_type                     GRASS
  30. endif
  31.   land_percent                     35
  32.   base_size                        12
  33. start_random
  34. percent_chance 50
  35.   zone                             8
  36. percent_chance 50
  37.   set_zone_randomly
  38. end_random
  39.   left_border                      4
  40.   right_border                     4
  41.   top_border                       4
  42.   bottom_border                    4
  43.   border_fuzziness                 7
  44.   other_zone_avoidance_distance    7
  45. }
  46.  
  47. /* ************** RESOURCE ISLANDS ************ */
  48.  
  49. create_land 
  50. {
  51.   if DESERT_MAP
  52.     terrain_type                     DESERT
  53.   elseif ASIAN_MAP
  54.     terrain_type                     GRASS2
  55.   else                       
  56.     terrain_type                     GRASS
  57.   endif  
  58.   land_percent                     1
  59.   border_fuzziness                 10
  60.   other_zone_avoidance_distance    7
  61.   land_id                          20
  62.   left_border                      5
  63.   right_border                     5
  64.   top_border                       5
  65.   bottom_border                    5 
  66. }
  67.  
  68. create_land 
  69. {
  70.   if DESERT_MAP
  71.     terrain_type                     DESERT
  72.   elseif ASIAN_MAP
  73.     terrain_type                     GRASS2
  74.   else                       
  75.     terrain_type                     GRASS
  76.   endif  
  77.   land_percent                     1
  78.   border_fuzziness                 10
  79.   other_zone_avoidance_distance    7
  80.   land_id                          23
  81.   left_border                      5
  82.   right_border                     5
  83.   top_border                       5
  84.   bottom_border                    5 
  85. }
  86.  
  87. /* ================= MEDIUM */
  88. if MEDIUM_MAP
  89. create_land 
  90. {
  91.   if DESERT_MAP
  92.     terrain_type                     DESERT
  93.   elseif ASIAN_MAP
  94.     terrain_type                     GRASS2
  95.   else                       
  96.     terrain_type                     GRASS
  97.   endif  
  98.   land_percent                     1
  99.   border_fuzziness                 10
  100.   other_zone_avoidance_distance    7
  101.   land_id                          21
  102.   left_border                      5
  103.   right_border                     5
  104.   top_border                       5
  105.   bottom_border                    5 
  106. }
  107. endif
  108.  
  109. /* ====================== LARGE */
  110. if LARGE_MAP
  111. create_land 
  112. {
  113.   if DESERT_MAP
  114.     terrain_type                     DESERT
  115.   elseif ASIAN_MAP
  116.     terrain_type                     GRASS2
  117.   else                       
  118.     terrain_type                     GRASS
  119.   endif  
  120.   land_percent                     1
  121.   border_fuzziness                 10
  122.   other_zone_avoidance_distance    7
  123.   land_id                          21
  124.   left_border                      5
  125.   right_border                     5
  126.   top_border                       5
  127.   bottom_border                    5 
  128. }
  129. create_land 
  130. {
  131.   if DESERT_MAP
  132.     terrain_type                     DESERT
  133.   elseif ASIAN_MAP
  134.     terrain_type                     GRASS2
  135.   else                       
  136.     terrain_type                     GRASS
  137.   endif  
  138.   land_percent                     1
  139.   border_fuzziness                 10
  140.   other_zone_avoidance_distance    7
  141.   land_id                          24
  142.   left_border                      5
  143.   right_border                     5
  144.   top_border                       5
  145.   bottom_border                    5 
  146. }
  147. endif
  148.  
  149. /* ======================== HUGE */
  150. if HUGE_MAP
  151. create_land 
  152. {
  153.   if DESERT_MAP
  154.     terrain_type                     DESERT
  155.   elseif ASIAN_MAP
  156.     terrain_type                     GRASS2
  157.   else                       
  158.     terrain_type                     GRASS
  159.   endif  
  160.   land_percent                     1
  161.   border_fuzziness                 10
  162.   other_zone_avoidance_distance    7
  163.   land_id                          21
  164.   left_border                      5
  165.   right_border                     5
  166.   top_border                       5
  167.   bottom_border                    5 
  168. }
  169.  
  170. create_land 
  171. {
  172.   if DESERT_MAP
  173.     terrain_type                     DESERT
  174.   elseif ASIAN_MAP
  175.     terrain_type                     GRASS2
  176.   else                       
  177.     terrain_type                     GRASS
  178.   endif  
  179.   land_percent                     1
  180.   border_fuzziness                 10
  181.   other_zone_avoidance_distance    7
  182.   land_id                          22
  183.   left_border                      5
  184.   right_border                     5
  185.   top_border                       5
  186.   bottom_border                    5 
  187. }
  188.  
  189. create_land 
  190. {
  191.   if DESERT_MAP
  192.     terrain_type                     DESERT
  193.   elseif ASIAN_MAP
  194.     terrain_type                     GRASS2
  195.   else                       
  196.     terrain_type                     GRASS
  197.   endif  
  198.   land_percent                     1
  199.   border_fuzziness                 10
  200.   other_zone_avoidance_distance    7
  201.   land_id                          24
  202.   left_border                      5
  203.   right_border                     5
  204.   top_border                       5
  205.   bottom_border                    5 
  206. }
  207. endif
  208.  
  209. /* ======================== GIGANTIC */
  210. if GIGANTIC_MAP
  211. create_land 
  212. {
  213.   if DESERT_MAP
  214.     terrain_type                     DESERT
  215.   elseif ASIAN_MAP
  216.     terrain_type                     GRASS2
  217.   else                       
  218.     terrain_type                     GRASS
  219.   endif  
  220.   land_percent                     1
  221.   border_fuzziness                 10
  222.   other_zone_avoidance_distance    7
  223.   land_id                          21
  224.   left_border                      5
  225.   right_border                     5
  226.   top_border                       5
  227.   bottom_border                    5 
  228. }
  229.  
  230. create_land 
  231. {
  232.   if DESERT_MAP
  233.     terrain_type                     DESERT
  234.   elseif ASIAN_MAP
  235.     terrain_type                     GRASS2
  236.   else                       
  237.     terrain_type                     GRASS
  238.   endif  
  239.   land_percent                     1
  240.   border_fuzziness                 10
  241.   other_zone_avoidance_distance    7
  242.   land_id                          22
  243.   left_border                      5
  244.   right_border                     5
  245.   top_border                       5
  246.   bottom_border                    5 
  247. }
  248.  
  249. create_land 
  250. {
  251.   if DESERT_MAP
  252.     terrain_type                     DESERT
  253.   elseif ASIAN_MAP
  254.     terrain_type                     GRASS2
  255.   else                       
  256.     terrain_type                     GRASS
  257.   endif  
  258.   land_percent                     1
  259.   border_fuzziness                 10
  260.   other_zone_avoidance_distance    7
  261.   land_id                          24
  262.   left_border                      5
  263.   right_border                     5
  264.   top_border                       5
  265.   bottom_border                    5 
  266. }
  267. endif
  268.  
  269. /* ****************************************************** */
  270. <TERRAIN_GENERATION>
  271.  
  272. /* MIXING WATER */
  273.  
  274. create_terrain MED_WATER
  275. {
  276. base_terrain WATER
  277. number_of_clumps               10
  278. spacing_to_other_terrain_types 2
  279. land_percent 40
  280. }
  281.  
  282. create_terrain MED_WATER
  283. {
  284. base_terrain WATER
  285. number_of_clumps               30
  286. spacing_to_other_terrain_types 1
  287. land_percent 1
  288. }
  289.  
  290. create_terrain DEEP_WATER
  291. {
  292. base_terrain MED_WATER
  293. number_of_clumps               8
  294. spacing_to_other_terrain_types 3
  295. land_percent 20
  296. }
  297.  
  298. create_terrain DEEP_WATER
  299. {
  300. base_terrain MED_WATER
  301. number_of_clumps               30
  302. spacing_to_other_terrain_types 1
  303. land_percent 1
  304. }
  305.  
  306. create_terrain MED_WATER
  307. {
  308. base_terrain DEEP_WATER
  309. number_of_clumps               30
  310. spacing_to_other_terrain_types 1
  311. land_percent 1
  312. }
  313.  
  314. create_terrain WATER
  315. {
  316. base_terrain MED_WATER
  317. number_of_clumps               30
  318. spacing_to_other_terrain_types 1
  319. land_percent 1
  320. }
  321.  
  322. /* PRIMARY FOREST */
  323.  
  324. if DESERT_MAP
  325.   create_terrain PALM_DESERT
  326. {
  327.   base_terrain                   DESERT
  328.   spacing_to_other_terrain_types 5
  329.   land_percent                   6
  330.   number_of_clumps               10
  331.   set_avoid_player_start_areas     
  332.   set_scale_by_groups
  333. }
  334. elseif ASIAN_MAP
  335. create_terrain PINE_FOREST
  336. {
  337.   base_terrain                   GRASS2
  338.   spacing_to_other_terrain_types 5
  339.   land_percent                   3
  340.   number_of_clumps               5
  341.   set_avoid_player_start_areas     
  342.   set_scale_by_groups
  343. }
  344. create_terrain BAMBOO
  345. {
  346.   base_terrain                   GRASS2
  347.   spacing_to_other_terrain_types 5
  348.   land_percent                   3
  349.   number_of_clumps               5
  350.   set_avoid_player_start_areas     
  351.   set_scale_by_groups
  352. }
  353. else
  354. create_terrain FOREST
  355. {
  356.   base_terrain                   GRASS
  357.   spacing_to_other_terrain_types 5
  358.   land_percent                   6
  359.   number_of_clumps               10
  360.   set_avoid_player_start_areas     
  361.   set_scale_by_groups
  362. }
  363. endif
  364.  
  365. /* PRIMARY PATCH */
  366.  
  367. if DESERT_MAP
  368.    create_terrain DIRT
  369. {
  370.   base_terrain                   DESERT
  371.   number_of_clumps               24
  372.   spacing_to_other_terrain_types 0
  373.   land_percent                   15
  374.   set_scale_by_size
  375. }
  376. elseif ASIAN_MAP
  377. create_terrain GRASS3
  378. {
  379.   base_terrain                   GRASS2
  380.   number_of_clumps               16
  381.   spacing_to_other_terrain_types 0
  382.   land_percent                   2
  383.   set_scale_by_size
  384. }
  385. else
  386. create_terrain DIRT
  387. {
  388.   base_terrain                   GRASS
  389.   number_of_clumps               10
  390.   spacing_to_other_terrain_types 0
  391.   land_percent                   2
  392.   set_scale_by_size
  393. }
  394. endif
  395.  
  396. /* SECONDARY PATCH */
  397.  
  398. if DESERT_MAP
  399.    create_terrain DIRT3
  400. {
  401.   base_terrain                   DESERT
  402.   number_of_clumps               24
  403.   spacing_to_other_terrain_types 0
  404.   land_percent                   1
  405.   set_scale_by_size
  406. }
  407. elseif ASIAN_MAP
  408. create_terrain DIRT3
  409. {
  410.   base_terrain                   GRASS2
  411.   number_of_clumps               24
  412.   spacing_to_other_terrain_types 0
  413.   land_percent                   1
  414.   set_scale_by_size
  415. }
  416. else
  417. create_terrain GRASS3
  418. {
  419.   base_terrain                   GRASS
  420.   number_of_clumps               24
  421.   spacing_to_other_terrain_types 0
  422.   land_percent                   1
  423.   set_scale_by_size
  424. }
  425. endif
  426.  
  427. /* ****************************************************** */
  428. <OBJECTS_GENERATION>
  429.  
  430. /* PLAYER START OBJECTS */
  431.  
  432. create_object TOWN_CENTER
  433. {
  434.   set_place_for_every_player
  435.   group_placement_radius     18
  436.   min_distance_to_players    0
  437.   max_distance_to_players    0
  438. }
  439.  
  440. create_object VILLAGER
  441. {
  442.   set_place_for_every_player
  443.   min_distance_to_players       6
  444.   max_distance_to_players       6
  445.  }
  446.  
  447. create_object SCOUT
  448. {
  449.   number_of_objects             1
  450.   set_place_for_every_player
  451.   min_distance_to_players       7
  452.   max_distance_to_players       9
  453.  }
  454.  
  455. create_object RELIC
  456. {
  457.    number_of_objects            5
  458.    min_distance_to_players     25
  459.    temp_min_distance_group_placement 20
  460. }
  461.  
  462. /* SPECIAL STUFF FOR REGICIDE */
  463.  
  464. if REGICIDE
  465. create_object VILLAGER
  466. {
  467.   number_of_objects             7
  468.   set_place_for_every_player
  469.   min_distance_to_players       6
  470.   max_distance_to_players       6
  471. }
  472.  
  473. create_object KING
  474. {
  475.   set_place_for_every_player
  476.   min_distance_to_players       6
  477.   max_distance_to_players       6
  478. }
  479.  
  480. create_object CASTLE
  481. {
  482.   set_place_for_every_player
  483.   min_distance_to_players    10
  484.   max_distance_to_players    10
  485. }
  486. endif
  487.  
  488. /* FORAGE */
  489.  
  490. create_object FORAGE
  491. {
  492.   number_of_objects          6
  493.   group_placement_radius     3
  494.   set_tight_grouping
  495.   set_gaia_object_only
  496.   set_place_for_every_player
  497.   min_distance_to_players    10
  498.   max_distance_to_players    12
  499.   min_distance_group_placement  6
  500. }
  501.  
  502. /* NEAR GOLD */
  503.  
  504. create_object GOLD
  505. {
  506.   number_of_groups           2  
  507.   number_of_objects          7
  508.   group_placement_radius     3
  509.   set_tight_grouping
  510.   set_gaia_object_only
  511.   set_place_for_every_player
  512.   min_distance_to_players    12
  513.   max_distance_to_players    28
  514.   min_distance_group_placement  7
  515.   max_distance_to_other_zones  7
  516. }
  517.  
  518. /* STONE */
  519.  
  520. create_object STONE
  521. {
  522.   number_of_groups           2
  523.   number_of_objects          6
  524.   group_placement_radius     2  
  525.   set_tight_grouping 
  526.   set_gaia_object_only
  527.   set_place_for_every_player
  528.   min_distance_to_players    14
  529.   max_distance_to_players    30
  530.   min_distance_group_placement  7
  531.   max_distance_to_other_zones  4
  532. }
  533.  
  534. /* BAA BAA */
  535.  
  536. create_object SHEEP
  537. {
  538.    number_of_objects 4
  539.    set_loose_grouping
  540.    set_gaia_object_only
  541.    set_place_for_every_player
  542.    min_distance_to_players    10
  543.    max_distance_to_players    12
  544.    min_distance_group_placement  5
  545. }
  546.  
  547. create_object SHEEP
  548. {
  549.    number_of_groups 2
  550.    number_of_objects 2
  551.    set_loose_grouping
  552.    set_gaia_object_only
  553.    set_place_for_every_player
  554.    min_distance_to_players    14
  555.    max_distance_to_players    24
  556.    min_distance_group_placement  5
  557. }
  558.  
  559. create_object DEER
  560. {
  561.   number_of_objects          4
  562.   group_variance             1
  563.   group_placement_radius     3
  564.   set_loose_grouping
  565.   set_gaia_object_only
  566.   set_place_for_every_player
  567.   min_distance_to_players    14
  568.   max_distance_to_players    30
  569.   min_distance_group_placement  4
  570. }
  571.  
  572. create_object BOAR
  573. {
  574.   number_of_objects          1
  575.   set_loose_grouping  
  576.   set_gaia_object_only
  577.   set_place_for_every_player
  578.   min_distance_to_players    16
  579.   max_distance_to_players    22
  580. }
  581.  
  582. create_object BOAR
  583. {
  584.   number_of_objects          1
  585.   set_gaia_object_only
  586.   set_place_for_every_player
  587.   min_distance_to_players    16
  588.   max_distance_to_players    22
  589. }
  590.  
  591. if DESERT_MAP
  592. create_object PALMTREE
  593. {
  594.   number_of_objects             2
  595.   set_gaia_object_only
  596.   set_place_for_every_player
  597.   min_distance_to_players       4
  598.   max_distance_to_players       5
  599.   min_distance_group_placement  2
  600. }
  601. create_object PALMTREE
  602. {
  603.   number_of_objects             3
  604.   set_gaia_object_only
  605.   set_place_for_every_player
  606.   min_distance_to_players       6
  607.   max_distance_to_players       8
  608.   min_distance_group_placement  2
  609. }
  610. elseif ALPINE_MAP
  611. create_object PINETREE
  612. {
  613.   number_of_objects             2
  614.   set_gaia_object_only
  615.   set_place_for_every_player
  616.   min_distance_to_players       4
  617.   max_distance_to_players       5
  618.   min_distance_group_placement  2
  619. }
  620. create_object PINETREE
  621. {
  622.   number_of_objects             3
  623.   set_gaia_object_only
  624.   set_place_for_every_player
  625.   min_distance_to_players       6
  626.   max_distance_to_players       8
  627.   min_distance_group_placement  2
  628. }
  629. elseif ASIAN_MAP
  630. create_object BAMBOO_TREE
  631. {
  632.   number_of_objects             2
  633.   set_gaia_object_only
  634.   set_place_for_every_player
  635.   min_distance_to_players       4
  636.   max_distance_to_players       5
  637.   min_distance_group_placement  2
  638. }
  639. create_object PINETREE
  640. {
  641.   number_of_objects             3
  642.   set_gaia_object_only
  643.   set_place_for_every_player
  644.   min_distance_to_players       6
  645.   max_distance_to_players       8
  646.   min_distance_group_placement  2
  647. }
  648. else
  649. create_object OAKTREE
  650. {
  651.   number_of_objects             2
  652.   set_gaia_object_only
  653.   set_place_for_every_player
  654.   min_distance_to_players       4
  655.   max_distance_to_players       5
  656.   min_distance_group_placement  2
  657. }
  658. create_object OAKTREE
  659. {
  660.   number_of_objects             3
  661.   set_gaia_object_only
  662.   set_place_for_every_player
  663.   min_distance_to_players       6
  664.   max_distance_to_players       8
  665.   min_distance_group_placement  2
  666. }
  667. endif
  668.  
  669. create_object HAWK
  670. {
  671.    number_of_objects         6
  672.    set_scaling_to_map_size
  673. }
  674.  
  675. create_object WOLF
  676. {
  677.   number_of_objects          2
  678.   set_gaia_object_only
  679.   set_place_for_every_player
  680.   min_distance_group_placement 12
  681.   min_distance_to_players    30
  682.   max_distance_to_players    50
  683. }
  684.  
  685. if DESERT_MAP
  686. create_object DORADO
  687. {
  688.   number_of_objects                   16
  689.   set_scaling_to_map_size
  690.   set_gaia_object_only
  691.   max_distance_to_other_zones         4
  692. }
  693. create_object SNAPPER
  694. {
  695.   number_of_objects                   12
  696.   set_scaling_to_map_size
  697.   set_gaia_object_only
  698.   max_distance_to_other_zones         4
  699. elseif ASIAN_MAP
  700. create_object TUNA
  701. {
  702.   number_of_objects                   18
  703.   set_scaling_to_map_size
  704.   set_gaia_object_only
  705.   max_distance_to_other_zones         4
  706. }
  707. create_object SNAPPER
  708. {
  709.   number_of_objects                   10
  710.   set_scaling_to_map_size
  711.   set_gaia_object_only
  712.   max_distance_to_other_zones         4
  713. else
  714. create_object DORADO
  715. {
  716.   number_of_objects                   10
  717.   set_scaling_to_map_size
  718.   set_gaia_object_only
  719.   max_distance_to_other_zones         4
  720. }
  721. create_object TUNA
  722. {
  723.   number_of_objects                   9
  724.   set_scaling_to_map_size
  725.   set_gaia_object_only
  726.   max_distance_to_other_zones         4
  727. }
  728. create_object SNAPPER
  729. {
  730.   number_of_objects                   9
  731.   set_scaling_to_map_size
  732.   set_gaia_object_only
  733.   max_distance_to_other_zones         4
  734. endif
  735.  
  736. create_object SHORE_FISH
  737. {
  738.   number_of_objects                   30
  739.   set_scaling_to_map_size
  740.   min_distance_group_placement  3
  741.   set_gaia_object_only
  742. }
  743.  
  744. create_object MARLIN1
  745. {
  746.   number_of_groups                    5
  747.   number_of_objects                    1
  748.   set_scaling_to_map_size
  749.   set_gaia_object_only
  750.   min_distance_group_placement        10 
  751.   max_distance_to_other_zones         7
  752.  
  753. create_object MARLIN2
  754. {
  755.   number_of_groups                    5
  756.   number_of_objects                    1
  757.   set_scaling_to_map_size
  758.   set_gaia_object_only
  759.   min_distance_group_placement        10 
  760.   max_distance_to_other_zones         7
  761.  
  762.  
  763. /* ************************************** */
  764. /* BONUS RESOURCES */
  765.  
  766. create_object GOLD
  767. {
  768.   number_of_groups           2
  769.   number_of_objects          3
  770.   group_placement_radius     2
  771.   set_tight_grouping
  772.   set_gaia_object_only
  773.   place_on_specific_land_id 20
  774. }
  775.  
  776. create_object STONE
  777. {
  778.   number_of_objects          4
  779.   group_placement_radius     2
  780.   set_tight_grouping
  781.   set_gaia_object_only
  782.   place_on_specific_land_id 23
  783. }
  784.  
  785. /* ======================= MEDIUM */
  786. if MEDIUM_MAP
  787. create_object GOLD
  788. {
  789.   number_of_objects          5
  790.   group_variance             1
  791.   group_placement_radius     2
  792.   set_tight_grouping
  793.   set_gaia_object_only
  794.   place_on_specific_land_id 20
  795. }
  796.  
  797. create_object GOLD
  798. {
  799.   number_of_objects          5
  800.   group_variance             1
  801.   group_placement_radius     2
  802.   set_tight_grouping
  803.   set_gaia_object_only
  804.   place_on_specific_land_id 21
  805. }
  806.  
  807. create_object STONE
  808. {
  809.   number_of_objects          6
  810.   group_variance             1
  811.   group_placement_radius     2
  812.   set_tight_grouping
  813.   set_gaia_object_only
  814.   place_on_specific_land_id 23
  815. }
  816. endif
  817.  
  818. /* =========================== LARGE */
  819. if LARGE_MAP
  820. create_object GOLD
  821. {
  822.   number_of_objects          5
  823.   group_variance             1
  824.   group_placement_radius     2
  825.   set_tight_grouping
  826.   set_gaia_object_only
  827.   place_on_specific_land_id 20
  828. }
  829.  
  830. create_object GOLD
  831. {
  832.   number_of_objects          5
  833.   group_variance             1
  834.   group_placement_radius     2
  835.   set_tight_grouping
  836.   set_gaia_object_only
  837.   place_on_specific_land_id 21
  838. }
  839.  
  840. create_object STONE
  841. {
  842.   number_of_objects          4
  843.   group_variance             1
  844.   group_placement_radius     2
  845.   set_tight_grouping
  846.   set_gaia_object_only
  847.   place_on_specific_land_id 23
  848. }
  849.  
  850. create_object STONE
  851. {
  852.   number_of_objects          4
  853.   group_variance             1
  854.   group_placement_radius     2
  855.   set_tight_grouping
  856.   set_gaia_object_only
  857.   place_on_specific_land_id 24
  858. }
  859. endif
  860.  
  861. /* ====================== HUGE */
  862. if HUGE_MAP
  863. create_object GOLD
  864. {
  865.   number_of_objects          5
  866.   group_variance             1
  867.   group_placement_radius     2
  868.   set_tight_grouping
  869.   set_gaia_object_only
  870.   place_on_specific_land_id 20
  871. }
  872.  
  873. create_object GOLD
  874. {
  875.   number_of_objects          5
  876.   group_variance             1
  877.   group_placement_radius     2
  878.   set_tight_grouping
  879.   set_gaia_object_only
  880.   place_on_specific_land_id 21
  881. }
  882.  
  883. create_object GOLD
  884. {
  885.   number_of_objects          5
  886.   group_variance             1
  887.   group_placement_radius     2
  888.   set_tight_grouping
  889.   set_gaia_object_only
  890.   place_on_specific_land_id 22
  891. }
  892.  
  893. create_object STONE
  894. {
  895.   number_of_objects          6
  896.   group_variance             1
  897.   group_placement_radius     2
  898.   set_tight_grouping
  899.   set_gaia_object_only
  900.   place_on_specific_land_id 23
  901. }
  902.  
  903. create_object STONE
  904. {
  905.   number_of_objects          6
  906.   group_variance             1
  907.   group_placement_radius     2
  908.   set_tight_grouping
  909.   set_gaia_object_only
  910.   place_on_specific_land_id 24
  911. }
  912. endif
  913.  
  914. /* ====================== GIGANTIC */
  915. if GIGANTIC_MAP
  916. create_object GOLD
  917. {
  918.   number_of_objects          7
  919.   group_variance             1
  920.   group_placement_radius     2
  921.   set_tight_grouping
  922.   set_gaia_object_only
  923.   place_on_specific_land_id 20
  924. }
  925.  
  926. create_object GOLD
  927. {
  928.   number_of_objects          7
  929.   group_variance             1
  930.   group_placement_radius     2
  931.   set_tight_grouping
  932.   set_gaia_object_only
  933.   place_on_specific_land_id 21
  934. }
  935.  
  936. create_object GOLD
  937. {
  938.   number_of_objects          7
  939.   group_variance             1
  940.   group_placement_radius     2
  941.   set_tight_grouping
  942.   set_gaia_object_only
  943.   place_on_specific_land_id 22
  944. }
  945.  
  946. create_object STONE
  947. {
  948.   number_of_objects          8
  949.   group_variance             1
  950.   group_placement_radius     2
  951.   set_tight_grouping
  952.   set_gaia_object_only
  953.   place_on_specific_land_id 23
  954. }
  955.  
  956. create_object STONE
  957. {
  958.   number_of_objects          8
  959.   group_variance             1
  960.   group_placement_radius     2
  961.   set_tight_grouping
  962.   set_gaia_object_only
  963.   place_on_specific_land_id 24
  964. }
  965. endif
  966.  
  967. /* ================================= END */
  968.  
  969. if DESERT_MAP
  970. create_object PALMTREE
  971. {
  972.   number_of_objects          15
  973.   set_gaia_object_only
  974.   set_scaling_to_map_size
  975.   min_distance_to_players    8
  976. }
  977. elseif ASIAN_MAP
  978. create_object BAMBOO_TREE
  979. {
  980.   number_of_objects          15
  981.   set_gaia_object_only
  982.   set_scaling_to_map_size
  983.   min_distance_to_players    8
  984. }
  985. else
  986. create_object OAKTREE
  987. {
  988.   number_of_objects          15
  989.   set_gaia_object_only
  990.   set_scaling_to_map_size
  991.   min_distance_to_players    8
  992. }
  993. endif
  994.  
  995.