
##################################################################
### Terrain Categories
###
###

categories = {
	unknown = {
		color = { 255 0 0 }
	}

	ocean = {
		color = { 58 91 255 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
	}
	
	lakes = {
		color = { 58 91 255 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
	}
	
	plains = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		sound_type = plains
		units = {
			#defence = -0.36
			#movement = -0.2
		}
		
	
	}
	desert = {
		color = { 255 127 0 }
		movement_cost = 1.5
		#attrition = 0.2
		combat_width = -0.66
		ai_terrain_importance_factor = 8.0
		sound_type = desert
		units = {
			#defence = -0.36
			#movement = -0.35
		}
		
	}
	hills = {
		color = { 248 255 153 }
		movement_cost = 1.5
		combat_width = -0.33
		#attrition = 0.3
		ai_terrain_importance_factor = 3.0
		sound_type = desert

		units = {
			attack = -0.54
			defence = 0.50
			movement = -0.1
		}
		enemy_army_bonus_air_superiority_factor = -0.05
	}
	forest = {
		color = { 89 199 85 }
		movement_cost = 1.5
		combat_width = -0.20
		#attrition = 0.3
		ai_terrain_importance_factor = 5.0
		sound_type = forest

		units = {
			attack = -0.54
			defence = 0.50
			movement = -0.15
		}

		enemy_army_bonus_air_superiority_factor = -0.1
	}
	mountain = {
		color = { 124 135 125 }
		movement_cost = 2.0
		#attrition = 0.4
		combat_width = -0.66
		ai_terrain_importance_factor = 10.0
		sound_type = desert

		units = {
			attack = -0.68
			defence = 0.50
			movement = -0.3
		}

		enemy_army_bonus_air_superiority_factor = -0.10
	}
	
	urban = {
		color = { 155 0 255 }
		movement_cost = 1.2
		#attrition = 0.2
		ai_terrain_importance_factor = 4.0
		sound_type = plains

		units = {
			attack = -0.76
			defence = 0.50
			movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
	}
	
	jungle = {
		color = { 127 191 0 }
		movement_cost = 1.5
		#attrition = 0.5
		combat_width = -0.25
		ai_terrain_importance_factor = 6.0
		sound_type = forest

		units = {
			attack = -0.6
			movement = -0.3
		}

		enemy_army_bonus_air_superiority_factor = -0.25
	}	
	
	marsh = {
		color = { 76 96 35 }
		movement_cost = 2.0
		#attrition = 0.5
		combat_width = -0.25
		ai_terrain_importance_factor = 8.0		
		sound_type = forest

		units = {
			attack = -0.4
			movement = -0.3
		}
	}
	
	water_fjords = {
		naval_terrain = yes
		color = { 94 161 169 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		destroyer = {
			units = {
				attack = -0.1
				movement = -0.1
				defence = -0.1
			}
			navy_fuel_consumption_factor = 0.2
		}
		cruiser = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.2
		}
		carrier = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.2
		}
		Nuclear_carrier = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.2
		}
		navy_visibility = -0.2
		positioning = -0.15
	}
	
	water_littoral = {
		naval_terrain = yes
		color = { 122 164 187 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		destroyer = {
			units = {
				attack = -0.1
				movement = -0.1
				defence = -0.1
			}
			navy_visibility = 0.3
		}
		cruiser = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_visibility = 0.5
		}
		carrier = {
			units = {
				attack = -0.3
				movement = -0.3
				defence = -0.3
			}
			navy_visibility = 0.5
		}
		Nuclear_carrier = {
			units = {
				attack = -0.3
				movement = -0.3
				defence = -0.3
			}
			navy_visibility = 0.5
		}
		navy_visibility = 0.1
		positioning = -0.15
	}
	
	#littoral and shallow
	water_shallow_sea = {
		naval_terrain = yes
		color = { 151 204 233 } 
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		destroyer = {
			units = {
				attack = -0.1
				movement = -0.1
				defence = -0.1
			}
			navy_visibility = 0.2
		}
		cruiser = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_visibility = 0.5
		}
		carrier = {
			units = {
				attack = -0.3
				movement = -0.3
				defence = -0.3
			}
			navy_visibility = 0.5
		}
		Nuclear_carrier = {
			units = {
				attack = -0.3
				movement = -0.3
				defence = -0.3
			}
			navy_visibility = 0.5
		}
		attack_submarine = {
			units = {
				attack = -0.2
				movement = -0.5
				defence = -0.5
			}
			navy_visibility = 1.0
		}
		missile_submarine = {
			units = {
				attack = -0.2
				movement = -0.5
				defence = -0.5
			}
			navy_visibility = 1.0
		}
		diesel_attack_submarine = {
			units = {
				attack = -0.2
				movement = -0.3
				defence = -0.3
			}
			navy_visibility = 0.5
		}
		positioning = -0.05
	}
	
	water_deep_ocean = {
		naval_terrain = yes
		color = { 2 38 150 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		corvette = {
			units = {
				attack = -0.5
				movement = -0.5
				defence = -0.5
			}
		}
		frigate = {
			units = {
				attack = -0.15
				movement = -0.1
				defence = -0.15
			}
		}
		diesel_attack_submarine = {
			navy_visibility = -0.25
			units = {
				movement = -0.3
			}
		}
		missile_submarine = {
			navy_visibility = -0.25
		}
		attack_submarine = {
			navy_visibility = -0.25
		}
		naval_mine_hit_chance = -0.5
	}
}
	


##################################################################
### Graphical terrain
###		type	=	refers to the terrain defined above, "terrain category"'s 
### 	color = index in bitmap color table (see terrain.bmp)
###

terrain = {
	terrain_0 = { type = plains			color = { 	0	 } texture = 1 }
	terrain_1 = { type = forest			color = { 	1	 } texture = 4 } 
	desert_mountain = { type = hills			color = { 	2	 } texture = 3 }
	desert = { type = desert			color = { 	3	 } texture = 9 }
		
	terrain_4 = { type = forest			color = { 	4	 } texture = 5 }
	terrain_5 = { type = plains	 		color = { 	5	 } texture = 0 }
	terrain_6 = { type = mountain			color = { 	6	 } texture = 11 }
	terrain_7 = { type = desert			color = { 	7	 } texture = 12 }
	desert_hills = { type = desert			color = { 	8	 } texture = 14 }
	terrain_9 = { type = marsh			color = { 	9	 } texture = 6 }
	terrain_10 = { type = mountain   		color = { 	10	 } texture = 13 }
			
	desert = { type = mountain			color = { 	11	 } texture = 11 }
	desert = { type = desert			color = { 	12	 } texture = 8 }
		
	forest_13 = { type = urban			color = { 	13	 } texture = 10 spawn_city = yes }
	forest_14 = { type = lakes			color = { 	14	 } texture = 255 }
	ocean_15 = { type = ocean			color = { 	15	 } texture = 9 } 
		
	snow_16 = { type = mountain			color = { 	16	 } texture = 11  perm_snow = yes }
	plains_17 = { type = plains			color = { 	19	 } texture = 0  perm_snow = yes }
	
	hills_blend = { type = hills			color = { 	17	 } texture = 2 }
	mountain_variation_sand = { type = mountain			color = { 	18	 } texture = 7 }
	mountain_variation_grass = { type = mountain			color = { 	20	 } texture = 7 }
	jungle_18 = { type = jungle			color = { 	21	 } texture = 4 }
	jungle_blend_18 = { type = jungle			color = { 	22	 } texture = 5 }
	
	jungle_blend_18 = { type = mountain			color = { 	27	 } texture = 7 }
	desert_mountain_tops = { type = mountain			color = { 	31	 } texture = 15 }
	
}
