#textdomain wesnoth-multiplayer

[multiplayer]
    id=multiplayer_Random_Map_Marsh
    name= _ "Random map (Marsh)"
    description= _ "A random map with swamp as the primary terrain. 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 (Marsh)"
            id=multiplayer_Random_Map_Marsh
            {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=100
        lake_size=50
        river_frequency=200

        temperature_iterations=2000
        temperature_size=4

        roads=3
        road_windiness=3

        #list of common terrain types which come in at
        #different heights, from highest to lowest
        [height]
            height=600
            terrain=Mm
        [/height]
        [height]
            height=500
            terrain=Hh
        [/height]
        [height]
            height=100
            terrain=Gg
        [/height]
        [height]
            height=30
            terrain=Ww
        [/height]
        [height]
            height=5
            terrain=Ww
        [/height]
        [height]
            height=0
            terrain=Wo
        [/height]

        [convert]
            min_temperature=300
            max_temperature=700
            max_height=300
            from=Gg
            to=Gs^Fp
        [/convert]

        [convert]
            min_temperature=100
            max_temperature=600
            from=Gg
            to=Ss
        [/convert]

        [convert]
            min_temperature=400
            from=Gg
            to=Gs^Fp
        [/convert]

        #road costs
        [road_cost]
            terrain=Gg
            cost=10
            convert_to=Re
        [/road_cost]

        [road_cost]
            terrain=Ds
            cost=25
            convert_to=Re
        [/road_cost]

        [road_cost]
            terrain=Gs^Fp
            cost=20
            convert_to=Re
        [/road_cost]

        [road_cost]
            terrain=Ww
            cost=50
            convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
            convert_to=Ch
        [/road_cost]

        [road_cost]
            terrain=Ss
            cost=40
            convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
            convert_to=Ch
        [/road_cost]

        [road_cost]
            terrain=Hh
            cost=30
            convert_to=Re
        [/road_cost]

        [road_cost]
            terrain=Mm
            cost=50
            convert_to=Re
        [/road_cost]

#define MIN_COST_ROAD TERRAIN
    [road_cost]
        terrain={TERRAIN}
        cost=2
        convert_to={TERRAIN}
    [/road_cost]
#enddef

        {MIN_COST_ROAD Re}
        {MIN_COST_ROAD Ww^Bw|}
        {MIN_COST_ROAD Ww^Bw/}
        {MIN_COST_ROAD Ww^Bw\}
        {MIN_COST_ROAD Ch}

        [village]
            terrain=Gg
            convert_to=Gg^Ve
            adjacent_liked=Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
            rating=8
        [/village]

        [village]
            terrain=Ds
            convert_to=Vda
            rating=2
            adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
        [/village]

        #villages in forest are Elvish
        [village]
            terrain=Gs^Fp
            convert_to=Gg^Ve
            rating=4
            adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp, Gs^Fp, Gs^Fp
        [/village]

        [village]
            terrain=Hh
            convert_to=Hh^Vhh
            rating=4
            adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
        [/village]

        [village]
            terrain=Mm
            convert_to=Mm^Vhh
            rating=3
            adjacent_liked=Gg, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
        [/village]

        #swamp villages
        [village]
            terrain=Ss
            convert_to=Ss^Vhs
            rating=8
            adjacent_liked=Gg, Ss, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gg^Ve, Gg^Vh, Hh, Gs^Fp
        [/village]

        #mermen villages - give them low chance of appearing
        [village]
            terrain=Ww
            convert_to=Ww^Vm
            rating=5
            adjacent_liked=Ww, Ww
        [/village]

        [castle]
            valid_terrain=Gg, Gs^Fp, Hh, Ss
            min_distance=12
        [/castle]

        [naming]
            {VILLAGE_NAMES}
        [/naming]

        [village_naming]
            {VILLAGE_NAMES}
        [/village_naming]
    [/generator]
#undef MIN_COST_ROAD
[/multiplayer]
