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

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

	ocean = {
		naval_terrain = yes
		color = { 40 83 176 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		naval_mine_hit_chance = -0.75
		minimum_seazone_dominance = 257.58 #It's, uh. Well it makes sense in math. If there's time I'll add a util function so that these numbers are game-representative.
	}
	
	lakes = {
		color = { 58 91 255 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
	}
	
	forest = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	hills = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
	
	mountain = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	plains = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	urban = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	jungle = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	
	
	marsh = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
	
	desert = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
	
	water_fjords = {
		naval_terrain = yes
		color = { 75 162 198 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		battle_cruiser = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.2
		}
		battleship = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.2
		}
		heavy_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
		}

		navy_visibility = -0.2
		positioning = -0.15
		minimum_seazone_dominance = 128.79
	}
	
	water_shallow_sea = {
		naval_terrain = yes
		color = { 56 118 217 } 
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		submarine = {
			navy_visibility = 1.0
		}
		positioning = -0.05
		naval_mine_hit_chance = -0.5
		minimum_seazone_dominance = 128.79
	}
	
	water_deep_ocean = {
		naval_terrain = yes
		color = { 2 38 150 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		destroyer = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
		}
		light_cruiser = {
			units = {
				attack = -0.1
				movement = -0.1
				defence = -0.1
			}
		}
		submarine = {
			navy_visibility = -0.15
			units = {
				movement = -0.25
			}
		}

		naval_mine_hit_chance = -0.95
		minimum_seazone_dominance = 257.58
	}


########################  mod   ################################################

########################   urban   ########################################

	urban_baghdad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_birmingham = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
			
	urban_Brest = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Cherbourg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Edinburgh = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
		
	urban_philadelphia = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_kaunas = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_manchester = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
		
	urban_naples = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Palermo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_vilnius = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	



	
	urban_berlin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_moscow = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_leningrad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_stalingrad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
								
	urban_breslau = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_cairo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_leipzig = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_mumbai = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
		
	urban_munich = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_nagoya = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_nurnberg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_stettin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_baku = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_sevastopol = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_paris = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_london = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_rome = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_new_york = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_washington = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_chicago = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_boston = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_los_angeles = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_dresden = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_tokyo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_osaka = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_shanghai = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_beiping = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_manila = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_sydney = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_vienna = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_praha = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_danzig = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_athens = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_bangkok = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_dairen = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_hiroshima = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_hongkong = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_kyoto = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_nanjing = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_singapore = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_dortmund = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_essen = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_frankfurt = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_hamburg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_kiel = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_koln = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_milano = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_taranto = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_tripoli = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_tunis = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}



	
	urban_amsterdam = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_brussels = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_bukarest = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_guangdong = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_helsinki = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}


	
	urban_Istanbul = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_kharkov = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_kiev = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_konigsberg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_krakow = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}



	
	urban_liverpool = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_minsk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_mukden = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_riga = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Rostov = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}




	
	urban_rotterdam = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_san_francisco = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_smolensk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_tallinn = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Tianjin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}



	
	urban_Tsingtao = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Vitebsk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Warszawa = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_orel = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}



	
	urban_bordeaux = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_budapest = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_buenos_aires = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_harbin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_jinan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}




	
	urban_lyon = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_madrid = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_magdeburg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_marseille = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_nice = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}



	
	urban_oslo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_rio_dejaneiro = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_strasburg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_copenhagen = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_alexadria = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_kolkata = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_melbourne = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_newdelhi = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Rangoon = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_yawata = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}



	
	urban_Barcelona = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Beograd = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Casablanca = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Cleveland = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Detroit = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Lisboa = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Newark = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Ottawa = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_saigon = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Seattle = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_StLouis = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Stockholm = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Tehran = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Vladivostok = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_zagreb = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}


	
	urban_Ankara = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Bremen = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Chongqing = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Wuhan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Lwow = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Stuttgart = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Torino = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Aleppo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Damascus = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Dublin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Keijo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Kursk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Sendai = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Sofia = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Algiers = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Bilbao = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Hull = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Belfast = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Kalinin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Izmir = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Firenze = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}











	
	urban_Batavia = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Changde = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Changsha = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Chengdu = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Fuzhou = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Hangzhou = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Nanchang = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Nanzningz = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Surabaya = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Suzhou = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}


###



	
	urban_Akmolinsk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Almaty = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Astrakhan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Brunn = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Bryansk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Chelyabinsk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Chrzanow = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Dnipropetrovsk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Ekaterinburg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Gomel = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}


	
	urban_Gorky = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Kattowitz = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Kazan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Khabarovsk = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Krasnodar = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_KryvyiRih = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Kuybyshev = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Lodz = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Odessa = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Perm = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}


	
	urban_Poznan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Rzhev = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Saratov = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Stalino = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Tbilisi = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Toshkent = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Tula = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Voronezh = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Voroshilovgrad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Yaroslavl = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Yerevan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Zaporizhzhia = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}




	urban_Bristol = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Cardiff = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Ceuta = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_glasgow = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Leeds = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	urban_LeHavre = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Lille = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_London_ = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Malaga = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Nantes = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	urban_Newcastle = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Paris_ = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Porto = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Sevilla = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Sheffield = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Toulouse = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Valencia = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Zaragoza = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

###




	urban_Auckland = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Bern = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Breda = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Dacca = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_DenHaag = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	urban_Galati = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Gleiwitz = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Gothenburg = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Graz = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Hannover = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	urban_Houston = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Montreal = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Patna = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Pittsburgh = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_SaoPaulo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Thessaloniki = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_toronto = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Zurich = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

###

	
	urban_Adelaide = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Bangalore = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Bologna = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Brisbane = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	urban_Cagliari = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Genova = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Hanoi = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Hyderabad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Lucknow = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Madras = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Perth = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Trieste = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
###


	
	urban_Yokohama = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Fukuoka = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Fuzan = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Heijo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_TelAviv = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Tabriz = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Ahmedabad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Buffalo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Montevideo = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Antofagasta = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Santiago = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Imphal = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Kochin = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Madurai = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Mangalore = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}

	
	urban_Warangal = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Mysore = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Mashhad = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Xian = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Kaifeng = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}
	
	urban_Zhengzhou = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 80
		combat_support_width = 40
		match_value = 4
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.3
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.50
				
		supply_flow_penalty_factor = -0.2
	}




#####################   hills   #############################################	

	hills_Braunau = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_sarajevo = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_gibraltar = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

	hills_mont_st_michel = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_sapporo = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

	hills_Heraklion = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_SanDiego = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}


	hills_pescara = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Ulm = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Benghazi = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Predappio = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Shijiazhuang = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Zunyi = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Guihua = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Manzhouli = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Bergen = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
###

						
	hills_Anzio = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Columbo = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Kunming = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Niangziguan = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Trondheim = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Penang = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Miyazaki = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Wuchow = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Yibin = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Asmara = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Dubrovnik = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Ljubljana = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Kasserine_Pass = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Vemork = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Bursa = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Gaziantep = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Antalya = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Bizerte = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Diyarbakir = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Erzurum = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Kobe = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Trabzon = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Takao = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Lanzhou = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Nicosia = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

						
	hills_Ancona = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Batumi = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Fiume = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Metz = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Opava = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Klagenfurt = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Ostrava = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

	hills_Asahikawa = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Parma = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Freiburg = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}
						
	hills_Vichy = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

	hills_Urumqi = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}

	hills_Hue = {
		color = { 248 255 153 }
		movement_cost = 1.5
		#combat_width = -0.33
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

		units = {
			attack = -0.25
			#movement = -0.2
		}
		enemy_army_bonus_air_superiority_factor = -0.05
		
		supply_flow_penalty_factor = 0.1
		
		truck_attrition_factor = 0.2
	}




#############################  mountain    ###########################################
																																																		
	mountain_berchtesgaden = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_monte_cassino = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}


																																	
	mountain_capetown = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_narvik = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_gran_sasso = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Garmisch = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_MexcoCity = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Yenan = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	
	mountain_Freiburg = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Anman = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Tobruk = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	
	mountain_Mount_Elbrus = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_salween_river_bridge = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Taiyuan = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Messina = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Salo = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	
	mountain_Addis_Ababa = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Asmara = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Kabul = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Kokoda = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_kilindini = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Lanzhou = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Zlatousk = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Albuquerque = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_ChiangMai = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Goa = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Kathmandu = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Punakha = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Reykjavik = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Innsbruck = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Vancouver = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
	
	mountain_Cluj = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Ellwood_Oil_Field = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Midway-Sunset_Oil_Field = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Antakya = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Grenoble = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Suakin = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Schloss_Neuschwanstein = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Anshan = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Huangshan = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Mecca = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Medina = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}


	mountain_Bamiyan = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Kampa_Dzong = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Zhangjiakou = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}
#

	mountain_Bogota = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Cordoba = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Cusco = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}


	mountain_LaPaz = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Lima = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Quito = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Alexandroupoli = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Skopje = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Urumqi = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}


	mountain_Beyrouth = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Riyadh = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}

	mountain_Niangziguan = {
		color = { 157 192 208 }
		movement_cost = 2.0
		attrition = 0.3
		#combat_width = -0.66
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.5
			#movement = -0.4
		}

		enemy_army_bonus_air_superiority_factor = -0.10
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 1.0
	}



#####################  plains  ###########################################

		
	plains_chuuk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}

	}
	
	plains_malta = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
		
	plains_giza = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_dover = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_iwo_jima = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_naha = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_pearl_harbor = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_midway = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_venice = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
		

	plains_antwerpen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_murmansk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}


	plains_amiens = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_ploiesti = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
		

	plains_rouen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_taipei = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_nagasaki = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_quebec = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_bratislava = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Columbus = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_scapaflow = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Wewelsburg = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Remagen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Prora = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_rostock = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								

	plains_Aachen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Arkhangelsk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
		

	plains_Atlanta = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Baltimore = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Dallas = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Dankerque = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Indianapolis = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Lubeck = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_memel = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Munster = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Norfolk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Oranienburg = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Toyohara = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								


	plains_Braunschweig = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Kolberg = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Mainz = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Orleans = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Wake = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Wurzburg = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Zara = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								
	
	plains_Arnhem = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_caen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Coventry = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								


	
	plains_Attu = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								
	
	plains_Panama_Canal = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_PortSaid = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Saipan = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								
###

	plains_Chengde = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Peleliu = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								

	plains_Qiqihar = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								
	
	plains_Rota = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Shanhaiguan = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Tinian = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}							
###

	
	plains_Basra = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								

	plains_Christchurch = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								
	
	plains_Dutch_Harbor = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Nijmegen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Odense = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}						
	
	plains_Addu = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								

	plains_CapGris = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}								
	
	plains_Dieppe = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Montevideo = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Trincomalee = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}						

	plains_Gulangyu = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Regensburg = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}						


	plains_Bataan = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Guam = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}						

	plains_Pretria = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Welwel = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}

	plains_Magnitogorsk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Portsmouth = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}												
	
	plains_Irkutsk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Hankou = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_hengyang = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Kweilin = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Novosibirsk = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Stavanger = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_PhnomPenh = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Debrecen = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Dubrovnik = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Mantova = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Tirana = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Raleigh = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Reims = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_SanAntonio = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Rhodes = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Corfu = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Grozny = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Dijon = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_LaRochelle = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Kerch = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Khalkhyn_Gol = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Ulaanbaatar = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Belgorod = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Gdynia = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_beaches_of_Normandy = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_zhangbei = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Adana = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Milwaukee = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Mykolaiv = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Ningbo = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Augsburg = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Kayseri = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}


	plains_Durres = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Zhytomyr = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Montpellier = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
#

	plains_Besancon = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	

	plains_Charlotte = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Tours = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Lublin = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Neisse = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Oppeln = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Radom = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Tampere = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Brescia = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Chisinau = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Dobrich = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Edirne = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Gent = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Habana = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Haikou = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_liege = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Namur = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Port_au_Prince = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Santo_Domingo = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Split = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Verona = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Koslin = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Lahore = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Xuzhou = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Anqing = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	
						
	plains_Taiyuan = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Shijiazhuang = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	
	plains_Hefei = {
		color = { 255 129 66 }
		movement_cost = 1.0
		ai_terrain_importance_factor = 0.1
		combat_width = 70
		combat_support_width = 35
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}	


#######################   desert   #########################################

			
	desert_baotou = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
					
	desert_Jerusalem = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_arco_dei_fileni = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_potala_palace = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
					
	desert_AbuSimbel = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Konya = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Luxor = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Leyte = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_ElAlamein = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Yenangyaung = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Halfaya_Pass = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Djibouti = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Khartoum = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Gyantse_Dzong = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Welwel = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
#
	desert_Bukhara = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Caracas = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Samarkand = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}
		
	desert_Frunze = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}

	desert_Karachi = {
		color = { 255 127 0 }
		movement_cost = 1.05
		attrition = 0.15
		combat_width = 70
		combat_support_width = 35
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.14
		
		truck_attrition_factor = 0.5
	}




####################  forest   ################################################

				
	forest_darwin = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
	
	forest_Nagykanizsa = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_zossen = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
	
	forest_narva = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_hsinking = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_rastenburg = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
	
	forest_schorfheide = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
	
	forest_Adlerhorst = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Koblenz = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Ordensburg_Vogelsang_Eifel = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
	
	forest_Schloss_Cecilienhof_Potsdam = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Schweinfurt = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Walhalla = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Kustrin = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_VelikieLuki = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

		
	forest_brest = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Eindhoven = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Kassel = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Salzburg = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Viipuri = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Heihe = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Bastogne = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Kiruna = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Liepaja = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Saarbrucken = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Macau = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Mandalay = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Linz = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Luxemburg = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Burgas = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Kristiansand = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_KouangTcheouWan = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Xian = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Toulon = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_East_Texas_Oil_Field = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Kosice = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Miskolc = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Stadt_des_KdF-Wagens = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Geneve = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Bayonne = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Hefei = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Nancy = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
#
		
	forest_Asuncion = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Charleston = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Chita = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Maribor = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Richmond = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Bautzen = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}
		
	forest_Bitburg = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Charleroi = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Maastricht = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}


	forest_Anqing = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Wellington = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}

	forest_Weimar = {
		color = { 89 199 85 }
		movement_cost = 1.5
		#combat_width = -0.20
		combat_width = 60
		combat_support_width = 30
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}

		units = {
			attack = -0.15
			#movement = -0.2
		}

		enemy_army_bonus_air_superiority_factor = -0.1
		
		supply_flow_penalty_factor = 0.08
		
		truck_attrition_factor = 0.2
	}





####################  jungle  ########################################################
						
	jungle_guadalcanal = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	
	
	jungle_rabaul = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	
	
	jungle_KualaLumpur = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	

	
	jungle_palembang = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	
	
	jungle_Port_Moresby = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	
	
	jungle_DiegoSuarez = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	

	
	jungle_Medan = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	
	
	jungle_Monrovia = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	

	
	jungle_Stanleyville = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	

	jungle_Leyte = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 60
		combat_support_width = 30

		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

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

		enemy_army_bonus_air_superiority_factor = -0.25
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 3.0
	}	






###########################   marsh    #########################################

		
	marsh_wilhelmshaven = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
			
	marsh_neworleans = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
			
	marsh_Miami = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
			
	marsh_Grodno = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
											
	marsh_Ferrara = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
											
	marsh_Cuxhaven = {
		color = { 76 96 35 }
		movement_cost = 2.0
		attrition = 0.35
		# combat_width = -0.25
		combat_width = 50
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}

		units = {
			attack = -0.4
			#movement = -0.4
		}
		
		sickness_chance = 1.0
		
		supply_flow_penalty_factor = 0.16
		
		truck_attrition_factor = 4.0
	}
																															




######################   mod     #######################################################


}





##################################################################
### 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 }
	
}
