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

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

	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 = 134
		combat_support_width = 67
		ai_terrain_importance_factor = 5.0
		match_value = 5
		sound_type = forest
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 3
		}

		units = {
			# attack = -0.2	#vanilla -0.15
			defence = 0.1	#vanilla 0
			movement = -0.15	#vanilla 0
		}

		enemy_army_bonus_air_superiority_factor = -0.3

		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 = 127
		combat_support_width = 63
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 3
		}

		units = {
			attack = -0.1	#vanilla -0.25
			defence = 0.1	#vanilla 0
			movement = -0.1	#vanilla 0
		}
		enemy_army_bonus_air_superiority_factor = -0.15

		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 = 120
		combat_support_width = 60
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = desert

		units = {
			attack = -0.2	#vanilla -0.5
			defence = 0.2	#vanilla 0
			movement = -0.3	#vanilla 0
		}

		enemy_army_bonus_air_superiority_factor = -0.4

		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 = 144
		combat_support_width = 72
		match_value = 0.5
		sound_type = plains
		buildings_max_level = {
			bunker = 2
			coastal_bunker = 2
		}

		units = {
		}
	}

	urban = {
		color = { 120 120 120 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 4.0
		combat_width = 200
		combat_support_width = 66
		match_value = 4
		sound_type = plains

		units = {
			attack = -0.2	#vanilla -0.3
			defence = 0.3	#vanilla 0
			movement = -0.5	#vanilla 0
		}

		enemy_army_bonus_air_superiority_factor = -0.75

		supply_flow_penalty_factor = -0.2
	}

	supercity = {
		color = { 255 106 0 }
		movement_cost = 1.5
		ai_terrain_importance_factor = 6.0
		combat_width = 240
		combat_support_width = 80
		match_value = 3
		sound_type = plains

		units = {
			attack = -0.35	#vanilla -0.3
			defence = 0.5	#vanilla 0
			movement = -1	#vanilla 0
		}

		enemy_army_bonus_air_superiority_factor = -0.85

		supply_flow_penalty_factor = -0.1
	}

	jungle = {
		color = { 127 191 0 }
		movement_cost = 1.5
		attrition = 0.2
		# combat_width = -0.25
		combat_width = 134
		combat_support_width = 67
		ai_terrain_importance_factor = 6.0
		match_value = 6
		sound_type = forest
		buildings_max_level = {
			bunker = 2
			coastal_bunker = 2
		}

		units = {
			attack = -0.3	#vanilla -0.3
			movement = -0.3	#vanilla 0
		}

		enemy_army_bonus_air_superiority_factor = -0.35

		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 = 124
		combat_support_width = 62
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = forest
		buildings_max_level = {
			bunker = 1
			coastal_bunker = 1
		}

		units = {
			attack = -0.3	#vanilla -0.4
			movement = -0.3	#vanilla 0
		}

		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 = 144
		combat_support_width = 72
		ai_terrain_importance_factor = 8.0
		match_value = 8
		sound_type = desert
		buildings_max_level = {
			bunker = 1
			coastal_bunker = 1
		}

		units = {
		}

		sickness_chance = 1.0

		supply_flow_penalty_factor = 0.14

		truck_attrition_factor = 0.5
	}

	ocean = {
		naval_terrain = yes
		color = { 58 91 255 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea

		#Nerf to corvettes
		corvette = {
			units = {
				attack = -0.3
				movement = -0.3
			}
			navy_visibility = 0.3
		}
		patrol_boat = {
			units = {
				attack = -0.5
				movement = -0.5
			}
			navy_visibility = 0.5
		}
		naval_mine_hit_chance = -0.1
	}

	water_fjords = {
		naval_terrain = yes
		color = { 75 162 198 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea

		#Nerf to big ships
		destroyer = {
			units = {
				attack = -0.2
				movement = -0.2
			}
			navy_visibility = 0.2
		}
		stealth_destroyer = {
			units = {
				attack = -0.2
				movement = -0.2
			}
			navy_visibility = 0.2
		}
		cruiser = {
			units = {
				attack = -0.3
				movement = -0.3
			}
			navy_visibility = 0.2
		}
		helicopter_operator = {
			units = {
				attack = -0.3
				movement = -0.3
			}
			navy_visibility = 0.3
		}
		battle_cruiser = {
			units = {
				attack = -0.3
				movement = -0.3
			}
			navy_visibility = 0.3
		}
		battleship = {
			units = {
				attack = -0.4
				movement = -0.4
			}
			navy_visibility = 0.4
		}
		carrier = {
			units = {
				attack = -0.4
				movement = -0.4
			}
			navy_visibility = 0.4
		}
		navy_visibility = -0.2
		positioning = -0.15
	}

	water_littoral = {
		naval_terrain = yes
		color = { 122 164 187 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea

		#Nerf to big ships
		destroyer = {
			units = {
				attack = -0.1
				movement = -0.1
			}
			navy_visibility = 0.1
		}
		stealth_destroyer = {
			units = {
				attack = -0.1
				movement = -0.1
			}
			navy_visibility = 0.1
		}
		cruiser = {
			units = {
				attack = -0.15
				movement = -0.15
			}
			navy_visibility = 0.15
		}
		helicopter_operator = {
			units = {
				attack = -0.15
				movement = -0.15
			}
			navy_visibility = 0.15
		}
		battle_cruiser = {
			units = {
				attack = -0.15
				movement = -0.15
			}
			navy_visibility = 0.15
		}
		battleship = {
			units = {
				attack = -0.2
				movement = -0.2
			}
			navy_visibility = 0.2
		}
		carrier = {
			units = {
				attack = -0.2
				movement = -0.2
			}
			navy_visibility = 0.2
		}
		navy_visibility = 0.1
		positioning = -0.1
	}

	water_shallow_sea = {
		naval_terrain = yes
		color = { 151 204 233 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea

		#Nerf to big ships
		destroyer = {
			units = {
				attack = -0.05
				movement = -0.05
			}
			navy_visibility = 0.05
		}
		stealth_destroyer = {
			units = {
				attack = -0.05
				movement = -0.05
			}
			navy_visibility = 0.05
		}
		cruiser = {
			units = {
				attack = -0.075
				movement = -0.075
			}
			navy_visibility = 0.075
		}
		helicopter_operator = {
			units = {
				attack = -0.075
				movement = -0.075
			}
			navy_visibility = 0.075
		}
		battle_cruiser = {
			units = {
				attack = -0.075
				movement = -0.075
			}
			navy_visibility = 0.075
		}
		battleship = {
			units = {
				attack = -0.1
				movement = -0.1
			}
			navy_visibility = 0.1
		}
		carrier = {
			units = {
				attack = -0.1
				movement = -0.1
			}
			navy_visibility = 0.1
		}

		#Nerf to submarines
		attack_submarine = {
			units = {
				movement = -0.25
			}
			navy_visibility = 0.5
		}
		missile_submarine = {
			units = {
				movement = -0.25
			}
			navy_visibility = 0.5
		}
		positioning = -0.05
	}

	water_deep_ocean = {
		naval_terrain = yes
		color = { 2 38 150 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea

		#Nerf to small ships
		corvette = {
			units = {
				attack = -0.5
				movement = -0.5
			}
			navy_visibility = 0.5
		}
		frigate = {
			units = {
				attack = -0.075
				movement = -0.15
			}
			navy_visibility = 0.15
		}
		patrol_boat = {
			units = {
				attack = -0.75
				movement = -0.75
			}
			navy_visibility = 0.75
		}
		missile_submarine = {
			navy_visibility = -0.25
		}
		attack_submarine = {
			navy_visibility = -0.25
		}
		naval_mine_hit_chance = -0.5
	}
}

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

terrain = {
	terrain_0 = { type = plains color = { 0 } texture = 1 }
	terrain_1 = { type = forest color = { 1 } texture = 4 }
	desert_mountain = { type = hills color = { 2 } texture = 3 }
	desert = { type = desert color = { 3 } texture = 9 }

	terrain_4 = { type = forest color = { 4 } texture = 5 }
	terrain_5 = { type = plains color = { 5 } texture = 0 }
	terrain_6 = { type = mountain color = { 6 } texture = 11 }
	terrain_7 = { type = desert color = { 7 } texture = 12 }
	desert_hills = { type = desert color = { 8 } texture = 14 }
	terrain_9 = { type = marsh color = { 9 } texture = 6 }
	terrain_10 = { type = mountain color = { 10 } texture = 13 }

	desert = { type = mountain color = { 11 } texture = 11 }
	desert = { type = desert color = { 12 } texture = 8 }

	forest_13 = { type = urban color = { 13 } texture = 10 spawn_city = yes }
	forest_14 = { type = lakes color = { 14 } texture = 255 }
	ocean_15 = { type = ocean color = { 15 } texture = 9 }

	snow_16 = { type = mountain color = { 16 } texture = 11 perm_snow = yes }
	plains_17 = { type = plains color = { 19 } texture = 0 perm_snow = yes }

	hills_blend = { type = hills color = { 17 } texture = 2 }
	mountain_variation_sand = { type = mountain color = { 18 } texture = 7 }
	mountain_variation_grass = { type = mountain color = { 20 } texture = 7 }
	jungle_18 = { type = jungle color = { 21 } texture = 4 }
	jungle_blend_18 = { type = jungle color = { 22 } texture = 5 }

	jungle_blend_18 = { type = mountain color = { 27 } texture = 7 }
	desert_mountain_tops = { type = mountain color = { 31 } texture = 15 }
}
