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


# VANilla ish : it was 1.11 values

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 = 84
		combat_support_width = 42
		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 = 80
		combat_support_width = 40
		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 = 75
		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 = 90
		combat_support_width = 45
		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 = 96
		combat_support_width = 32
		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 = 84
		combat_support_width = 42

		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 = 78
		combat_support_width = 26
		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 = 90
		combat_support_width = 45
		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
	}
}
	


##################################################################
### 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 }
	
}

########### DARKEST HOUR

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 = -0.55
	}
	
	lakes = {
		color = { 58 91 255 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
	}
	
	forest = {
		color = { 24 140 20 }
		movement_cost = 1.8
		combat_width = 84
		combat_support_width = 42
		ai_terrain_importance_factor = 6.0
		match_value = 4
		sound_type = forest
	
		units = {
			attack = -0.3
			defence = 0.1
		}
		
		enemy_army_bonus_air_superiority_factor = -0.4
		supply_flow_penalty_factor = 0.1
		truck_attrition_factor = 0.2
	}

	hills = {
		color = { 245 156 93 }
		movement_cost = 1.6
		combat_width = 80
		combat_support_width = 40
		ai_terrain_importance_factor = 7.0
		match_value = 5
		sound_type = desert
	
		units = {
			attack = -0.4
			defence = 0.2
		}
	
		enemy_army_bonus_air_superiority_factor = -0.3
		supply_flow_penalty_factor = 0.1
		truck_attrition_factor = 0.2
	}
	
	mountain = {
		color = { 121 138 145 }
		movement_cost = 2.5
		attrition = 0.5
		combat_width = 70
		combat_support_width = 20
		ai_terrain_importance_factor = 9.0
		match_value = 3
		sound_type = desert
	
		units = {
			attack = -0.7
			defence = 0.3
		}
		
		enemy_army_bonus_air_superiority_factor = -0.5
		supply_flow_penalty_factor = 0.4
		truck_attrition_factor = 1.0
	}
	
	plains = {
		color = { 149 209 119 }
		movement_cost = 1.0
		combat_width = 96
		combat_support_width = 48
		ai_terrain_importance_factor = 2.0
		match_value = 8
		sound_type = plains
	}

	farmland = {
		color = { 188 255 5 }
		movement_cost = 1.2
		ai_terrain_importance_factor = 3.0
		match_value = 9
		combat_width = 90
		combat_support_width = 45
		sound_type = plains

		units = {
			attack = -0.1
		}
		
		supply_flow_penalty_factor = 0.02
		truck_attrition_factor = 0.05
	}
	
	urban = {
		color = { 120 120 120 }
		movement_cost = 1.2
		combat_width = 90
		combat_support_width = 30
		ai_terrain_importance_factor = 10.0
		match_value = 10
		sound_type = plains
	
		units = {
			attack = -0.6
			defence = 0.3
		}
		
		enemy_army_bonus_air_superiority_factor = -0.5
		supply_flow_penalty_factor = 0.2
	}
	
	jungle = {
		color = { 104 156 2 }
		movement_cost = 2.7
		attrition = 0.4
		combat_width = 84
		combat_support_width = 42
		ai_terrain_importance_factor = 5.0
		match_value = 2
		sound_type = forest
	
		units = {
			attack = -0.4
			defence = 0.2
		}
		
		enemy_army_bonus_air_superiority_factor = -0.4
		sickness_chance = 1.2
		supply_flow_penalty_factor = 0.4
		truck_attrition_factor = 3.5
	}
	
	marsh = {
		color = { 17 87 54 }
		movement_cost = 2.2
		attrition = 0.6
		combat_width = 78
		combat_support_width = 26
		ai_terrain_importance_factor = 4.0
		match_value = 1
		sound_type = forest
	
		units = {
			attack = -0.5
			defence = 0.1
		}
	
		enemy_army_bonus_air_superiority_factor = -0.15
		sickness_chance = 1.1
		supply_flow_penalty_factor = 0.5
		truck_attrition_factor = 4.5
	}
	
	desert = {
		color = { 255 225 0 }
		movement_cost = 1.1
		attrition = 0.3
		combat_width = 90
		combat_support_width = 45
		ai_terrain_importance_factor = 3.0
		match_value = 2
		sound_type = desert
	
		units = {
			attack = -0.1
		}
	
		sickness_chance = 0.8
		supply_flow_penalty_factor = 0.4
		truck_attrition_factor = 1.2
	}

	atoll = {
		color = { 255 225 0 }
		movement_cost = 1.1
		attrition = 0.3
		combat_width = 96
		combat_support_width = 48
		ai_terrain_importance_factor = 8.0
		match_value = 3
		sound_type = sea
		
		units = {
			defence = -0.3
		}
		
		sickness_chance = 1.2
		supply_flow_penalty_factor = 0.4
		truck_attrition_factor = 1.5
		enemy_army_bonus_air_superiority_factor = 0.2
	}
	
	water_fjords = {
		naval_terrain = yes
		color = { 33 191 235 }
		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 = -0.2
		naval_mine_hit_chance = 0.3
	}
	
	water_shallow_sea = {
		naval_terrain = yes
		color = { 48 127 252 } 
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		submarine = {
			navy_visibility = 1.2
		}
		positioning = -0.1
		
		naval_mine_hit_chance = -0.15
	}
	
	water_deep_ocean = {
		naval_terrain = yes
		color = { 0 22 89 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		destroyer = {
			units = {
				attack = -0.6
				movement = -0.6
				defence = -0.6
			}
		}
		light_cruiser = {
			units = {
				attack = -0.3
				movement = -0.1
				defence = -0.3
			}
		}
		submarine = {
			navy_visibility = -0.2
			units = {
				movement = -0.5
			}
		}
	
		naval_mine_hit_chance = -0.7
	}
}

#########################################################################
#	Terrain Graphics
#	type	=	refers to the terrain defined above
#	color 	= 	index in bitmap color table (see terrain.bmp)
#########################################################################

terrain = {
	# Plains
	plains = { 
		type = plains
		color = { 0 }
		texture = 1
	}
	# Farmland
	farmland = { 
		type = farmland
		color = { 1 }
		texture = 0
	}
	desert_farmland = { 
		type = farmland
		color = { 6 }
		texture = 8
	}
	# Forest
	forest_thick = { 
		type = forest
		color = { 2 }
		texture = 4
		# Trees
	}
	forest_light = {
		type = forest
		color = { 3 }
		texture = 5
		# Trees
	}
	# Desert
	desert_1 = { 
		type = desert
		color = { 4 }
		texture = 9
	}
	desert_2 = { 
		type = desert
		color = { 5 }
		texture = 12
	}
	# Hills
	hills_grass = { 
		type = hills
		color = { 7 }
		texture = 2
		# Trees
	}
	hills_rocky = { 
		type = hills
		color = { 8 }
		texture = 3
	}
	hills_desert_light = { 
		type = hills
		color = { 14 }
		texture = 13
	}
	hills_desert_dark = { 
		type = hills
		color = { 9 }
		texture = 14
	}
	# Marsh
	marsh = {
		type = marsh
		color = { 10 }
		texture = 6
	}
	salt_pan = {
		type = marsh
		color = { 25 }
		texture = 6
	}
	marsh_jungle = {
		type = marsh
		color = { 11 }
		texture = 6
		# Trees
	}
	marsh_forest = {
		type = marsh
		color = { 12 }
		texture = 6
		# Trees
	}
	# Mountain
	mountain_grass = {
		type = mountain
		color = { 13 }
		texture = 7
	}
	mountain_desert = { 
		type = mountain
		color = { 15 }
		texture = 15
	}
	mountain_rocky = {
		type = mountain
		color = { 16 }
		texture = 11
	}
	mountain_rocky_snow = { 
		type = mountain
		color = { 17 }
		texture = 11
		perm_snow = yes
	}
	# Urban
	urban = {
		type = urban
		color = { 18 } 
		texture = 10 
		spawn_city = yes 
	}
	# Jungle
	jungle = { 
		type = jungle
		color = { 19 }
		texture = 4
		# Trees
	}
	# Water
	lakes = { 
		type = lakes	
		color = { 20 }
		texture = 9
	}
	ocean = { 
		type = ocean
		color = { 21 }
		texture = 9
	}
	ocean_frozen = { 
		type = ocean
		color = { 22 }
		texture = 1
		perm_snow = yes
	}
	# Other
	ice_sheet = {
		type = plains
		color = { 23 }
		texture = 9
		perm_snow = yes
	}
	atoll = {
		type = atoll
		color = { 24 }
		texture = 9
		# Trees
	}
}




########### Blakc ICE 


categories =  {
	unknown = {
		color = { 255 0 0 }
	}
	# Depth 1000 - 2000 mtrs
	ocean = {
		naval_terrain = yes
		color = { 28 65 200 }

		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		#local_supplies = -0.2
		
		coastal_submarine = {
			navy_visibility = -0.02
		}
		patrol_submarine = {
			navy_visibility = -0.05
		}
		lr_submarine = {
			navy_visibility = -0.05
		}
		
		naval_mine_hit_chance = -0.3
		minimum_seazone_dominance = 350 #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
		#local_supplies = -0.2
	}
	plains = {
		color = { 197 250 160 }
		movement_cost = 1.0
		attrition = 0
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 1.0 #base: 10
		match_value = 5.0
		sound_type = plains
		sickness_chance = 0.05
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	hills = {
		color = { 255 213 134 }
		movement_cost = 2.0
		attrition = 0
		#combat_width = -0.33
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 4.0 #base: 10
		match_value = 3.0
		sound_type = desert

		units = {
			attack = -0.4
		}
		hills = 1
		#enemy_army_bonus_air_superiority_factor = -0.2
		#ground_attack_factor = -0.2
		
		sickness_chance = 0.08
		
		supply_flow_penalty_factor = 0.15

		truck_attrition_factor = 0.2
		
		custom_modifier_tooltip = hills_custom_tooltip
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	mountain = {
		color = { 161 80 40 }
		movement_cost = 2.5
		attrition = 0.2
		#combat_width = -0.66
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0 #base: 10
		match_value = 2.0
		sound_type = desert
		#local_supplies = -0.25
		#local_org_regain = -0.1
		units = {
			attack = -0.6
		}
		mountain = 1
		sickness_chance = 0.10
		#enemy_army_bonus_air_superiority_factor = -0.4
		#ground_attack_factor = -0.4
		
		supply_flow_penalty_factor = 0.3

		truck_attrition_factor = 1.0
		
		custom_modifier_tooltip = mountain_custom_tooltip
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
	}
	urban = {
		color = { 2 18 249 }
		movement_cost = 1.5
		attrition = 0
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 5.0 #base: 10
		match_value = 4.0
		sound_type = plains
		#dig_in_speed_factor = 0.75
		winter_attrition_factor = -0.25
		heat_attrition_factor = -0.05
		units = {
			attack = -0.4
			#movement = -0.2
		}
		urban = 1
		sickness_chance = 0.1

		#enemy_army_bonus_air_superiority_factor = -0.50
		#ground_attack_factor = -0.5
		
		supply_flow_penalty_factor = -0.1
		
		custom_modifier_tooltip = urban_custom_tooltip
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	densecity = {
		color = { 184 49 247 }
		movement_cost = 1.5
		#combat_width = -0.1
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 12.0
		attrition = 0
		sound_type = plains
		#local_supplies = -0.1
		#dig_in_speed_factor = 0.75
		winter_attrition_factor = -0.25
		heat_attrition_factor = -0.05
		units = {
			attack = -0.6
		}
		urban = 1
		sickness_chance = 0.1
		#enemy_army_bonus_air_superiority_factor = -0.65
		#ground_attack_factor = -0.65
		
		supply_flow_penalty_factor = -0.1
		
		custom_modifier_tooltip = densecity_custom_tooltip
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	capital = {
		color = { 211 0 28 }
		movement_cost = 2.0
		#combat_width = -0.2
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 5.0
		attrition = 0
		sound_type = plains
		winter_attrition_factor = -0.25
		heat_attrition_factor = -0.05
		#local_supplies = -0.2
		#dig_in_speed_factor = 0.75
		units = {
			attack = -0.75
		}
		urban = 1
		sickness_chance = 0.08
		#enemy_army_bonus_air_superiority_factor = -0.80
		#ground_attack_factor = -0.8
		
		supply_flow_penalty_factor = -0.1
		
		custom_modifier_tooltip = capital_custom_tooltip
		buildings_max_level = {
			bunker = 5
			coastal_bunker = 6
		}
	}
	desert = {
		color = { 234 255 186 }
		movement_cost = 1.5
		attrition = 0.2
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 5.0 #base: 10
		match_value = 4.0
		sound_type = desert
		#local_supplies = -0.3
		#local_org_regain = -0.2
		winter_attrition_factor = 0.10
		heat_attrition_factor = 0.10
		#dig_in_speed_factor = -0.3
		units = {
			attack = -0.1
			defence = -0.1
			#movement = -0.3
		}
		desert = 1
		sickness_chance = 1.1
		
		supply_flow_penalty_factor = 0.24

		truck_attrition_factor = 1.0
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
	}
	forest = {	
		color = { 0 90 0  }
		movement_cost = 2.0
		attrition = 0
		#combat_width = -0.20
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 3.0 
		match_value = 3.5
		sound_type = forest
		#local_supplies = -0.1

		units = {
			attack = -0.3
		}
		forest = 1
		sickness_chance = 0.08
		#enemy_army_bonus_air_superiority_factor = -0.25
		#ground_attack_factor = -0.25
		
		supply_flow_penalty_factor = 0.12
		
		truck_attrition_factor = 0.2
		
		custom_modifier_tooltip = forest_custom_tooltip
		buildings_max_level = {
			bunker = 4
			coastal_bunker = 6
		}
	}
	jungle = {
		color = { 60 175 80}
		movement_cost = 2.0
		attrition = 0.2
		#combat_width = -0.25
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 8.0 #base: 10
		match_value = 2.0
		sound_type = forest
		#local_supplies = -0.3
		#local_org_regain = -0.25
		heat_attrition_factor = 0.10
		units = {
			attack = -0.5
		}
		jungle = 1

		#enemy_army_bonus_air_superiority_factor = -0.4
		#ground_attack_factor = -0.4
		
		sickness_chance = 1.1
		
		supply_flow_penalty_factor = 0.32
		
		truck_attrition_factor = 3.0
		
		custom_modifier_tooltip = jungle_custom_tooltip
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}
	}
	marsh = {
		color = { 80 210 200 }
		movement_cost = 2.5
		attrition = 0.2
		#combat_width = -0.25
		combat_width = 75
		combat_support_width = 25
		ai_terrain_importance_factor = 10.0 #base: 10	
		match_value = 2.0
		sound_type = forest
		#local_supplies = -0.3
		#local_org_regain = -0.15
		units = {
			attack = -0.4
		}
		marsh = 1
		sickness_chance = 1.1
		#enemy_army_bonus_air_superiority_factor = -0.15
		#ground_attack_factor = -0.15
		
		supply_flow_penalty_factor = 0.32

		truck_attrition_factor = 4.0
		
		custom_modifier_tooltip = marsh_custom_tooltip
		buildings_max_level = {
			bunker = 3
			coastal_bunker = 6
		}
	}
	#Depth < 50 mtr
	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 = 0.1
			positioning = -0.1
			navy_visibility = 0.05
		}
		battleship = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.1
			positioning = -0.1
			navy_visibility = 0.05
		}
		large_cruiser = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.1
			positioning = -0.1
			navy_visibility = 0.05
		}
		pocket_battleship = {
			units = {
				attack = -0.1
				movement = -0.1
				defence = -0.1
			}
			navy_fuel_consumption_factor = 0.05
			positioning = -0.05
		}
		heavy_cruiser = {
			units = {
				attack = -0.1
				movement = -0.1
				defence = -0.1
			}
			navy_fuel_consumption_factor = 0.05
			positioning = -0.05
		}
		fleet_carrier = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.1
			positioning = -0.1
			navy_visibility = 0.05
		}
		armored_carrier = {
			units = {
				attack = -0.2
				movement = -0.2
				defence = -0.2
			}
			navy_fuel_consumption_factor = 0.1
			positioning = -0.1
			navy_visibility = 0.05
		}
		coastal_submarine = {
			navy_visibility = -0.05
		}
		navy_visibility = -0.05
		positioning = -0.05
		naval_mine_hit_chance = 0.25
		minimum_seazone_dominance = 125
	}
	#Depth 50 - 1000 mtr
	water_shallow_sea = {
		naval_terrain = yes
		color = { 56 118 217 } 
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		coastal_submarine = {
			navy_visibility = 0.05
		}
		patrol_submarine = {
			navy_visibility = 0.05
		}
		lr_submarine = {
			navy_visibility = 0.05
		}
		minimum_seazone_dominance = 250
	}
	#Depth > 2000 mtr
	water_deep_ocean = {
		naval_terrain = yes
		color = { 2 38 150 }
		movement_cost = 1.0
		is_water = yes
		sound_type = sea
		
		torpedo_boat = {
			units = {
				attack = -0.05
				movement = -0.05
				defence = -0.05
			}
		}
		escort = {
			units = {
				attack = -0.05
				movement = -0.05
				defence = -0.05
			}
		}
		coastal_submarine = {
			navy_visibility = -0.025
		}
		patrol_submarine = {
			navy_visibility = -0.05
		}
		lr_submarine = {
			navy_visibility = -0.05
		}

		naval_mine_hit_chance = -0.6
		minimum_seazone_dominance = 500
	}
}
##################################################################
### 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 }
	
}
#EOF#