[terrain] image=void name=shroud char=" " [/terrain] [terrain] image=fog name=fog char="~" [/terrain] [terrain] image=ocean name=deep water char=s submerge=0.5 unit_height_adjust=-3 [/terrain] [terrain] image=coast name=shallow water adjacent_image=coast char=c submerge=0.4 unit_height_adjust=-4 [/terrain] [terrain] image=village-coast adjacent_image=coast name=mermen village char=Z aliasof=c no_overlay=true submerge=0.4 unit_height_adjust=-4 heals=true gives_income=true no_overlay=true [/terrain] [terrain] image=pier name=pier adjacent_image=coast char=p aliasof=gc #make this only overlay deep water, not shallow water no_overlay=true [/terrain] [terrain] image=swampwater,swampwater2,swampwater3 name=swamp water char=w submerge=0.4 unit_height_adjust=-3 [/terrain] [terrain] image=village-swampwater adjacent_image=swampwater name=swamp village char=Y aliasof=tw no_overlay=true heals=true gives_income=true [/terrain] [terrain] image=ice name=ice char=i unit_height_adjust=-2 aliasof=S light=true [/terrain] [terrain] image=bridge-n-s name=bridge char=| aliasof=gc [/terrain] [terrain] image=bridge-ne-sw name=bridgediag1 char=/ aliasof=gc [/terrain] [terrain] image=bridge-se-nw name=bridgediag2 char=\ aliasof=gc [/terrain] [terrain] image=desert,desert,desert,desert,desert,desert,desert-plant name=sand char=d light=true [/terrain] [terrain] image=road name=road char=R aliasof=g [/terrain] [terrain] image=dirt name=dirt char=r aliasof=g [/terrain] #grassland should contain mostly plain grassland, but occasionally #a few rocks [terrain] image=grassland-r1 name=grassland char=g [/terrain] [terrain] image=village name=village char=t #make this not overlay nearby grassland (but will overlay other lower terrain) no_overlay=true heals=true gives_income=true [/terrain] [terrain] image=village-human name=human village char=v aliasof=t no_overlay=true adjacent_image=grassland heals=true gives_income=true [/terrain] [terrain] image=snow,snow,snow2 name=tundra char=S light=true [/terrain] [terrain] image=village-snow adjacent_image=snow name=snow village char=V aliasof=tS no_overlay=true light=true heals=true gives_income=true [/terrain] [terrain] image=hills,hills,hills-variation1,hills-variation2,hills-variation3,hills-variation3 name=hills char=h [/terrain] [terrain] image=snow-hills name=hills char=H aliasof=h [/terrain] [terrain] image=mountains name=mountains char=m [/terrain] [terrain] image=forest name=forest char=f [/terrain] [terrain] image=snow-forest name=forest aliasof=f char=F [/terrain] [terrain] image=cavewall name=cavewall char=W light=true [/terrain] [terrain] image=cave-floor1 name=cave char=u [/terrain] [terrain] image=village-cave name=underground village char=D aliasof=tu no_overlay=true adjacent_image=cave heals=true gives_income=true [/terrain] [terrain] image=castle name=castle char=C unit_height_adjust=3 recruit_onto=true [/terrain] [terrain] image=dirt name=encampment char=n aliasof=C unit_height_adjust=3 recruit_onto=true [/terrain] [terrain] image=cave-floor1 name=dwarven castle char=o aliasof=C unit_height_adjust=0 recruit_onto=true [/terrain] [terrain] image=keep name=keep char=K unit_height_adjust=8 aliasof=C light=true recruit_from=true recruit_onto=true [/terrain] [terrain] image=canyon-n-s name=canyon char=X [/terrain] # 'y' and 'z' are reserved chars # They can be used at the discretion of campaign designers #ifdef CAMPAIGN_EASTERN_INVASION [terrain] image=castle name=castle char=y aliasof=W [/terrain] #endif