mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-16 10:20:30 +00:00
252 lines
3.5 KiB
INI
252 lines
3.5 KiB
INI
[multiplayer]
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id=ranmap
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name= _ "Random map"
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description= _ "Randomly generated map. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
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{DEFAULT_SCHEDULE}
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map_generation=default
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[generator]
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[scenario]
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name= _ "Random map"
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id=ranmap
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{DEFAULT_SCHEDULE}
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[/scenario]
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name=default
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map_width=40
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map_height=40
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iterations=2000
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hill_size=6
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max_lakes=40
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villages=25
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players=2
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min_lake_height=500
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lake_size=150
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river_frequency=20
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temperature_iterations=2000
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temperature_size=4
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default_convert=g
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roads=3
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road_windiness=3
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#list of common terrain types which come in at
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#different heights, from highest to lowest
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[height]
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height=600
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terrain=m
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[/height]
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[height]
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height=500
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terrain=h
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[/height]
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[height]
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height=100
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terrain=g
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[/height]
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[height]
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height=30
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terrain=d
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[/height]
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[height]
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height=5
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terrain=c
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[/height]
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[height]
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height=0
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terrain=s
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[/height]
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#water at cold temperatures becomes ice
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[convert]
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min_height=50
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max_temperature=20
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from=cs
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to=i
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[/convert]
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#at low temperatures, snow appears
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[convert]
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min_height=50
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max_temperature=50
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from=gd
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to=S
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[/convert]
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#hills at low temperatures get snow on them
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[convert]
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max_temperature=50
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from=h
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to=H
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[/convert]
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#swamp appears on low land, at moderate temperatures
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[convert]
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min_temperature=500
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max_temperature=700
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max_height=200
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from=g
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to=w
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[/convert]
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#forest appears at moderate temperatures
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[convert]
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min_temperature=300
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max_temperature=500
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from=g
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to=f
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[/convert]
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#desert appears at high temperatures
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[convert]
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min_temperature=900
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from=g
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to=d
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[/convert]
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#road costs
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[road_cost]
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terrain=g
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cost=10
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convert_to=r
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[/road_cost]
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[road_cost]
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terrain=d
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cost=25
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convert_to=r
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[/road_cost]
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[road_cost]
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terrain=f
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cost=20
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convert_to=r
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[/road_cost]
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[road_cost]
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terrain=c
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cost=50
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convert_to_bridge=|,/,\
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convert_to=C
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[/road_cost]
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[road_cost]
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terrain=h
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cost=30
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convert_to=r
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[/road_cost]
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[road_cost]
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terrain=m
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cost=50
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convert_to=r
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[/road_cost]
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#road going through snow is covered over by
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#the snow (presumably the road was built when
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#it wasn't snowing)
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[road_cost]
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terrain=S
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cost=20
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convert_to=S
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[/road_cost]
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#define MIN_COST_ROAD X
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[road_cost]
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terrain={X}
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cost=2
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convert_to={X}
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[/road_cost]
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#enddef
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{MIN_COST_ROAD r}
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{MIN_COST_ROAD |}
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{MIN_COST_ROAD /}
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{MIN_COST_ROAD \}
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{MIN_COST_ROAD C}
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[village]
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terrain=g
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convert_to=v
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adjacent_liked=gccccccc|/\RRrrtvhf
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rating=8
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[/village]
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[village]
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terrain=d
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convert_to=B
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rating=2
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adjacent_liked=gccc|/\RRrrtvhf
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[/village]
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#villages in forest are Elvish
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[village]
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terrain=f
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convert_to=t
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rating=4
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adjacent_liked=gccc|/\RRrrtvhfff
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[/village]
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[village]
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terrain=h
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convert_to=a
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rating=4
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adjacent_liked=gccc|/\RRrrtvhf
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[/village]
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[village]
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terrain=m
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convert_to=b
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rating=3
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adjacent_liked=gccc|/\RRrrtvhf
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[/village]
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#villages in snow
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[village]
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terrain=S
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convert_to=V
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rating=3
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adjacent_liked=gccc|/\RRrrtvhf
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[/village]
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[village]
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terrain=F
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convert_to=V
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rating=3
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adjacent_liked=gccc|/\RRrrtvhf
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[/village]
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#swamp villages
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[village]
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terrain=w
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convert_to=Y
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rating=2
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adjacent_liked=gccc|/\RRrrtvhf
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[/village]
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#mermen villages - give them low chance of appearing
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[village]
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terrain=c
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convert_to=Z
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rating=1
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adjacent_liked=cc
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[/village]
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[castle]
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valid_terrain=gfh
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min_distance=12
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[/castle]
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[naming]
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{VILLAGE_NAMES}
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[/naming]
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[village_naming]
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{VILLAGE_NAMES}
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[/village_naming]
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[/generator]
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#undef MIN_COST_ROAD
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[/multiplayer]
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