################################################################## ### 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 = 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 = 120 combat_support_width = 60 ai_terrain_importance_factor = 10.0 match_value = 10 sound_type = desert buildings_max_level = { bunker = 1 coastal_bunker = 1 } 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 buildings_max_level = { bunker = 3 coastal_bunker = 3 } 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 buildings_max_level = { bunker = 3 coastal_bunker = 3 } 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 = 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 = 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 minimum_seazone_dominance = 308.40 #Nerf to corvettes corvette = { units = { attack = -0.3 movement = -0.3 } navy_visibility = 0.3 } stealth_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 minimum_seazone_dominance = 108.75 #Nerf to big ships destroyer = { units = { attack = -0.2 movement = -0.2 } navy_visibility = 0.2 } screen_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 minimum_seazone_dominance = 158.45 #Nerf to big ships destroyer = { units = { attack = -0.1 movement = -0.1 } navy_visibility = 0.1 } screen_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 minimum_seazone_dominance = 219.11 #Nerf to big ships destroyer = { units = { attack = -0.05 movement = -0.05 } navy_visibility = 0.05 } screen_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 minimum_seazone_dominance = 437.85 #Nerf to small ships corvette = { units = { attack = -0.5 movement = -0.5 } navy_visibility = 0.5 } stealth_corvette = { units = { attack = -0.5 movement = -0.5 } navy_visibility = 0.5 } frigate = { units = { attack = -0.075 movement = -0.15 } navy_visibility = 0.15 } heavy_frigate = { units = { attack = -0.075 movement = -0.15 } navy_visibility = 0.15 } stealth_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 } }