TERRAIN_FOREST { TilesetIndex 22 Icon ICON_TERRAIN_FORESTS InternalType: Forest CanDie AddAdvance ADVANCE_TOOLMAKING TransformAdd { Time 2 Materials 200 } RemoveAdvance ADVANCE_TOOLMAKING TransformRemove { Time 3 Materials 200 } EnvBase { Score 70 Food 5 Shield 15 Gold 5 Defense 0.25 Movement 200 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_FOREST_GOOD_ONE Resources TERRAIN_FOREST_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_PLAINS { TilesetIndex 1 Icon ICON_TERRAIN_PLAINS InternalType: Plains CanDie AddAdvance ADVANCE_AGRICULTURE TransformAdd { Time 5 Materials 200 } RemoveAdvance ADVANCE_AGRICULTURE TransformRemove { Time 1 Materials 50 } EnvBase { Score 70 Food 10 Shield 10 Gold 5 Defense 0 Movement 100 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_PLAINS_GOOD_ONE Resources TERRAIN_PLAINS_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_TUNDRA { TilesetIndex 2 Icon ICON_TERRAIN_TUNDRA InternalType: Tundra CanDie AddAdvance ADVANCE_ADVANCED_COMPOSITES TransformAdd { Time 3 Materials 1600 } RemoveAdvance ADVANCE_ADVANCED_COMPOSITES TransformRemove { Time 5 Materials 400 } EnvBase { Score 0 Food 5 Shield 5 Gold 0 Defense 0 Movement 200 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_TUNDRA_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_GLACIER { TilesetIndex 3 Icon ICON_TERRAIN_GLACIERS InternalType: Glacier AddAdvance ADVANCE_GAIA_THEORY TransformAdd { Time 5 Materials 4000 } RemoveAdvance ADVANCE_GAIA_THEORY TransformRemove { Time 10 Materials 1000 } EnvBase { Score 0 Food 0 Shield 0 Gold 0 Defense 0 Movement 300 Freight 500 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } MovementType: Air MovementType: Land } TERRAIN_GRASSLAND { TilesetIndex 4 Icon ICON_TERRAIN_GRASSLANDS InternalType: Grassland CanDie AddAdvance ADVANCE_AGRICULTURE TransformAdd { Time 5 Materials 400 } RemoveAdvance ADVANCE_AGRICULTURE TransformRemove { Time 1 Materials 20 } EnvBase { Score 70 Food 15 Shield 5 Gold 5 Defense 0 Movement 100 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_GRASSLAND_GOOD_TWO Resources TERRAIN_GRASSLAND_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_DESERT { TilesetIndex 5 Icon ICON_TERRAIN_DESERTS InternalType: Desert CanDie AddAdvance ADVANCE_CONSERVATION TransformAdd { Time 1 Materials 1600 } RemoveAdvance ADVANCE_CONSERVATION TransformRemove { Time 7 Materials 800 } EnvBase { Score 40 Food 0 Shield 10 Gold 5 Defense 0 Movement 200 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_DESERT_GOOD_ONE Resources TERRAIN_DESERT_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_SWAMP { TilesetIndex 6 Icon ICON_TERRAIN_SWAMPS InternalType: Swamp CanDie AddAdvance ADVANCE_INDUSTRIAL_REVOLUTION TransformAdd { Time 2 Materials 1600 } RemoveAdvance ADVANCE_AGRICULTURAL_REVOLUTION TransformRemove { Time 5 Materials 800 } EnvBase { Score 40 Food 5 Shield 5 Gold 5 Defense 0.25 Movement 300 Freight 300 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_SWAMP_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_JUNGLE { TilesetIndex 7 Icon ICON_TERRAIN_JUNGLES InternalType: Jungle CanDie AddAdvance ADVANCE_INDUSTRIAL_REVOLUTION TransformAdd { Time 2 Materials 1600 } RemoveAdvance ADVANCE_TOOLMAKING TransformRemove { Time 3 Materials 400 } EnvBase { Score 70 Food 10 Shield 10 Gold 5 Defense 0.25 Movement 300 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_JUNGLE_GOOD_TWO Resources TERRAIN_JUNGLE_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_MOUNTAIN { TilesetIndex 8 Icon ICON_TERRAIN_MOUNTAIN InternalType: Mountain AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 45 Gold 5 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 45 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_MOUNTAIN_GOOD_ONE Resources TERRAIN_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_HILL { TilesetIndex 9 Icon ICON_TERRAIN_HILLS InternalType: Hill CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 70 Food 5 Shield 40 Gold 5 Defense 0.5 Movement 200 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 40 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_HILL_GOOD_TWO Resources TERRAIN_HILL_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_WATER_SHALLOW { TilesetIndex 10 Icon ICON_TERRAIN_SHALLOW_WATER InternalType: WaterShallow EnvBase { Score 50 Food 20 Shield 0 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 100 Freight 33 } EnvRiver { Score 0 Food 20 Shield 10 Gold 0 Movement 100 Freight 33 } Resources TERRAIN_WATER_SHALLOW_GOOD_TWO Resources TERRAIN_WATER_SHALLOW_GOOD_ONE MovementType: Air MovementType: Sea MovementType: ShallowWater } TERRAIN_WATER_DEEP { TilesetIndex 11 Icon ICON_TERRAIN_DEEP_WATER InternalType: WaterDeep EnvBase { Score 50 Food 10 Shield 0 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 100 Freight 33 } EnvRiver { Score 0 Food 0 Shield 0 Gold 0 Movement 100 Freight 33 } Resources TERRAIN_WATER_DEEP_GOOD_TWO Resources TERRAIN_WATER_DEEP_GOOD_ONE MovementType: Air MovementType: Sea } TERRAIN_WATER_VOLCANO { TilesetIndex 12 Icon ICON_TERRAIN_VOLCANO InternalType: WaterVolcano EnvBase { Score 60 Food 10 Shield 40 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 100 Freight 33 } EnvRiver { Score 0 Food 0 Shield 40 Gold 0 Movement 100 Freight 33 } Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Sea } TERRAIN_WATER_BEACH { TilesetIndex 13 Icon ICON_TERRAIN_BEACH InternalType: WaterBeach EnvBase { Score 50 Food 10 Shield 0 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 70 Food 5 Shield 0 Gold 0 Movement 100 Freight 33 } EnvRiver { Score 0 Food 5 Shield 0 Gold 5 Movement 100 Freight 33 } MovementType: Air MovementType: Sea MovementType: ShallowWater } TERRAIN_WATER_SHELF { TilesetIndex 14 Icon ICON_TERRAIN_CONTINENTAL_SHELF InternalType: WaterShelf EnvBase { Score 70 Food 10 Shield 5 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 100 Freight 33 } EnvRiver { Score 0 Food 0 Shield 0 Gold 0 Movement 100 Freight 33 } MovementType: Air MovementType: Sea } TERRAIN_WATER_TRENCH { TilesetIndex 15 Icon ICON_TERRAIN_TRENCH InternalType: WaterTrench EnvBase { Score 70 Food 5 Shield 10 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 100 Freight 33 } EnvRiver { Score 0 Food 0 Shield 0 Gold 0 Movement 100 Freight 33 } Resources TERRAIN_WATER_DEEP_GOOD_TWO Resources TERRAIN_WATER_DEEP_GOOD_ONE MovementType: Air MovementType: Sea } TERRAIN_WATER_RIFT { TilesetIndex 16 Icon ICON_TERRAIN_RIFT InternalType: WaterRift EnvBase { Score 90 Food 5 Shield 20 Gold 5 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 100 Freight 33 } EnvRiver { Score 0 Food 0 Shield 0 Gold 0 Movement 100 Freight 33 } Resources TERRAIN_WATER_DEEP_GOOD_TWO Resources TERRAIN_WATER_DEEP_GOOD_ONE MovementType: Air MovementType: Sea } TERRAIN_DEAD { TilesetIndex 17 Icon ICON_TERRAIN_DEAD InternalType: Dead RemoveAdvance ADVANCE_CONSERVATION TransformRemove { Time 5 Materials 500 } EnvBase { Score 0 Food 0 Shield 0 Gold 0 Defense 0 Movement 200 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 0 Shield 0 Gold 0 Movement 200 Freight 200 } EnvRiver { Score 0 Food 0 Shield 0 Gold 0 Movement 100 Freight 100 } MovementType: Air MovementType: Land } TERRAIN_BROWN_HILL { TilesetIndex 18 Icon ICON_TERRAIN_BHILLS InternalType: BrownHill CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 50 Food 0 Shield 40 Gold 5 Defense 0.5 Movement 300 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 40 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_DESERT_GOOD_ONE Resources TERRAIN_DESERT_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_BROWN_MOUNTAIN { TilesetIndex 19 Icon ICON_TERRAIN_BMOUNTAIN InternalType: BrownMountain AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 45 Gold 5 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 45 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_MOUNTAIN_GOOD_ONE Resources TERRAIN_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_WHITE_HILL { TilesetIndex 20 Icon ICON_TERRAIN_WHILLS InternalType: WhiteHill CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 50 Food 0 Shield 40 Gold 5 Defense 0.5 Movement 300 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 40 Gold 5 Movement 50 Freight 50 } MovementType: Air MovementType: Land } TERRAIN_WHITE_MOUNTAIN { TilesetIndex 21 Icon ICON_TERRAIN_WMOUNTAIN InternalType: WhiteMountain AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 45 Gold 5 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 40 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_WATER_KELP { TilesetIndex 23 Icon ICON_TERRAIN_KELP_BED InternalType: WaterKelp EnvBase { Score 75 Food 15 Shield 0 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Food 10 Shield 15 Gold 15 } Resources TERRAIN_WATER_SHALLOW_GOOD_ONE MovementType: Air MovementType: Sea MovementType: ShallowWater } ############################################################ TERRAIN_WATER_REEF { TilesetIndex 24 Icon ICON_TERRAIN_CORAL_REEF InternalType: WaterReef EnvBase { Score 75 Food 10 Shield 5 Gold 10 Defense 0 Movement 100 Freight 133 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Food 10 Shield 15 Gold 15 } Resources TERRAIN_WATER_SHALLOW_GOOD_TWO MovementType: Air MovementType: Sea MovementType: ShallowWater } ############################################################ TERRAIN_SPECIAL1 { TilesetIndex 25 Icon ICON_TERRAIN_GRASSLANDS InternalType: Special CanDie EnvBase { Score 70 Food 15 Shield 5 Gold 5 Defense 0 Movement 100 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } MovementType: Air MovementType: Land } ############################################################ TERRAIN_SPECIAL2 { TilesetIndex 26 Icon ICON_TERRAIN_DESERTS InternalType: Special CanDie EnvBase { Score 10 Food 0 Shield 0 Gold 5 Defense 0 Movement 200 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 5 Movement 50 Freight 50 } MovementType: Air MovementType: Land } ############################################################ TERRAIN_MOUNTAIN_RESOURCE { TilesetIndex 8 Icon ICON_TERRAIN_MOUNTAIN InternalType: Special AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 65 Gold 5 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 65 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 65 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_MOUNTAIN_GOOD_ONE Resources TERRAIN_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_FOREST_GOLD { TilesetIndex 22 Icon ICON_TERRAIN_FORESTS InternalType: Special CanDie AddAdvance ADVANCE_TOOLMAKING TransformAdd { Time 2 Materials 200 } RemoveAdvance ADVANCE_TOOLMAKING TransformRemove { Time 3 Materials 200 } EnvBase { Score 70 Food 5 Shield 15 Gold 25 Defense 0.25 Movement 200 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 30 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 20 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_FOREST_GOOD_ONE Resources TERRAIN_FOREST_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_GLACIER_RESOURCE { TilesetIndex 3 Icon ICON_TERRAIN_GLACIERS InternalType: Special AddAdvance ADVANCE_GAIA_THEORY TransformAdd { Time 5 Materials 4000 } RemoveAdvance ADVANCE_GAIA_THEORY TransformRemove { Time 10 Materials 1000 } EnvBase { Score 0 Food 0 Shield 30 Gold 0 Defense 0 Movement 300 Freight 500 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 35 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 30 Gold 5 Movement 50 Freight 50 } MovementType: Air MovementType: Land } TERRAIN_SAHVANNAH_WILDLIFE { TilesetIndex 1 Icon ICON_TERRAIN_PLAINS InternalType: Special CanDie AddAdvance ADVANCE_AGRICULTURE TransformAdd { Time 5 Materials 200 } RemoveAdvance ADVANCE_AGRICULTURE TransformRemove { Time 1 Materials 50 } EnvBase { Score 70 Food 10 Shield 10 Gold 25 Defense 0 Movement 100 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 10 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 30 Movement 50 Freight 50 } Resources TERRAIN_PLAINS_GOOD_ONE Resources TERRAIN_PLAINS_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_WHITE_HILL_GOLD { TilesetIndex 20 Icon ICON_TERRAIN_WHILLS InternalType: Special CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 50 Food 0 Shield 10 Gold 45 Defense 0.5 Movement 300 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 15 Gold 50 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 0 Gold 45 Movement 50 Freight 50 } MovementType: Air MovementType: Land } TERRAIN_WHITE_HILL_RESOURCE { TilesetIndex 20 Icon ICON_TERRAIN_WHILLS InternalType: Special CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 50 Food 0 Shield 30 Gold 5 Defense 0.5 Movement 300 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 35 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 30 Gold 5 Movement 50 Freight 50 } MovementType: Air MovementType: Land } TERRAIN_WHITE_MOUNTAIN_RESOURCE { TilesetIndex 21 Icon ICON_TERRAIN_WMOUNTAIN InternalType: Special AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 45 Gold 5 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 45 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_MOUNTAIN_GOLD { TilesetIndex 8 Icon ICON_TERRAIN_MOUNTAIN InternalType: Special AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 45 Gold 65 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 65 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 45 Gold 65 Movement 50 Freight 50 } Resources TERRAIN_MOUNTAIN_GOOD_ONE Resources TERRAIN_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_BROWN_MOUNTAIN_GOLD { TilesetIndex 19 Icon ICON_TERRAIN_BMOUNTAIN InternalType: Special AddAdvance ADVANCE_FUSION TransformAdd { Time 10 Materials 8000 } RemoveAdvance ADVANCE_FUSION TransformRemove { Time 10 Materials 2000 } EnvBase { Score 60 Food 0 Shield 45 Gold 65 Defense 1 Movement 400 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 65 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 45 Gold 65 Movement 50 Freight 50 } Resources TERRAIN_MOUNTAIN_GOOD_ONE Resources TERRAIN_MOUNTAIN_GOOD_TWO MovementType: Air MovementType: Mountain } TERRAIN_BROWN_HILL_RESOURCE { TilesetIndex 18 Icon ICON_TERRAIN_BHILLS InternalType: Special CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 50 Food 0 Shield 60 Gold 5 Defense 0.5 Movement 300 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 65 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 40 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_DESERT_GOOD_ONE Resources TERRAIN_DESERT_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_HILL_RESOURCE { TilesetIndex 9 Icon ICON_TERRAIN_HILLS InternalType: Special CanDie AddAdvance ADVANCE_EXPLOSIVES TransformAdd { Time 10 Materials 1600 } RemoveAdvance ADVANCE_EXPLOSIVES TransformRemove { Time 10 Materials 1000 } EnvBase { Score 70 Food 5 Shield 60 Gold 5 Defense 0.5 Movement 200 Freight 200 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 65 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 60 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_HILL_GOOD_TWO Resources TERRAIN_HILL_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_JUNGLE_FRUITS { TilesetIndex 7 Icon ICON_TERRAIN_JUNGLES InternalType: Special CanDie AddAdvance ADVANCE_INDUSTRIAL_REVOLUTION TransformAdd { Time 2 Materials 1600 } RemoveAdvance ADVANCE_TOOLMAKING TransformRemove { Time 3 Materials 400 } EnvBase { Score 70 Food 30 Shield 10 Gold 15 Defense 0.25 Movement 300 Freight 600 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 30 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 35 Shield 0 Gold 15 Movement 50 Freight 50 } Resources TERRAIN_JUNGLE_GOOD_TWO Resources TERRAIN_JUNGLE_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_SWAMP_FUEL { TilesetIndex 6 Icon ICON_TERRAIN_SWAMPS InternalType: Special CanDie AddAdvance ADVANCE_INDUSTRIAL_REVOLUTION TransformAdd { Time 2 Materials 1600 } RemoveAdvance ADVANCE_AGRICULTURAL_REVOLUTION TransformRemove { Time 5 Materials 800 } EnvBase { Score 40 Food 5 Shield 45 Gold 5 Defense 0.25 Movement 300 Freight 300 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 45 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 40 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_SWAMP_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_SWAMP_RICE { TilesetIndex 6 Icon ICON_TERRAIN_SWAMPS InternalType: Special CanDie AddAdvance ADVANCE_INDUSTRIAL_REVOLUTION TransformAdd { Time 2 Materials 1600 } RemoveAdvance ADVANCE_AGRICULTURAL_REVOLUTION TransformRemove { Time 5 Materials 800 } EnvBase { Score 40 Food 35 Shield 5 Gold 5 Defense 0.25 Movement 300 Freight 300 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 30 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 35 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_SWAMP_GOOD_ONE MovementType: Air MovementType: Land } TERRAIN_DESERT_OIL { TilesetIndex 5 Icon ICON_TERRAIN_DESERTS InternalType: Special CanDie AddAdvance ADVANCE_CONSERVATION TransformAdd { Time 1 Materials 1600 } RemoveAdvance ADVANCE_CONSERVATION TransformRemove { Time 7 Materials 800 } EnvBase { Score 40 Food 0 Shield 50 Gold 50 Defense 0 Movement 200 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 10 Shield 55 Gold 55 Movement 50 Freight 50 } EnvRiver { Score 30 Food 5 Shield 50 Gold 50 Movement 50 Freight 50 } Resources TERRAIN_DESERT_GOOD_ONE Resources TERRAIN_DESERT_GOOD_TWO MovementType: Air MovementType: Land } TERRAIN_GRASSLAND_CEREALS { TilesetIndex 4 Icon ICON_TERRAIN_GRASSLANDS InternalType: Grassland CanDie AddAdvance ADVANCE_AGRICULTURE TransformAdd { Time 5 Materials 400 } RemoveAdvance ADVANCE_AGRICULTURE TransformRemove { Time 1 Materials 20 } EnvBase { Score 70 Food 55 Shield 5 Gold 5 Defense 0 Movement 100 Freight 100 DeadFood 0 DeadShield 0 DeadGold 0 } EnvCity { Score 0 Food 50 Shield 15 Gold 15 Movement 50 Freight 50 } EnvRiver { Score 30 Food 55 Shield 0 Gold 5 Movement 50 Freight 50 } Resources TERRAIN_GRASSLAND_GOOD_TWO Resources TERRAIN_GRASSLAND_GOOD_ONE MovementType: Air MovementType: Land }