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/* ************ Isthmus ************ */
/* THANKSGIVING 00 */
/* ENSEMBLE STUDIOS */
/* ****************************************************** */
<PLAYER_SETUP>
random_placement /* note this is only currently valid entry */
/* ****************************************************** */
<LAND_GENERATION>
base_terrain MED_WATER
start_random
percent_chance 25
#define NORTH
percent_chance 25
#define SOUTH
percent_chance 25
#define EAST
percent_chance 25
#define WEST
end_random
create_player_lands
{
terrain_type WATER
if NORTH
left_border 3
right_border 55
top_border 3
bottom_border 55
border_fuzziness 20
elseif SOUTH
left_border 55
right_border 3
top_border 55
bottom_border 3
border_fuzziness 20
elseif EAST
left_border 55
right_border 3
top_border 3
bottom_border 55
border_fuzziness 20
elseif WEST
left_border 3
right_border 55
top_border 55
bottom_border 3
border_fuzziness 20
endif
land_percent 30
base_size 5
other_zone_avoidance_distance 1
clumping_factor 1
}
create_land
{
terrain_type SHALLOW
if NORTH
left_border 57
right_border 0
top_border 14
bottom_border 0
elseif SOUTH
left_border 0
right_border 57
top_border 0
bottom_border 14
elseif EAST
left_border 0
right_border 57
top_border 14
bottom_border 0
elseif WEST
left_border 57
right_border 0
top_border 0
bottom_border 14
endif
land_id 21
land_percent 45
border_fuzziness 3
}
create_land
{
terrain_type SHALLOW
if NORTH
left_border 15
right_border 0
top_border 57
bottom_border 0
elseif SOUTH
left_border 0
right_border 15
top_border 0
bottom_border 57
elseif EAST
left_border 0
right_border 15
top_border 57
bottom_border 0
elseif WEST
left_border 15
right_border 0
top_border 0
bottom_border 57
endif
land_id 22
land_percent 45
border_fuzziness 3
}
/* ****************************************************** */
<TERRAIN_GENERATION>
create_terrain GRASS2
{
base_terrain SHALLOW
land_percent 100
spacing_to_other_terrain_types 1
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain GRASS3
{
base_terrain WATER
land_percent 100
spacing_to_other_terrain_types 3
}
create_terrain PINE_FOREST
{
base_terrain GRASS2
number_of_clumps 15
land_percent 17
spacing_to_other_terrain_types 1
set_scale_by_groups
}
create_terrain DIRT3
{
base_terrain GRASS2
number_of_clumps 6
land_percent 3
spacing_to_other_terrain_types 0
set_scale_by_groups
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 8
spacing_to_other_terrain_types 3
land_percent 5
}
create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps 30
spacing_to_other_terrain_types 1
land_percent 1
}
create_terrain WATER
{
base_terrain SHALLOW
land_percent 100
}
/* ****************************************************** */
<OBJECTS_GENERATION>
/* PLAYER START OBJECTS */
create_object TOWN_CENTER
{
set_place_for_every_player
group_placement_radius 20
min_distance_to_players 3
max_distance_to_players 3
terrain-to_place_on GRASS3
}
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 5
max_distance_to_players 5
terrain_to_place_on GRASS3
}
create_object TRANSPORT_SHIP
{
number_of_objects 1
set_place_for_every_player
min_disatance_to_players 12
max_distance_to_players 12
terrain_to_place_on WATER
}
/* NEAR GOLD */
create_object GOLD
{
number_of_objects 1
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
//min_distance_to_players 4
//max_distance_to_players 5
//min_distance_group_placement 3
//max_distance_to_other_zones 7
}
/* NEAR STONE */
create_object STONE
{
number_of_objects 1
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
//min_distance_to_players 4
//max_distance_to_players 5
//min_distance_group_placement 3
//max_distance_to_other_zones 7
}
/* NEAR SHEEP */
create_object SHEEP
{
number_of_objects 2
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_place_for_every_player
//min_distance_to_players 4
//max_distance_to_players 5
//min_distance_group_placement 3
//max_distance_to_other_zones 7
}
/* STARTING TREES */
create_object OAKTREE
{
number_of_objects 6
group_placement_radius 6
set_gaia_object_only
set_place_for_every_player
//min_distance_to_players 3
//max_distance_to_players 5
}
/* *************************************************** */
/* ****IN THE NEW WORLD**** */
create_object RELIC
{
number_of_objects 5
min_distance_to_players 25
temp_min_distance_group_placement 20
}
create_object BOAR
{
number_of_objects 5
group_placement_radius 40
set_loose_grouping
set_gaia_object_only
min_distance_to_players 40
terrain_to_place_on GRASS2
}
create_object TURKEY
{
number_of_groups 7
number_of_objects 4
group_variance 2
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 8
min_distance_to_players 25
terrain_to_place_on GRASS2
}
create_object DEER
{
number_of_objects 4
number_of_groups 4
group_variance 1
set_loose_grouping
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 10
min_distance_to_players 25
terrain_to_place_on GRASS2
}
create_object GOLD
{
number_of_groups 5
number_of_objects 4
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 10
terrain_to_place_on GRASS2
}
create_object STONE
{
number_of_groups 4
number_of_objects 4
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 10
terrain_to_place_on GRASS2
}
create_object FORAGE
{
number_of_groups 3
number_of_objects 2
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 16
min_distance_to_players 40
set_avoid_player_start_areas
}
create_object WOLF
{
number_of_groups 4
number_of_objects 2
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 10
terrain_to_place_on GRASS2
}
/* RESOURCES BY MAP */
if LARGE_MAP
create_object FORAGE
{
number_of_groups 1
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 7
min_distance_to_players 40
set_avoid_player_start_areas
}
endif
if HUGE_MAP
create_object FORAGE
{
number_of_groups 2
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 7
min_distance_to_players 40
set_avoid_player_start_areas
}
endif
if GIGANTIC_MAP
create_object FORAGE
{
number_of_groups 3
number_of_objects 5
group_placement_radius 3
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 7
min_distance_to_players 40
set_avoid_player_start_areas
}
endif
if LARGE_MAP
create_object GOLD
{
number_of_groups 1
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 16
min_distance_to_players 40
set_avoid_player_start_areas
max_distance_to_other_zones 6
}
endif
if HUGE_MAP
create_object GOLD
{
number_of_groups 2
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 13
min_distance_to_players 40
set_avoid_player_start_areas
max_distance_to_other_zones 6
}
endif
if GIGANTIC_MAP
create_object GOLD
{
number_of_groups 3
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 13
min_distance_to_players 40
set_avoid_player_start_areas
max_distance_to_other_zones 6
}
endif
if LARGE_MAP
create_object STONE
{
number_of_groups 1
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 13
min_distance_to_players 40
set_avoid_player_start_areas
max_distance_to_other_zones 6
}
endif
if HUGE_MAP
create_object STONE
{
number_of_groups 2
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 13
min_distance_to_players 40
set_avoid_player_start_areas
max_distance_to_other_zones 6
}
endif
if GIGANTIC_MAP
create_object STONE
{
number_of_groups 3
number_of_objects 6
group_variance 1
group_placement_radius 2
set_tight_grouping
set_gaia_object_only
min_distance_group_placement 13
min_distance_to_players 40
set_avoid_player_start_areas
max_distance_to_other_zones 6
}
endif
create_object PINETREE
{
number_of_objects 18
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 40
terrain_to_place_on GRASS2
set_avoid_player_start_areas
}
create_object OAKTREE
{
number_of_objects 2
set_gaia_object_only
set_scaling_to_map_size
min_distance_to_players 9
terrain_to_place_on GRASS3
}
create_object SHORE_FISH
{
number_of_objects 25
set_gaia_object_only
set_scaling_to_map_size
min_distance_group_placement 3
terrain_to_place_on WATER
}
create_object TUNA
{
terrain_to_place_on MED_WATER
number_of_objects 15
set_gaia_object_only
max_distance_to_other_zones 2
set_scaling_to_map_size
}
create_object SALMON
{
terrain_to_place_on MED_WATER
number_of_objects 15
set_gaia_object_only
max_distance_to_other_zones 2
set_scaling_to_map_size
}
create_object MARLIN1
{
terrain_to_place_on DEEP_WATER
number_of_objects 10
set_gaia_object_only
set_scaling_to_map_size
}
create_object MARLIN2
{
terrain_to_place_on DEEP_WATER
number_of_objects 7
set_gaia_object_only
set_scaling_to_map_size
}
create_object HAWK
{
number_of_objects 7
set_scaling_to_map_size
}
/* ****************************************************** */
<ELEVATION_GENERATION>
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