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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>