/* ****************** ES@THE_UNKNOWN ******************** */
/* ***************** Ensemble Studios ******************* */
/* ********** http://www.ensemblestudios.com ************ */
/* ****************************************************** */

<PLAYER_SETUP>
random_placement

/* Select Base Terrain */
start_random
percent_chance             38
#define			WATER_MAP
percent_chance    	   27
#define			FOREST_MAP
percent_chance		   35
#define			LAND_MAP
end_random

/* Select Tileset */
start_random
percent_chance		   40
#define			GRASS_TILE
percent_chance	           20
#define			TROPICAL_TILE
percent_chance		   20
#define			SNOW_TILE
percent_chance		   20
#define			DESERT_TILE
end_random

/* Select Player Land Avoidance */
start_random
percent_chance    	   20
#define			SMALL_AVOIDANCE
percent_chance    	   30
#define			MEDIUM_AVOIDANCE
percent_chance		   20
#define			LARGE_AVOIDANCE
percent_chance		   15
#define			XLARGE_AVOIDANCE
percent_chance		   15
#define			NO_AVOIDANCE
end_random

/* Select Player Land Borders */
start_random
percent_chance    	   30
#define			NO_LEFT
percent_chance    	   25
#define			SMALL_LEFT
percent_chance		   20
#define			MEDIUM_LEFT
percent_chance		   15
#define			LARGE_LEFT
percent_chance		   10
#define			XLARGE_LEFT
end_random

start_random
percent_chance    	   30
#define			NO_RIGHT
percent_chance    	   25
#define			SMALL_RIGHT
percent_chance		   20
#define			MEDIUM_RIGHT
percent_chance		   15
#define			LARGE_RIGHT
percent_chance		   10
#define			XLARGE_RIGHT
end_random

start_random
percent_chance    	   30
#define			NO_TOP
percent_chance    	   25
#define			SMALL_TOP
percent_chance		   20
#define			MEDIUM_TOP
percent_chance		   15
#define			LARGE_TOP
percent_chance		   10
#define			XLARGE_TOP
end_random

start_random
percent_chance    	   30
#define			NO_BOTTOM
percent_chance    	   25
#define			SMALL_BOTTOM
percent_chance		   20
#define			MEDIUM_BOTTOM
percent_chance		   15
#define			LARGE_BOTTOM
percent_chance		   10
#define			XLARGE_BOTTOM
end_random

/* Select Border Fuziness */
start_random
percent_chance          30
#define			BORDER1
percent_chance          30
#define			BORDER2
percent_chance          30
#define			BORDER3
percent_chance          10
#define			BORDER4
end_random

/* Select Clumping Factor */
start_random
percent_chance          30
#define			CLUMPING1
percent_chance          40
#define			CLUMPING2
percent_chance          20
#define			CLUMPING3
percent_chance          10
#define			CLUMPING4
end_random

/* Select Player Land Zoning */
start_random
percent_chance    	   10
#define			SINGLE_ZONE
percent_chance    	   15
#define			SEPARATE_ZONE
percent_chance		   60
#define			RANDOM_ZONE
percent_chance		   15
#define			TEAM_ZONE
end_random

/* Select Player Land Base Size */
start_random
percent_chance		   10
#define			SMALL_BASE_SIZE
percent_chance		   35
#define			MEDIUM_BASE_SIZE
percent_chance		   35
#define			LARGE_BASE_SIZE
percent_chance		   20
#define			XLARGE_BASE_SIZE
end_random

/* Select Other Lands */
start_random
percent_chance          8
#define			OTHERLARGE_1
end_random

start_random
percent_chance          13
#define			OTHERMEDIUM_1
end_random

start_random
percent_chance          13
#define			OTHERMEDIUM_2
end_random

start_random
percent_chance          13
#define			OTHERMEDIUM_3
end_random

start_random
percent_chance          18
#define			OTHERSMALL_1
end_random

start_random
percent_chance          18
#define			OTHERSMALL_2
end_random

start_random
percent_chance          18
#define			OTHERSMALL_3
end_random

start_random
percent_chance          18
#define			OTHERSMALL_4
end_random

start_random
percent_chance          18
#define			OTHERSMALL_5
end_random

/* Select Water in the forest */
start_random
percent_chance          17
#define			SMALL_FOREST_LAKE1
end_random

start_random
percent_chance          17
#define			SMALL_FOREST_LAKE2
end_random

start_random
percent_chance          17
#define			SMALL_FOREST_LAKE3
end_random

start_random
percent_chance          13
#define			MEDIUM_FOREST_LAKE1
end_random

start_random
percent_chance          13
#define			MEDIUM_FOREST_LAKE2
end_random

start_random
percent_chance          10
#define			LARGE_FOREST_LAKE1
end_random

/* Select Forest Lake Size */
start_random
percent_chance		   20
#define			SMALL_FOREST_LAKE_SIZE
percent_chance		   30
#define			MEDIUM_FOREST_LAKE_SIZE
percent_chance		   30
#define			LARGE_FOREST_LAKE_SIZE
percent_chance		   20
#define			XLARGE_FOREST_LAKE_SIZE
end_random

/* Select Frozen Lakes */
start_random
percent_chance		   35
#define			FROZEN_LAKES
percent_chance		   65
#define			THAWED_LAKES
end_random

/* Select Other Land Size */
start_random
percent_chance		   20
#define			SMALL_OTHER_LAND_SIZE
percent_chance		   30
#define			MEDIUM_OTHER_LAND_SIZE
percent_chance		   30
#define			LARGE_OTHER_LAND_SIZE
percent_chance		   20
#define			XLARGE_OTHER_LAND_SIZE
end_random

/* Select Elevation Level */
start_random
percent_chance    	   25
#define			HIGH_ELEVATION
percent_chance    	   25
#define			LOW_ELEVATION
percent_chance		   40
#define			NORMAL_ELEVATION
percent_chance		   10
#define			NO_ELEVATION
end_random

/* Select Cliff Level */
start_random
percent_chance    	   10
#define			HIGH_CLIFF
percent_chance    	   40
#define			LOW_CLIFF
percent_chance		   30
#define			NORMAL_CLIFF
percent_chance		   20
#define			NO_CLIFF
end_random

/* Select Connection Information */
start_random
percent_chance    	   30
#define			NO_CONNECTIONS
percent_chance    	   20
#define			ALL_CONNECTIONS
percent_chance		   30
#define			TEAM_CONNECTIONS
percent_chance		   20
#define			ALL_PLAYERS_CONNECTIONS
end_random

start_random
percent_chance    	   30
#define			NARROW_CONNECTIONS
percent_chance    	   25
#define			WIDE_CONNECTIONS
percent_chance		   45
#define			MEDIUM_CONNECTIONS
end_random

/* Select Player Land Percent */
start_random
percent_chance		   10
#define			LAND1
percent_chance		   10
#define			LAND2
percent_chance		   10
#define			LAND3
percent_chance		   10
#define			LAND4
percent_chance		   10
#define			LAND5
percent_chance		   10
#define			LAND6
percent_chance		   10
#define			LAND7
percent_chance		   10
#define			LAND8
percent_chance		   10
#define			LAND9
percent_chance		   10
#define			LAND10
end_random

/* Select Forest Level */

if LAND_MAP

start_random
percent_chance		50
#define			STANDARD_FOREST
percent_chance		28
#define			HIGH_FOREST
percent_chance		2
#define			EXTRA_HIGH_FOREST
percent_chance		18
#define			LOW_FOREST
percent_chance		2
#define			EXTRA_LOW_FOREST
end_random

else

if LAND1

start_random
percent_chance		0
#define			STANDARD_FOREST
percent_chance		0
#define			HIGH_FOREST
percent_chance		0
#define			EXTRA_HIGH_FOREST
percent_chance		90
#define			LOW_FOREST
percent_chance		10
#define			EXTRA_LOW_FOREST
end_random

elseif LAND2

start_random
percent_chance		40
#define			STANDARD_FOREST
percent_chance		0
#define			HIGH_FOREST
percent_chance		0
#define			EXTRA_HIGH_FOREST
percent_chance		50
#define			LOW_FOREST
percent_chance		10
#define			EXTRA_LOW_FOREST
end_random

elseif LAND3

start_random
percent_chance		60
#define			STANDARD_FOREST
percent_chance		0
#define			HIGH_FOREST
percent_chance		0
#define			EXTRA_HIGH_FOREST
percent_chance		35
#define			LOW_FOREST
percent_chance		5
#define			EXTRA_LOW_FOREST
end_random

elseif LAND4

start_random
percent_chance		60
#define			STANDARD_FOREST
percent_chance		5
#define			HIGH_FOREST
percent_chance		0
#define			EXTRA_HIGH_FOREST
percent_chance		30
#define			LOW_FOREST
percent_chance		5
#define			EXTRA_LOW_FOREST
end_random

else

start_random
percent_chance		50
#define			STANDARD_FOREST
percent_chance		28
#define			HIGH_FOREST
percent_chance		2
#define			EXTRA_HIGH_FOREST
percent_chance		18
#define			LOW_FOREST
percent_chance		2
#define			EXTRA_LOW_FOREST
end_random

endif
endif

start_random
percent_chance		15
#define			LOW_FOREST_CLUMPS
percent_chance		60
#define			NORMAL_FOREST_CLUMPS
percent_chance		25
#define			HIGH_FOREST_CLUMPS
end_random

if LAND_MAP

start_random
percent_chance		50
#define			STANDARD_PLAYER_TREES
percent_chance		28
#define			HIGH_PLAYER_TREES
percent_chance		2
#define			EXTRA_HIGH_PLAYER_TREES
percent_chance		18
#define			LOW_PLAYER_TREES
percent_chance		2
#define			EXTRA_LOW_PLAYER_TREES
end_random

else

if LAND10

start_random
percent_chance		0
#define			STANDARD_PLAYER_TREES
percent_chance		0
#define			HIGH_PLAYER_TREES
percent_chance		0
#define			EXTRA_HIGH_PLAYER_TREES
percent_chance		90
#define			LOW_PLAYER_TREES
percent_chance		10
#define			EXTRA_LOW_PLAYER_TREES
end_random

elseif LAND9

start_random
percent_chance		40
#define			STANDARD_PLAYER_TREES
percent_chance		0
#define			HIGH_PLAYER_TREES
percent_chance		0
#define			EXTRA_HIGH_PLAYER_TREES
percent_chance		50
#define			LOW_PLAYER_TREES
percent_chance		10
#define			EXTRA_LOW_PLAYER_TREES
end_random

elseif LAND8

start_random
percent_chance		60
#define			STANDARD_PLAYER_TREES
percent_chance		0
#define			HIGH_PLAYER_TREES
percent_chance		0
#define			EXTRA_HIGH_PLAYER_TREES
percent_chance		35
#define			LOW_PLAYER_TREES
percent_chance		5
#define			EXTRA_LOW_PLAYER_TREES
end_random

elseif LAND7

start_random
percent_chance		60
#define			STANDARD_PLAYER_TREES
percent_chance		5
#define			HIGH_PLAYER_TREES
percent_chance		0
#define			EXTRA_HIGH_PLAYER_TREES
percent_chance		30
#define			LOW_PLAYER_TREES
percent_chance		5
#define			EXTRA_LOW_PLAYER_TREES
end_random

else

start_random
percent_chance		50
#define			STANDARD_PLAYER_TREES
percent_chance		28
#define			HIGH_PLAYER_TREES
percent_chance		2
#define			EXTRA_HIGH_PLAYER_TREES
percent_chance		18
#define			LOW_PLAYER_TREES
percent_chance		2
#define			EXTRA_LOW_PLAYER_TREES
end_random

endif
endif


/* Select Patch Level */
start_random
percent_chance		40
#define			STANDARD_PATCH
percent_chance		25
#define			HIGH_PATCH
percent_chance		5
#define			EXTRA_HIGH_PATCH
percent_chance		25
#define			LOW_PATCH
percent_chance		5
#define			EXTRA_LOW_PATCH
end_random

start_random
percent_chance		25
#define			LOW_PATCH_CLUMPS
percent_chance		50
#define			NORMAL_PATCH_CLUMPS
percent_chance		25
#define			HIGH_PATCH_CLUMPS
end_random

/* Select Forage Level */
start_random
percent_chance		40
#define			STANDARD_FORAGE_GROUPS
percent_chance		30
#define			HIGH_FORAGE_GROUPS
percent_chance		8
#define			EXTRA_HIGH_FORAGE_GROUPS
percent_chance		20
#define			LOW_FORAGE_GROUPS
percent_chance		1
#define			EXTRA_LOW_FORAGE_GROUPS
percent_chance		1
#define			NO_FORAGE_GROUPS
end_random

start_random
percent_chance		40
#define			STANDARD_FORAGE
percent_chance		25
#define			HIGH_FORAGE
percent_chance		5
#define			EXTRA_HIGH_FORAGE
percent_chance		25
#define			LOW_FORAGE
percent_chance		5
#define			EXTRA_LOW_FORAGE
end_random

start_random
percent_chance		40
#define			STANDARD_RANDOM_FORAGE
percent_chance		30
#define			HIGH_RANDOM_FORAGE
percent_chance		8
#define			EXTRA_HIGH_RANDOM_FORAGE
percent_chance		20
#define			LOW_RANDOM_FORAGE
percent_chance		1
#define			EXTRA_LOW_RANDOM_FORAGE
percent_chance		1
#define			NO_RANDOM_FORAGE
end_random

/* Select Sheep or Turkey Level */
start_random
percent_chance		40
#define			STANDARD_SHEEP_GROUPS
percent_chance		30
#define			HIGH_SHEEP_GROUPS
percent_chance		8
#define			EXTRA_HIGH_SHEEP_GROUPS
percent_chance		20
#define			LOW_SHEEP_GROUPS
percent_chance		1
#define			EXTRA_LOW_SHEEP_GROUPS
percent_chance		1
#define			NO_SHEEP_GROUPS
end_random

start_random
percent_chance		40
#define			STANDARD_SHEEP
percent_chance		30
#define			HIGH_SHEEP
percent_chance		8
#define			EXTRA_HIGH_SHEEP
percent_chance		20
#define			LOW_SHEEP
percent_chance		2
#define			EXTRA_LOW_SHEEP
end_random

/* Select Deer Level */
start_random
percent_chance		40
#define			STANDARD_DEER_GROUPS
percent_chance		30
#define			HIGH_DEER_GROUPS
percent_chance		8
#define			EXTRA_HIGH_DEER_GROUPS
percent_chance		20
#define			LOW_DEER_GROUPS
percent_chance		1
#define			EXTRA_LOW_DEER_GROUPS
percent_chance		1
#define			NO_DEER_GROUPS
end_random

start_random
percent_chance		40
#define			STANDARD_DEER
percent_chance		30
#define			HIGH_DEER
percent_chance		8
#define			EXTRA_HIGH_DEER
percent_chance		20
#define			LOW_DEER
percent_chance		2
#define			EXTRA_LOW_DEER
end_random

/* Select Boar or Javelina Level */
start_random
percent_chance		40
#define			STANDARD_BOAR_GROUPS
percent_chance		23
#define			HIGH_BOAR_GROUPS
percent_chance		6
#define			EXTRA_HIGH_BOAR_GROUPS
percent_chance		23
#define			LOW_BOAR_GROUPS
percent_chance		6
#define			EXTRA_LOW_BOAR_GROUPS
percent_chance		2
#define			NO_BOAR_GROUPS
end_random

start_random
percent_chance		40
#define			STANDARD_BOAR
percent_chance		30
#define			HIGH_BOAR
percent_chance		8
#define			EXTRA_HIGH_BOAR
percent_chance		20
#define			LOW_BOAR
percent_chance		2
#define			EXTRA_LOW_BOAR
end_random

/* Select Shore Fish Level */
start_random
percent_chance		40
#define			STANDARD_SHORE_FISH
percent_chance		30
#define			HIGH_SHORE_FISH
percent_chance		8
#define			EXTRA_HIGH_SHORE_FISH
percent_chance		20
#define			LOW_SHORE_FISH
percent_chance		2
#define			EXTRA_LOW_SHORE_FISH
percent_chance		0
#define			NO_SHORE_FISH
end_random

/* Select Normal Fish Level */
start_random
percent_chance		40
#define			STANDARD_FISH
percent_chance		30
#define			HIGH_FISH
percent_chance		8
#define			EXTRA_HIGH_FISH
percent_chance		20
#define			LOW_FISH
percent_chance		2
#define			EXTRA_LOW_FISH
percent_chance		0
#define			NO_FISH
end_random

/* Select Marlin Fish Level */
start_random
percent_chance		40
#define			STANDARD_MARLIN
percent_chance		30
#define			HIGH_MARLIN
percent_chance		8
#define			EXTRA_HIGH_MARLIN
percent_chance		20
#define			LOW_MARLIN
percent_chance		2
#define			EXTRA_LOW_MARLIN
percent_chance		0
#define			NO_MARLIN
end_random

/* Select Wolf or Jaguar Level */
start_random
percent_chance		40
#define			STANDARD_WOLVES
percent_chance		13
#define			HIGH_WOLVES
percent_chance		2
#define			EXTRA_HIGH_WOLVES
percent_chance		25
#define			LOW_WOLVES
percent_chance		10
#define			EXTRA_LOW_WOLVES
percent_chance		10
#define			NO_WOLVES
end_random

/* Select Gold Level */
start_random
percent_chance		40
#define			STANDARD_PLAYER_GOLD
percent_chance		27
#define			HIGH_PLAYER_GOLD
percent_chance		6
#define			EXTRA_HIGH_PLAYER_GOLD
percent_chance		24
#define			LOW_PLAYER_GOLD
percent_chance		3
#define			EXTRA_LOW_PLAYER_GOLD
percent_chance		0
#define			NO_PLAYER_GOLD
end_random

start_random
percent_chance		40
#define			STANDARD_RANDOM_GOLD
percent_chance		27
#define			HIGH_RANDOM_GOLD
percent_chance		6
#define			EXTRA_HIGH_RANDOM_GOLD
percent_chance		24
#define			LOW_RANDOM_GOLD
percent_chance		3
#define			EXTRA_LOW_RANDOM_GOLD
percent_chance		0
#define			NO_RANDOM_GOLD
end_random

/* Select Stone Level */
start_random
percent_chance		40
#define			STANDARD_PLAYER_STONE
percent_chance		27
#define			HIGH_PLAYER_STONE
percent_chance		6
#define			EXTRA_HIGH_PLAYER_STONE
percent_chance		24
#define			LOW_PLAYER_STONE
percent_chance		3
#define			EXTRA_LOW_PLAYER_STONE
percent_chance		0
#define			NO_PLAYER_STONE
end_random

start_random
percent_chance		40
#define			STANDARD_RANDOM_STONE
percent_chance		30
#define			HIGH_RANDOM_STONE
percent_chance		8
#define			EXTRA_HIGH_RANDOM_STONE
percent_chance		20
#define			LOW_RANDOM_STONE
percent_chance		2
#define			EXTRA_LOW_RANDOM_STONE
percent_chance		0
#define			NO_RANDOM_STONE
end_random

/* Select Hawk or Macaw Level */
start_random
percent_chance		40
#define			STANDARD_HAWK
percent_chance		23
#define			HIGH_HAWK
percent_chance		6
#define			EXTRA_HIGH_HAWK
percent_chance		23
#define			LOW_HAWK
percent_chance		6
#define			EXTRA_LOW_HAWK
percent_chance		2
#define			NO_HAWK
end_random

/* Select Relic Level */
start_random
percent_chance		40
#define			STANDARD_RELIC
percent_chance		20
#define			HIGH_RELIC
percent_chance		10
#define			EXTRA_HIGH_RELIC
percent_chance		15
#define			LOW_RELIC
percent_chance		5
#define			EXTRA_LOW_RELIC
percent_chance		10
#define			NO_RELIC
end_random

/* Select Player Starting Resources */
start_random
percent_chance		98
#define			ONE_TC
percent_chance		2
#define			NO_TC
percent_chance		0
#define			TWO_TC
percent_chance		0
#define			THREE_TC
end_random

start_random
percent_chance		92
#define			ONE_SCOUT
percent_chance		4
#define			NO_SCOUT
percent_chance		4
#define			TWO_SCOUT
end_random

/* ****************************************************** */
<LAND_GENERATION>

if WATER_MAP
   base_terrain WATER
elseif LAND_MAP
   if GRASS_TILE
      base_terrain GRASS
   elseif TROPICAL_TILE
      base_terrain GRASS3
   elseif SNOW_TILE
      base_terrain SNOW
   elseif DESERT_TILE
      base_terrain DESERT
   endif
elseif FOREST_MAP
   if GRASS_TILE
      base_terrain FOREST
   elseif TROPICAL_TILE
      base_terrain JUNGLE
   elseif SNOW_TILE
      base_terrain SNOW_FOREST
   elseif DESERT_TILE
      base_terrain PALM_DESERT
   endif
endif

if OTHERLARGE_1
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  18
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  20
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  22
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  24
   endif
   
   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERMEDIUM_1
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  10
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  12
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  14
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  16
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERMEDIUM_2
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  16
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  14
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  12
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  10
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERMEDIUM_3
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  12
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  10
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  16
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  14
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERSMALL_1
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  5
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  6
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  7
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  8
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERSMALL_2
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  5
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  6
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  7
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  8
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERSMALL_3
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  6
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  7
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  8
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  5
   endif
if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERSMALL_4
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  7
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  8
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  5
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  6
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if OTHERSMALL_5
create_land
{
   if WATER_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif FOREST_MAP
      if GRASS_TILE
         terrain_type GRASS
      elseif TROPICAL_TILE
         terrain_type GRASS3
      elseif SNOW_TILE
         terrain_type GRASS_SNOW
      elseif DESERT_TILE
         terrain_type DIRT
      endif 
   elseif LAND_MAP
      if SNOW_TILE
         if FROZEN_LAKES
            terrain_type ICE
         else
            terrain_type WATER
         endif
      else
      terrain_type WATER
      endif
   endif
   
   if SMALL_OTHER_LAND_SIZE
      land_percent  8
   elseif MEDIUM_OTHER_LAND_SIZE
      land_percent  7
   elseif LARGE_OTHER_LAND_SIZE
      land_percent  6
   elseif XLARGE_OTHER_LAND_SIZE
      land_percent  5
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if FOREST_MAP

if SMALL_FOREST_LAKE1
create_land
{
   if SNOW_TILE
      if FROZEN_LAKES
         terrain_type ICE
      else
         terrain_type WATER
      endif
   else
      terrain_type WATER
   endif
      
   if SMALL_FOREST_LAKE_SIZE
      land_percent 1
   elseif MEDIUM_FOREST_LAKE_SIZE
      land_percent 2
   elseif LARGE_FOREST_LAKE_SIZE
      land_percent 3
   elseif XLARGE_FOREST_LAKE_SIZE
      land_percent 4
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if SMALL_FOREST_LAKE2
create_land
{
   if SNOW_TILE
      if FROZEN_LAKES
         terrain_type ICE
      else
         terrain_type WATER
      endif
   else
      terrain_type WATER
   endif
      
   if SMALL_FOREST_LAKE_SIZE
      land_percent 4
   elseif MEDIUM_FOREST_LAKE_SIZE
      land_percent 3
   elseif LARGE_FOREST_LAKE_SIZE
      land_percent 2
   elseif XLARGE_FOREST_LAKE_SIZE
      land_percent 1
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if SMALL_FOREST_LAKE3
create_land
{
   if SNOW_TILE
      if FROZEN_LAKES
         terrain_type ICE
      else
         terrain_type WATER
      endif
   else
      terrain_type WATER
   endif
      
   if SMALL_FOREST_LAKE_SIZE
      land_percent 2
   elseif MEDIUM_FOREST_LAKE_SIZE
      land_percent 1
   elseif LARGE_FOREST_LAKE_SIZE
      land_percent 4
   elseif XLARGE_FOREST_LAKE_SIZE
      land_percent 3
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if MEDIUM_FOREST_LAKE1
create_land
{
   if SNOW_TILE
      if FROZEN_LAKES
         terrain_type ICE
      else
         terrain_type WATER
      endif
   else
      terrain_type WATER
   endif
      
   if SMALL_FOREST_LAKE_SIZE
      land_percent 1
   elseif MEDIUM_FOREST_LAKE_SIZE
      land_percent 2
   elseif LARGE_FOREST_LAKE_SIZE
      land_percent 4
   elseif XLARGE_FOREST_LAKE_SIZE
      land_percent 6
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if MEDIUM_FOREST_LAKE2
create_land
{
   if SNOW_TILE
      if FROZEN_LAKES
         terrain_type ICE
      else
         terrain_type WATER
      endif
   else
      terrain_type WATER
   endif
      
   if SMALL_FOREST_LAKE_SIZE
      land_percent 5
   elseif MEDIUM_FOREST_LAKE_SIZE
      land_percent 4
   elseif LARGE_FOREST_LAKE_SIZE
      land_percent 3
   elseif XLARGE_FOREST_LAKE_SIZE
      land_percent 2
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif

if LARGE_FOREST_LAKE1
create_land
{
   if SNOW_TILE
      if FROZEN_LAKES
         terrain_type ICE
      else
         terrain_type WATER
      endif
   else
      terrain_type WATER
   endif
      
   if SMALL_FOREST_LAKE_SIZE
      land_percent 2
   elseif MEDIUM_FOREST_LAKE_SIZE
      land_percent 4
   elseif LARGE_FOREST_LAKE_SIZE
      land_percent 6
   elseif XLARGE_FOREST_LAKE_SIZE
      land_percent 9
   endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif
}
endif
endif

/* PLAYER LANDS */
create_player_lands 
{ 
   if GRASS_TILE
      terrain_type GRASS
   elseif TROPICAL_TILE
      terrain_type GRASS3
   elseif SNOW_TILE
      terrain_type GRASS_SNOW
   elseif DESERT_TILE
      terrain_type DIRT
   endif

if LAND1
   land_percent                     78
elseif LAND2
   land_percent                     72
elseif LAND3
   land_percent                     66
elseif LAND4
   land_percent                     60
elseif LAND5
   land_percent                     54
elseif LAND6
   land_percent                     48
elseif LAND7
   land_percent                     42
elseif LAND8
   land_percent                     36
elseif LAND9
   land_percent                     30
elseif LAND10
   land_percent                     24
endif

if SMALL_BASE_SIZE
   base_size                         10
elseif MEDIUM_BASE_SIZE
   base_size                         14
elseif LARGE_BASE_SIZE
   base_size                         18
elseif XLARGE_BASE_SIZE
   base_size                         22
endif

   if BORDER1
      border_fuzziness                 4
   elseif BORDER2
      border_fuzziness                 7
   elseif BORDER3
      border_fuzziness                 10
   elseif BORDER4
      border_fuzziness                 13
   endif
   
   if CLUMPING1
      clumping_factor                  3
   elseif CLUMPING2
      clumping_factor                  6
   elseif CLUMPING3
      clumping_factor                  9
   elseif CLUMPING4
      clumping_factor                  12
   endif

if SMALL_AVOIDANCE
   other_zone_avoidance_distance    4
elseif MEDIUM_AVOIDANCE
   other_zone_avoidance_distance    8
elseif LARGE_AVOIDANCE
   other_zone_avoidance_distance    12
elseif XLARGE_AVOIDANCE
   other_zone_avoidance_distance    16
elseif NO_AVOIDANCE
   other_zone_avoidance_distance    0
endif

if TEAM_ZONE
   set_zone_by_team
elseif RANDOM_ZONE
   set_zone_randomly
elseif SEPARATE_ZONE
elseif SINGLE_ZONE
   zone 1
endif

if NO_LEFT
   left_border   0
elseif SMALL_LEFT
   left_border   3
elseif MEDIUM_LEFT
   left_border   6
elseif LARGE_LEFT
   left_border   9
elseif XLARGE_LEFT
   left_border   12
endif

if NO_RIGHT
   right_border   0
elseif SMALL_RIGHT
   right_border   3
elseif MEDIUM_RIGHT
   right_border   6
elseif LARGE_RIGHT
   right_border   9
elseif XLARGE_RIGHT
   right_border   12
endif

if NO_TOP
   top_border   0
elseif SMALL_TOP
   top_border   3
elseif MEDIUM_TOP
   top_border   6
elseif LARGE_TOP
   top_border   9
elseif XLARGE_TOP
   top_border   12
endif

if NO_BOTTOM
   bottom_border   0
elseif SMALL_BOTTOM
   bottom_border   3
elseif MEDIUM_BOTTOM
   bottom_border   6
elseif LARGE_BOTTOM
   bottom_border   9
elseif XLARGE_BOTTOM
   bottom_border   12
endif

}

/* ****************************************************** */
<TERRAIN_GENERATION>

/* MIXING WATER */

create_terrain MED_WATER
{
base_terrain WATER
number_of_clumps               3
spacing_to_other_terrain_types 3
land_percent 3
set_scale_by_groups
}

create_terrain DEEP_WATER
{
base_terrain MED_WATER
number_of_clumps               6
spacing_to_other_terrain_types 5
land_percent 2
set_scale_by_groups
}

/* PRIMARY FOREST */

if GRASS_TILE
   create_terrain FOREST
elseif TROPICAL_TILE
   create_terrain JUNGLE
elseif SNOW_TILE
   create_terrain SNOW_FOREST
elseif DESERT_TILE
   create_terrain PALM_DESERT
endif
{
  if GRASS_TILE
     base_terrain                GRASS
  elseif TROPICAL_TILE
     base_terrain                GRASS3
  elseif SNOW_TILE
     base_terrain                GRASS_SNOW
  elseif DESERT_TILE
     base_terrain                DIRT
  endif

  spacing_to_other_terrain_types 4

if LAND10

if STANDARD_FOREST
   land_percent                   6
elseif HIGH_FOREST
   land_percent                   7
elseif EXTRA_HIGH_FOREST
   land_percent                   8
elseif LOW_FOREST
   land_percent                   5
elseif EXTRA_LOW_FOREST
   land_percent                   4
endif

elseif LAND9

if STANDARD_FOREST
   land_percent                   7
elseif HIGH_FOREST
   land_percent                   8
elseif EXTRA_HIGH_FOREST
   land_percent                   9
elseif LOW_FOREST
   land_percent                   6
elseif EXTRA_LOW_FOREST
   land_percent                   5
endif

elseif LAND8

if STANDARD_FOREST
   land_percent                   8
elseif HIGH_FOREST
   land_percent                   9
elseif EXTRA_HIGH_FOREST
   land_percent                   10
elseif LOW_FOREST
   land_percent                   7
elseif EXTRA_LOW_FOREST
   land_percent                   6
endif

elseif LAND7

if STANDARD_FOREST
   land_percent                   9
elseif HIGH_FOREST
   land_percent                   10
elseif EXTRA_HIGH_FOREST
   land_percent                   11
elseif LOW_FOREST
   land_percent                   8
elseif EXTRA_LOW_FOREST
   land_percent                   7
endif

elseif LAND6

if STANDARD_FOREST
   land_percent                   10
elseif HIGH_FOREST
   land_percent                   11
elseif EXTRA_HIGH_FOREST
   land_percent                   12
elseif LOW_FOREST
   land_percent                   9
elseif EXTRA_LOW_FOREST
   land_percent                   8
endif

elseif LAND5

if STANDARD_FOREST
   land_percent                   11
elseif HIGH_FOREST
   land_percent                   12
elseif EXTRA_HIGH_FOREST
   land_percent                   13
elseif LOW_FOREST
   land_percent                   10
elseif EXTRA_LOW_FOREST
   land_percent                   9
endif

elseif LAND4

if STANDARD_FOREST
   land_percent                   12
elseif HIGH_FOREST
   land_percent                   13
elseif EXTRA_HIGH_FOREST
   land_percent                   14
elseif LOW_FOREST
   land_percent                   11
elseif EXTRA_LOW_FOREST
   land_percent                   10
endif

elseif LAND3

if STANDARD_FOREST
   land_percent                   12
elseif HIGH_FOREST
   land_percent                   13
elseif EXTRA_HIGH_FOREST
   land_percent                   14
elseif LOW_FOREST
   land_percent                   11
elseif EXTRA_LOW_FOREST
   land_percent                   10
endif

elseif LAND2

if STANDARD_FOREST
   land_percent                   13
elseif HIGH_FOREST
   land_percent                   14
elseif EXTRA_HIGH_FOREST
   land_percent                   15
elseif LOW_FOREST
   land_percent                   12
elseif EXTRA_LOW_FOREST
   land_percent            	  11       
endif

elseif LAND1

if STANDARD_FOREST
   land_percent                   13
elseif HIGH_FOREST
   land_percent                   14
elseif EXTRA_HIGH_FOREST
   land_percent                   15
elseif LOW_FOREST
   land_percent                   12
elseif EXTRA_LOW_FOREST
   land_percent                  11
endif

endif


if LOW_FOREST_CLUMPS
   number_of_clumps               11
elseif NORMAL_FOREST_CLUMPS
   number_of_clumps               14
elseif HIGH_FOREST_CLUMPS
   number_of_clumps               17
endif

  set_avoid_player_start_areas     
  set_scale_by_groups
}

/* PRIMARY FOREST EXTRA */

if DESERT_TILE
create_terrain PALM_DESERT
{     
  base_terrain                DESERT
  
  spacing_to_other_terrain_types 5

if LAND1

if STANDARD_FOREST
   land_percent                   4
elseif HIGH_FOREST
   land_percent                   5
elseif EXTRA_HIGH_FOREST
   land_percent                   6
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND2

if STANDARD_FOREST
   land_percent                   4
elseif HIGH_FOREST
   land_percent                   4
elseif EXTRA_HIGH_FOREST
   land_percent                   5
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND3

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   4
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND4

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   4
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND5

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND6

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND7

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

elseif LAND8

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

elseif LAND9

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   2
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   1
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

elseif LAND10

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   2
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   1
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

endif

if LOW_FOREST_CLUMPS
   number_of_clumps               5
elseif NORMAL_FOREST_CLUMPS
   number_of_clumps               6
elseif HIGH_FOREST_CLUMPS
   number_of_clumps               7
endif

  set_avoid_player_start_areas     
  set_scale_by_groups
}
endif

if SNOW_TILE
create_terrain SNOW_FOREST
{     
  base_terrain                GRASS_SNOW
  
  spacing_to_other_terrain_types 5

if LAND1

if STANDARD_FOREST
   land_percent                   4
elseif HIGH_FOREST
   land_percent                   5
elseif EXTRA_HIGH_FOREST
   land_percent                   6
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND2

if STANDARD_FOREST
   land_percent                   4
elseif HIGH_FOREST
   land_percent                   4
elseif EXTRA_HIGH_FOREST
   land_percent                   5
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND3

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   4
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND4

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   4
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND5

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND6

if STANDARD_FOREST
   land_percent                   3
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

elseif LAND7

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

elseif LAND8

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   3
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   2
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

elseif LAND9

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   2
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   1
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

elseif LAND10

if STANDARD_FOREST
   land_percent                   2
elseif HIGH_FOREST
   land_percent                   2
elseif EXTRA_HIGH_FOREST
   land_percent                   3
elseif LOW_FOREST
   land_percent                   1
elseif EXTRA_LOW_FOREST
   land_percent                   1
endif

endif

if LOW_FOREST_CLUMPS
   number_of_clumps               5
elseif NORMAL_FOREST_CLUMPS
   number_of_clumps               6
elseif HIGH_FOREST_CLUMPS
   number_of_clumps               7
endif

  set_avoid_player_start_areas     
  set_scale_by_groups
}
endif

/* PRIMARY PATCH */

if GRASS_TILE
   create_terrain DIRT
elseif TROPICAL_TILE
   create_terrain DIRT
elseif SNOW_TILE
   create_terrain GRASS_SNOW
elseif DESERT_TILE
   create_terrain DIRT3
endif
{
  if GRASS_TILE
     base_terrain                GRASS
  elseif TROPICAL_TILE
     base_terrain                GRASS3
  elseif SNOW_TILE
     base_terrain                SNOW
  elseif DESERT_TILE
     base_terrain                DESERT
  endif

  spacing_to_other_terrain_types 5

if STANDARD_PATCH
   land_percent                   8
elseif HIGH_PATCH
   land_percent                   10
elseif EXTRA_HIGH_PATCH
   land_percent                   13
elseif LOW_PATCH
   land_percent                   6
elseif EXTRA_LOW_PATCH
   land_percent                   4
endif

if LOW_PATCH_CLUMPS
   number_of_clumps               7
elseif NORMAL_PATCH_CLUMPS
   number_of_clumps               10
elseif HIGH_PATCH_CLUMPS
   number_of_clumps               13
endif

  set_avoid_player_start_areas     
  set_scale_by_groups
}

/* SECONDARY FOREST */

if GRASS_TILE
   create_terrain FOREST
elseif TROPICAL_TILE
   create_terrain JUNGLE
elseif SNOW_TILE
   create_terrain SNOW_FOREST
elseif DESERT_TILE
   create_terrain PALM_DESERT
endif
{
  if GRASS_TILE
     base_terrain                GRASS
  elseif TROPICAL_TILE
     base_terrain                GRASS3
  elseif SNOW_TILE
     base_terrain                SNOW
  elseif DESERT_TILE
     base_terrain                DIRT
  endif

  spacing_to_other_terrain_types 3

if STANDARD_FOREST
   land_percent                   4
elseif HIGH_FOREST
   land_percent                   5
elseif EXTRA_HIGH_FOREST
   land_percent                   6
elseif LOW_FOREST
   land_percent                   3
elseif EXTRA_LOW_FOREST
   land_percent                   2
endif

if LOW_FOREST_CLUMPS
   number_of_clumps               3
elseif NORMAL_FOREST_CLUMPS
   number_of_clumps               5
elseif HIGH_FOREST_CLUMPS
   number_of_clumps               7
endif
  
  set_avoid_player_start_areas     
  set_scale_by_groups
}

/* SECONDARY PATCH */

if GRASS_TILE
   create_terrain GRASS3
elseif TROPICAL_TILE
   create_terrain SHALLOW
elseif SNOW_TILE
   create_terrain ICE
elseif DESERT_TILE
   create_terrain DIRT
endif
{
  if GRASS_TILE
     base_terrain                GRASS
  elseif TROPICAL_TILE
     base_terrain                GRASS3
  elseif SNOW_TILE
     base_terrain                GRASS_SNOW
  elseif DESERT_TILE
     base_terrain                DESERT
  endif

  if STANDARD_PATCH
   land_percent                   3
  elseif HIGH_PATCH
   land_percent                   4
  elseif EXTRA_HIGH_PATCH
   land_percent                   5
  elseif LOW_PATCH
   land_percent                   2
  elseif EXTRA_LOW_PATCH
   land_percent                   1
  endif

  if LOW_PATCH_CLUMPS
   number_of_clumps               3
  elseif NORMAL_FOREST_CLUMPS
   number_of_clumps               5
  elseif HIGH_PATCH_CLUMPS
   number_of_clumps               7
  endif

  set_avoid_player_start_areas     
  spacing_to_other_terrain_types 3
  set_scale_by_size
  
  if TROPICAL_TILE
     height_limits 0 0
     set_flat_terrain_only
  endif

}

/* ****************************************************** */
<OBJECTS_GENERATION>

/* PLAYER START OBJECTS */

create_object TOWN_CENTER
{
  set_place_for_every_player
  if NO_TC
     number_of_objects          0
  elseif ONE_TC
     number_of_objects          1
  endif
  group_placement_radius     18
  min_distance_to_players    0
  max_distance_to_players    0
}

create_object VILLAGER
{
  set_place_for_every_player
  min_distance_to_players       6
  max_distance_to_players       6
}

if ONE_SCOUT
create_object SCOUT
{
  number_of_objects             1
  set_place_for_every_player
  min_distance_to_players       8
  max_distance_to_players       12
}
endif

if TWO_SCOUT
create_object SCOUT
{
  number_of_objects             2
  set_place_for_every_player
  min_distance_to_players       8
  max_distance_to_players       12
}
endif

create_object RELIC
{
  if NO_RELIC
     number_of_objects            0
  elseif EXTRA_LOW_RELIC          
     number_of_objects            2
  elseif LOW_RELIC                
     number_of_objects            5
  elseif STANDARD_RELIC             
     number_of_objects            7
  elseif HIGH_RELIC               
     number_of_objects            9
  elseif EXTRA_HIGH_RELIC
     number_of_objects            12
     set_scaling_to_map_size
  endif  
  
  min_distance_to_players     25
  temp_min_distance_group_placement 20
}

/* SPECIAL STUFF FOR REGICIDE */

if REGICIDE
create_object VILLAGER
{
  number_of_objects             7
  set_place_for_every_player
  min_distance_to_players       6
  max_distance_to_players       6
}

create_object KING
{
  set_place_for_every_player
  min_distance_to_players       6
  max_distance_to_players       6
}

create_object CASTLE
{
  set_place_for_every_player
  min_distance_to_players    10
  max_distance_to_players    10
}

endif

/*  Regicide games require a Castle, King and more villagers.  Other 
game types, such as Defend the Wonder, are handled automatically. */

/* NEAR SHEEP or TURKEY */

if NO_SHEEP_GROUPS
else
   if TROPICAL_TILE
      create_object TURKEY
   else
      create_object SHEEP
   endif
{
   
   number_of_groups           1
   
   if STANDARD_SHEEP
      number_of_objects          4
      group_placement_radius     4
   elseif HIGH_SHEEP
      number_of_objects          5
      group_placement_radius     5
   elseif EXTRA_HIGH_SHEEP
      number_of_objects          7
      group_placement_radius     7
   elseif LOW_SHEEP
      number_of_objects          3
      group_placement_radius     3
   elseif EXTRA_LOW_SHEEP
      number_of_objects          1
      group_placement_radius     2
   endif

   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    10
   max_distance_to_players    14
   min_distance_group_placement  5
}

   if TROPICAL_TILE
      create_object TURKEY
   else
      create_object SHEEP
   endif
{
   if STANDARD_SHEEP_GROUPS
      number_of_groups           2
   elseif HIGH_SHEEP_GROUPS
      number_of_groups           3
   elseif EXTRA_HIGH_SHEEP_GROUPS
      number_of_groups           3
   elseif LOW_SHEEP_GROUPS
      number_of_groups           1
   elseif EXTRA_LOW_SHEEP_GROUPS
      number_of_groups           1
   endif
   
   if STANDARD_SHEEP
      number_of_objects          2
   elseif HIGH_SHEEP
      number_of_objects          2
   elseif EXTRA_HIGH_SHEEP
      number_of_objects          3
   elseif LOW_SHEEP
      number_of_objects          2
   elseif EXTRA_LOW_SHEEP
      number_of_objects          1
   endif

   group_placement_radius     3
   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    16
   max_distance_to_players    20
   min_distance_group_placement  5
}
endif

/* NEAR FORAGE */

if NO_FORAGE_GROUPS
else
   create_object FORAGE
   {
   if EXTRA_LOW_FORAGE
     number_of_objects          3
     group_placement_radius     2
   elseif LOW_FORAGE
     number_of_objects          4
     group_placement_radius     2
   elseif STANDARD_FORAGE
     number_of_objects          6
     group_placement_radius     3
   elseif HIGH_FORAGE
     number_of_objects          7
     group_placement_radius     4
   elseif EXTRA_HIGH_FORAGE
     number_of_objects          9
     group_placement_radius     5
   endif

  set_tight_grouping
  set_gaia_object_only
  set_place_for_every_player

  min_distance_to_players    9
  max_distance_to_players    12
  min_distance_group_placement  7
  max_distance_to_other_zones  7
}
endif

/* NEAR GOLD */

if NO_PLAYER_GOLD
else
   create_object GOLD
   {
   if EXTRA_LOW_PLAYER_GOLD
     number_of_objects          2
     group_placement_radius     1
   elseif LOW_PLAYER_GOLD
     number_of_objects          4
     group_placement_radius     2
   elseif STANDARD_PLAYER_GOLD
     number_of_objects          6
     group_placement_radius     3
   elseif HIGH_PLAYER_GOLD
     number_of_objects          8
     group_placement_radius     4
   elseif EXTRA_HIGH_PLAYER_GOLD
     number_of_objects          10
     group_placement_radius     5
   endif

  set_tight_grouping
  set_gaia_object_only
  set_place_for_every_player
  number_of_groups 1

  min_distance_to_players    10
  max_distance_to_players    14
  min_distance_group_placement  7
  max_distance_to_other_zones  7
}
endif

/* MEDIUM GOLD */

if NO_PLAYER_GOLD
else
   create_object GOLD
   {
   if EXTRA_LOW_PLAYER_GOLD
     number_of_objects          2
     group_placement_radius     1
   elseif LOW_PLAYER_GOLD
     number_of_objects          3
     group_placement_radius     2
   elseif STANDARD_PLAYER_GOLD
     number_of_objects          4
     group_placement_radius     2
   elseif HIGH_PLAYER_GOLD
     number_of_objects          5
     group_placement_radius     3
   elseif EXTRA_HIGH_PLAYER_GOLD
     number_of_objects          6
     group_placement_radius     3
   endif
   
   number_of_groups 1
   set_tight_grouping   
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    15
   max_distance_to_players    20
   min_distance_group_placement  7
   max_distance_to_other_zones  7
}
endif

/* NEAR STONE */

if NO_PLAYER_STONE
else
create_object STONE
{
   if EXTRA_LOW_PLAYER_STONE
     number_of_objects          2
     group_placement_radius     1
   elseif LOW_PLAYER_STONE
     number_of_objects          3
     group_placement_radius     2
   elseif STANDARD_PLAYER_STONE
     number_of_objects          4
     group_placement_radius     2
   elseif HIGH_PLAYER_STONE
     number_of_objects          5
     group_placement_radius     3
   elseif EXTRA_HIGH_PLAYER_STONE
     number_of_objects          6
     group_placement_radius     3
   endif

  number_of_groups 1
  set_tight_grouping
  set_gaia_object_only
  set_place_for_every_player
  min_distance_to_players    10
  max_distance_to_players    20
  min_distance_group_placement  7
  max_distance_to_other_zones  7
}
endif

/* FAR GOLD */

if NO_PLAYER_GOLD
else
   create_object GOLD
   {
   if EXTRA_LOW_PLAYER_GOLD
     number_of_objects          2
     group_placement_radius     1
   elseif LOW_PLAYER_GOLD
     number_of_objects          3
     group_placement_radius     2
   elseif STANDARD_PLAYER_GOLD
     number_of_objects          4
     group_placement_radius     2
   elseif HIGH_PLAYER_GOLD
     number_of_objects          5
     group_placement_radius     3
   elseif EXTRA_HIGH_PLAYER_GOLD
     number_of_objects          6
     group_placement_radius     3
   endif

   number_of_groups 1   
   set_tight_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    20
   max_distance_to_players    30
   min_distance_group_placement  7
   max_distance_to_other_zones  7
}
endif

/* MEDIUM STONE */

if NO_PLAYER_STONE
else
create_object STONE
{
   if EXTRA_LOW_PLAYER_STONE
     number_of_objects          2
     group_placement_radius     1
   elseif LOW_PLAYER_STONE
     number_of_objects          3
     group_placement_radius     2
   elseif STANDARD_PLAYER_STONE
     number_of_objects          4
     group_placement_radius     2
   elseif HIGH_PLAYER_STONE
     number_of_objects          5
     group_placement_radius     3
   elseif EXTRA_HIGH_PLAYER_STONE
     number_of_objects          6
     group_placement_radius     3
   endif

  number_of_groups 1
  set_tight_grouping
  set_gaia_object_only
  set_place_for_every_player
  min_distance_to_players    20
  max_distance_to_players    27
  min_distance_group_placement  7
  max_distance_to_other_zones  7
}
endif

/* Stuff to hunt. */

if NO_DEER_GROUPS
else
create_object DEER
{
   if STANDARD_DEER
      number_of_objects          4
      group_variance             1
      group_placement_radius     3
   elseif HIGH_DEER
      number_of_objects          6
      group_variance             1
      group_placement_radius     3
   elseif EXTRA_HIGH_DEER
      number_of_objects          7
      group_variance             2
      group_placement_radius     3
   elseif LOW_DEER
      number_of_objects          3
      group_variance             1
      group_placement_radius     3
   elseif EXTRA_LOW_DEER
      number_of_objects          2
      group_variance             0
      group_placement_radius     3
   endif
  
   if STANDARD_DEER_GROUPS
      number_of_groups 1
   elseif HIGH_DEER_GROUPS
      number_of_groups 1
   elseif EXTRA_HIGH_DEER_GROUPS
      number_of_groups 2
   elseif LOW_DEER_GROUPS
      number_of_groups 1
   elseif EXTRA_LOW_DEER_GROUPS
      number_of_groups 1
   endif

   set_loose_grouping
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    14
   max_distance_to_players    30
}
endif

if NO_BOAR_GROUPS
else
if TROPICAL_TILE
   create_object JAVELINA
else
   create_object BOAR
endif
{
  if STANDARD_BOAR
      number_of_objects          1
      number_of_groups           2
      group_placement_radius     3
   elseif HIGH_BOAR
      number_of_objects          1
      number_of_groups           3
      group_placement_radius     3
   elseif EXTRA_HIGH_BOAR
      number_of_objects          2
      number_of_groups           2
      group_placement_radius     3
   elseif LOW_BOAR
      number_of_objects          1
      group_placement_radius     3
   elseif EXTRA_LOW_BOAR
      number_of_objects          1
      group_placement_radius     3
   endif
  
   set_gaia_object_only
   set_place_for_every_player
   min_distance_to_players    16
   max_distance_to_players    22
}
endif

/* WOLVES or JAGUARS */

if NO_WOLVES
else
if TROPICAL_TILE
   create_object JAGUAR
else
   create_object WOLF
endif
{
  if STANDARD_WOLVES
     number_of_objects          2
  elseif HIGH_WOLVES
     number_of_objects          3  
  elseif EXTRA_HIGH_WOLVES
     number_of_objects          4
  elseif LOW_WOLVES
     number_of_objects          1
  elseif EXTRA_LOW_WOLVES
     number_of_objects          1
  endif
  set_gaia_object_only
  set_place_for_every_player
  min_distance_group_placement 12
  min_distance_to_players    24
  max_distance_to_players    40
}
endif

/* RESOURCES BY MAP */

if NO_FORAGE_GROUPS
else

if LARGE_MAP
create_object FORAGE
{
  if EXTRA_LOW_RANDOM_FORAGE
    number_of_groups           1    
    number_of_objects          3
    group_placement_radius     3
  elseif LOW_RANDOM_FORAGE
    number_of_groups           1    
    number_of_objects          4
    group_placement_radius     3
  elseif STANDARD_RANDOM_FORAGE
    number_of_groups           1    
    number_of_objects          5
    group_placement_radius     3
  elseif HIGH_RANDOM_FORAGE
    number_of_groups           2    
    number_of_objects          4
    group_placement_radius     3
  elseif EXTRA_HIGH_RANDOM_FORAGE
    number_of_groups           3    
    number_of_objects          4
    group_placement_radius     3
  endif
  
  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  7
}
endif

if HUGE_MAP
create_object FORAGE
{
  if EXTRA_LOW_RANDOM_FORAGE
    number_of_groups           1    
    number_of_objects          5
    group_placement_radius     3
  elseif LOW_RANDOM_FORAGE
    number_of_groups           2    
    number_of_objects          4
    group_placement_radius     3
  elseif STANDARD_RANDOM_FORAGE
    number_of_groups           2    
    number_of_objects          5
    group_placement_radius     3
  elseif HIGH_RANDOM_FORAGE
    number_of_groups           2    
    number_of_objects          6
    group_placement_radius     3
  elseif EXTRA_HIGH_RANDOM_FORAGE
    number_of_groups           3    
    number_of_objects          4
    group_placement_radius     3
  endif
  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  7
}
endif

if GIGANTIC_MAP
create_object FORAGE
{
  if EXTRA_LOW_RANDOM_FORAGE
    number_of_groups           2    
    number_of_objects          5
    group_placement_radius     3
  elseif LOW_RANDOM_FORAGE
    number_of_groups           3    
    number_of_objects          4
    group_placement_radius     3
  elseif STANDARD_RANDOM_FORAGE
    number_of_groups           3    
    number_of_objects          5
    group_placement_radius     3
  elseif HIGH_RANDOM_FORAGE
    number_of_groups           3    
    number_of_objects          6
    group_placement_radius     3
  elseif EXTRA_HIGH_RANDOM_FORAGE
    number_of_groups           4    
    number_of_objects          4
    group_placement_radius     3
  endif
  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  7
}
endif

endif

if LARGE_MAP
create_object DEER
{
   if STANDARD_DEER
      number_of_groups           1    
      number_of_objects          5
      group_placement_radius     3
   elseif HIGH_DEER
      number_of_groups           2    
      number_of_objects          4
      group_placement_radius     3
   elseif EXTRA_HIGH_DEER
      number_of_groups           3    
      number_of_objects          4
      group_placement_radius     3
   elseif LOW_DEER
      number_of_groups           1    
      number_of_objects          4
      group_placement_radius     3
   elseif EXTRA_LOW_DEER
      number_of_groups           1    
      number_of_objects          3
      group_placement_radius     3
   endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  10
}
endif

if HUGE_MAP
create_object DEER
{
   if STANDARD_DEER
      number_of_groups           2    
      number_of_objects          5
      group_placement_radius     3
   elseif HIGH_DEER
      number_of_groups           2    
      number_of_objects          6
      group_placement_radius     3
   elseif EXTRA_HIGH_DEER
      number_of_groups           3    
      number_of_objects          5
      group_placement_radius     3
   elseif LOW_DEER
      number_of_groups           2    
      number_of_objects          4
      group_placement_radius     3
   elseif EXTRA_LOW_DEER
      number_of_groups           1    
      number_of_objects          5
      group_placement_radius     3
   endif
  
  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  10
}

create_object BOAR
{
   if STANDARD_BOAR
      number_of_groups           2    
      number_of_objects          1
      group_placement_radius     3
   elseif HIGH_BOAR
      number_of_groups           2    
      number_of_objects          1
      group_placement_radius     3
   elseif EXTRA_HIGH_BOAR
      number_of_groups           3    
      number_of_objects          1
      group_placement_radius     3
   elseif LOW_BOAR
      number_of_groups           1    
      number_of_objects          1
      group_placement_radius     3
   elseif EXTRA_LOW_BOAR
      number_of_groups           1    
      number_of_objects          1
      group_placement_radius     3
   endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  10
}
endif

if GIGANTIC_MAP
create_object DEER
{
   if STANDARD_DEER
      number_of_groups           3    
      number_of_objects          5
      group_placement_radius     3
   elseif HIGH_DEER
      number_of_groups           4    
      number_of_objects          5
      group_placement_radius     3
   elseif EXTRA_HIGH_DEER
      number_of_groups           6    
      number_of_objects          5
      group_placement_radius     3
   elseif LOW_DEER
      number_of_groups           2    
      number_of_objects          4
      group_placement_radius     3
   elseif EXTRA_LOW_DEER
      number_of_groups           1    
      number_of_objects          5
      group_placement_radius     3
   endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  10
}
create_object BOAR
{
   if STANDARD_BOAR
      number_of_groups           3    
      number_of_objects          1
      group_placement_radius     3
   elseif HIGH_BOAR
      number_of_groups           4    
      number_of_objects          1
      group_placement_radius     3
   elseif EXTRA_HIGH_BOAR
      number_of_groups           5   
      number_of_objects          1
      group_placement_radius     3
   elseif LOW_BOAR
      number_of_groups           2    
      number_of_objects          1
      group_placement_radius     3
   elseif EXTRA_LOW_BOAR
      number_of_groups           1    
      number_of_objects          1
      group_placement_radius     3
   endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  max_distance_to_players       120
  min_distance_group_placement  10
}
endif

/* EXTRA GOLD */

if TINY_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
  if EXTRA_LOW_RANDOM_GOLD
     number_of_groups           1    
     number_of_objects          3
     group_placement_radius     2
  elseif LOW_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          2
     group_placement_radius     1
  elseif STANDARD_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          3
     group_placement_radius     2
  elseif HIGH_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          4
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_GOLD
     number_of_groups           3    
     number_of_objects          3
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if SMALL_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
  if EXTRA_LOW_RANDOM_GOLD
     number_of_groups           1    
     number_of_objects          3
     group_placement_radius     2
  elseif LOW_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          2
     group_placement_radius     1
  elseif STANDARD_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          3
     group_placement_radius     2
  elseif HIGH_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          4
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_GOLD
     number_of_groups           3    
     number_of_objects          3
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if MEDIUM_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
  if EXTRA_LOW_RANDOM_GOLD
     number_of_groups           1    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          3
     group_variance             1
     group_placement_radius     1
  elseif STANDARD_RANDOM_GOLD
     number_of_groups           3    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_GOLD
     number_of_groups           4    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_GOLD
     number_of_groups           5    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  endif
 
  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if LARGE_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
  if EXTRA_LOW_RANDOM_GOLD
     number_of_groups           1    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          4
     group_variance             1
     group_placement_radius     1
  elseif STANDARD_RANDOM_GOLD
     number_of_groups           3    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_GOLD
     number_of_groups           4    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_GOLD
     number_of_groups           5    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  endif
  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if HUGE_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
  if EXTRA_LOW_RANDOM_GOLD
     number_of_groups           2    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_GOLD
     number_of_groups           3    
     number_of_objects          4
     group_variance             1
     group_placement_radius     1
  elseif STANDARD_RANDOM_GOLD
     number_of_groups           4    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_GOLD
     number_of_groups           5    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_GOLD
     number_of_groups           6    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if GIGANTIC_MAP
if NO_RANDOM_GOLD
else
create_object GOLD
{
  if EXTRA_LOW_RANDOM_GOLD
     number_of_groups           3    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_GOLD
     number_of_groups           4    
     number_of_objects          4
     group_variance             1
     group_placement_radius     1
  elseif STANDARD_RANDOM_GOLD
     number_of_groups           5    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_GOLD
     number_of_groups           6    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_GOLD
     number_of_groups           7    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

/* EXTRA STONE */

if TINY_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
  if EXTRA_LOW_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          2
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif STANDARD_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          5
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          6
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if SMALL_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
  if EXTRA_LOW_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          2
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif STANDARD_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          5
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_STONE
     number_of_groups           1    
     number_of_objects          6
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if MEDIUM_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
  if EXTRA_LOW_RANDOM_STONE
     number_of_groups           2    
     number_of_objects          2
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_STONE
     number_of_groups           2    
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif STANDARD_RANDOM_STONE
     number_of_groups           2    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_STONE
     number_of_groups           2    
     number_of_objects          5
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_STONE
     number_of_groups           2    
     number_of_objects          6
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if LARGE_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
  if EXTRA_LOW_RANDOM_STONE
     number_of_groups           3    
     number_of_objects          2
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_STONE
     number_of_groups           3   
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif STANDARD_RANDOM_STONE
     number_of_groups           3    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_STONE
     number_of_groups           3   
     number_of_objects          5
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_STONE
     number_of_groups           3    
     number_of_objects          6
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if HUGE_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
  if EXTRA_LOW_RANDOM_STONE
     number_of_groups           4    
     number_of_objects          2
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_STONE
     number_of_groups           4   
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif STANDARD_RANDOM_STONE
     number_of_groups           4    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_STONE
     number_of_groups           4   
     number_of_objects          5
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_STONE
     number_of_groups           4    
     number_of_objects          6
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

if GIGANTIC_MAP
if NO_RANDOM_STONE
else
create_object STONE
{
  if EXTRA_LOW_RANDOM_STONE
     number_of_groups           5    
     number_of_objects          2
     group_variance             1
     group_placement_radius     2
  elseif LOW_RANDOM_STONE
     number_of_groups           5   
     number_of_objects          3
     group_variance             1
     group_placement_radius     2
  elseif STANDARD_RANDOM_STONE
     number_of_groups           5    
     number_of_objects          4
     group_variance             1
     group_placement_radius     2
  elseif HIGH_RANDOM_STONE
     number_of_groups           5   
     number_of_objects          5
     group_variance             1
     group_placement_radius     2
  elseif EXTRA_HIGH_RANDOM_STONE
     number_of_groups           5    
     number_of_objects          6
     group_variance             1
     group_placement_radius     2
  endif

  set_tight_grouping
  set_gaia_object_only
  min_distance_to_players       40
  min_distance_group_placement  14
}
endif
endif

/* These are the straggler trees near every Town Center. */

if GRASS_TILE
   create_object OAKTREE
elseif TROPICAL_TILE
   create_object JUNGLE_TREE
elseif SNOW_TILE
   create_object SNOW_PINE_TREE
elseif DESERT_TILE
   create_object PALMTREE
endif
{
  if EXTRA_LOW_PLAYER_TREES
     number_of_objects             1
  elseif LOW_PLAYER_TREES
     number_of_objects             1
  elseif STANDARD_PLAYER_TREES
     number_of_objects             2
  elseif HIGH_PLAYER_TREES
     number_of_objects             3
  elseif EXTRA_HIGH_PLAYER_TREES
     number_of_objects             3
  endif
  
  set_gaia_object_only
  set_place_for_every_player
  min_distance_to_players       4
  max_distance_to_players       5
  min_distance_group_placement  2
}

if GRASS_TILE
   create_object OAKTREE
elseif TROPICAL_TILE
   create_object JUNGLE_TREE
elseif SNOW_TILE
   create_object SNOW_PINE_TREE
elseif DESERT_TILE
   create_object PALMTREE
endif
{
   if EXTRA_LOW_PLAYER_TREES
     number_of_objects             1
  elseif LOW_PLAYER_TREES
     number_of_objects             2
  elseif STANDARD_PLAYER_TREES
     number_of_objects             3
  elseif HIGH_PLAYER_TREES
     number_of_objects             3
  elseif EXTRA_HIGH_PLAYER_TREES
     number_of_objects             4
  endif
  set_gaia_object_only
  set_place_for_every_player
  min_distance_to_players       6
  max_distance_to_players       8
  min_distance_group_placement  2
}

/* More wildlife.  Birds have no affect on gameplay, but make 
the map more interesting. */

/* FISH */

if WATER_MAP
create_object MARLIN1
{
  
  if NO_MARLIN
     number_of_objects                   0
  elseif EXTRA_LOW_MARLIN
     number_of_objects                   4
  elseif LOW_MARLIN
     number_of_objects                   7
  elseif STANDARD_MARLIN
     number_of_objects                   10
  elseif HIGH_MARLIN
     number_of_objects                   13
  elseif EXTRA_HIGH_MARLIN
     number_of_objects                   16
  endif
                    
  set_scaling_to_map_size
  set_gaia_object_only
  max_distance_to_other_zones         7
  min_distance_group_placement  7
}

create_object SNAPPER
{
  if NO_FISH
     number_of_objects                   0
  elseif EXTRA_LOW_FISH
     number_of_objects                   5
  elseif LOW_FISH
     number_of_objects                   10
  elseif STANDARD_FISH
     number_of_objects                   12
  elseif HIGH_FISH
     number_of_objects                   15
  elseif EXTRA_HIGH_FISH
     number_of_objects                   20
  endif

  set_scaling_to_map_size
  set_gaia_object_only
  max_distance_to_other_zones         4
  min_distance_group_placement  4
} 

create_object SNAPPER
{
  if NO_FISH
     number_of_objects			 0
  elseif EXTRA_LOW_FISH
     number_of_objects                   5
  elseif LOW_FISH
     number_of_objects                   10
  elseif STANDARD_FISH
     number_of_objects                   13
  elseif HIGH_FISH
     number_of_objects                   15
  elseif EXTRA_HIGH_FISH
     number_of_objects                   20
  endif

  set_scaling_to_map_size
  set_gaia_object_only
  max_distance_to_other_zones         4
  min_distance_group_placement  4
} 

create_object SHORE_FISH
{
  if NO_SHORE_FISH
     number_of_objects                   0
  elseif EXTRA_LOW_SHORE_FISH
     number_of_objects                   5
  elseif LOW_SHORE_FISH
     number_of_objects                   15
  elseif STANDARD_SHORE_FISH
     number_of_objects                   25
  elseif HIGH_SHORE_FISH
     number_of_objects                   35
  elseif EXTRA_HIGH_SHORE_FISH
     number_of_objects                   45
  endif

  set_scaling_to_map_size
  min_distance_group_placement         2
  set_gaia_object_only
}

else
create_object SNAPPER
{
  if NO_FISH
     number_of_objects                   0
  elseif EXTRA_LOW_FISH
     number_of_objects                   3
  elseif LOW_FISH
     number_of_objects                   6
  elseif STANDARD_FISH
     number_of_objects                   9
  elseif HIGH_FISH
     number_of_objects                   12
  elseif EXTRA_HIGH_FISH
     number_of_objects                   15
  endif

  set_scaling_to_map_size
  set_gaia_object_only
  max_distance_to_other_zones         4
  min_distance_group_placement  4
} 

create_object SNAPPER
{
  if NO_FISH
     number_of_objects			 0
  elseif EXTRA_LOW_FISH
     number_of_objects                   3
  elseif LOW_FISH
     number_of_objects                   6
  elseif STANDARD_FISH
     number_of_objects                   9
  elseif HIGH_FISH
     number_of_objects                   12
  elseif EXTRA_HIGH_FISH
     number_of_objects                   15
  endif

  set_scaling_to_map_size
  set_gaia_object_only
  max_distance_to_other_zones         4
  min_distance_group_placement  4
} 

create_object SHORE_FISH
{
  if NO_SHORE_FISH
     number_of_objects                   0
  elseif EXTRA_LOW_SHORE_FISH
     number_of_objects                   5
  elseif LOW_SHORE_FISH
     number_of_objects                   10
  elseif STANDARD_SHORE_FISH
     number_of_objects                   15
  elseif HIGH_SHORE_FISH
     number_of_objects                   25
  elseif EXTRA_HIGH_SHORE_FISH
     number_of_objects                   30
  endif

  set_scaling_to_map_size
  min_distance_group_placement         3
  set_gaia_object_only
}
endif

/* BIRDS */

if NO_HAWK
else
   if TROPICAL_TILE
      create_object MACAW
   else
      create_object HAWK
   endif
   {
   if EXTRA_LOW_HAWK
      number_of_objects                   2
   elseif LOW_HAWK
      number_of_objects                   4
   elseif STANDARD_HAWK
      number_of_objects                   6
   elseif HIGH_HAWK
      number_of_objects                   8
   elseif EXTRA_HIGH_HAWK
      number_of_objects                   10
   endif
  
   set_scaling_to_map_size
   }
endif

/* EXTRA WOLVES */

if NO_WOLVES
else
   if TROPICAL_TILE
      create_object JAGUAR
   else
      create_object WOLF
   endif
   {
      if EXTRA_LOW_WOLVES
         number_of_objects                   0
      elseif LOW_WOLVES
         number_of_objects                   1
      elseif STANDARD_WOLVES
         number_of_objects                   2
      elseif HIGH_WOLVES
         number_of_objects                   2
      elseif EXTRA_HIGH_WOLVES
         number_of_objects                   3
      endif

      number_of_groups          3
      set_loose_grouping
      set_scaling_to_map_size
      set_gaia_object_only
      min_distance_group_placement 12
      min_distance_to_players    40
      max_distance_to_players    120
   } 
endif

/*  These are the lone trees scattered across the map.  
It makes the map look more believable than if there 
were just forests and no straggler trees. */

if GRASS_TILE
   create_object OAKTREE
elseif TROPICAL_TILE
   create_object JUNGLE_TREE
elseif SNOW_TILE
   create_object SNOW_PINE_TREE
elseif DESERT_TILE
   create_object PALMTREE
endif
{
  number_of_objects          15
  set_gaia_object_only
  set_scaling_to_map_size
  min_distance_to_players    8
}

if GRASS_TILE
   create_object PINETREE
elseif TROPICAL_TILE
   create_object JUNGLE_TREE
elseif SNOW_TILE
   create_object SNOW_PINE_TREE
elseif DESERT_TILE
   create_object PALMTREE
endif
{
  number_of_objects          15
  set_gaia_object_only
  set_scaling_to_map_size
  min_distance_to_players    8
}

/* These are extra non-player sheep */
if EXTRA_HIGH_SHEEP_GROUPS
   if TROPICAL_TILE
      create_object TURKEY
   else
      create_object SHEEP
   endif
   {
   
   number_of_groups 4   

   if STANDARD_SHEEP
      number_of_objects          2
   elseif HIGH_SHEEP
      number_of_objects          2
   elseif EXTRA_HIGH_SHEEP
      number_of_objects          3
   elseif LOW_SHEEP
      number_of_objects          2
   elseif EXTRA_LOW_SHEEP
      number_of_objects          1
   endif

   set_loose_grouping
   set_scaling_to_map_size
   set_gaia_object_only
   min_distance_group_placement 10
   min_distance_to_players    40
   max_distance_to_players    120
   }
endif

/* ****************************************************** */
/* ********************* ELEVATION ********************** */
/* ****************************************************** */

if NO_ELEVATION
else
<ELEVATION_GENERATION>
create_elevation        7
{

   if GRASS_TILE
      base_terrain GRASS
   elseif TROPICAL_TILE
      base_terrain GRASS3
   elseif SNOW_TILE
      base_terrain SNOW
   elseif DESERT_TILE
      base_terrain DESERT
   endif

  if NORMAL_ELEVATION
     number_of_clumps 		14
     number_of_tiles 		2000
  elseif HIGH_ELEVATION
     number_of_clumps 		20
     number_of_tiles 		3000
  elseif LOW_ELEVATION
     number_of_clumps 		10
     number_of_tiles 		1000
  endif

  set_scale_by_groups     
  set_scale_by_size      
}
endif

/* ****************************************************** */
/* *********************** CLIFFS *********************** */
/* ****************************************************** */

if NO_CLIFF
else
<CLIFF_GENERATION>

if LOW_CLIFF
   min_number_of_cliffs 3
   max_number_of_cliffs 6
elseif NORMAL_CLIFF
   min_number_of_cliffs 5
   max_number_of_cliffs 8
elseif HIGH_CLIFF
   min_number_of_cliffs 7
   max_number_of_cliffs 10
endif
min_length_of_cliff  4
max_length_of_cliff  10
cliff_curliness      10
min_distance_cliffs  3  
endif

/* ****************************************************** */
/* ********************* CONNECTIONS ******************** */
/* ****************************************************** */

if FOREST_MAP
   <CONNECTION_GENERATION>
   if ALL_PLAYERS_CONNECTIONS
      create_connect_all_players_land
   else
      create_connect_all_lands
   endif  
   { 
   if GRASS_TILE
      replace_terrain FOREST GRASS
      terrain_size    FOREST  4 2
   elseif TROPICAL_TILE
      replace_terrain JUNGLE GRASS3
      terrain_size    JUNGLE  4 2
   elseif SNOW_TILE
      replace_terrain SNOW_FOREST SNOW
      terrain_size    SNOW_FOREST  4  2
   elseif DESERT_TILE
      replace_terrain PALM_DESERT DESERT
      terrain_size    PALM_DESERT  4  2
   endif
   }
endif

if NO_CONNECTIONS
else
<CONNECTION_GENERATION>
if ALL_CONNECTIONS
   create_connect_all_lands
elseif TEAM_CONNECTIONS
   create_connect_teams_lands
elseif ALL_PLAYERS_CONNECTIONS
   create_connect_all_players_land
endif		
{

  if SNOW_TILE
     replace_terrain WATER         ICE
     replace_terrain MED_WATER     ICE
     replace_terrain DEEP_WATER    ICE
  else
     replace_terrain WATER         SHALLOW
     replace_terrain MED_WATER     SHALLOW
     replace_terrain DEEP_WATER    SHALLOW
  endif

  terrain_cost    WATER         7
  terrain_cost    MED_WATER     9
  terrain_cost    DEEP_WATER    15

  if NARROW_CONNECTIONS
     terrain_size    WATER         2       1
     terrain_size    MED_WATER     2       1
     terrain_size    DEEP_WATER    2       1  
  elseif MEDIUM_CONNECTIONS
     terrain_size    WATER         4       1
     terrain_size    MED_WATER     4       1
     terrain_size    DEEP_WATER    4       1
  elseif WIDE_CONNECTIONS
     terrain_size    WATER         6       2
     terrain_size    MED_WATER     6       2
     terrain_size    DEEP_WATER    6       2
  endif
}
/* END OF MAP */