#Terrains

#Terrains must be uniquely named ("terra_incognita" is reserved and may NOT be used).

#type = <land/naval/river>   If land (default value), terrain is for land units only.
#                            If naval, terrain is for naval units only.
#                            If river, terrain is forbidden to all military units (not a province nor seazone).
#color = <name>              Color used for the display on the map.
#move_cost = X.XX            Cost for movement, multiplied by the define _MOVEMENT_BASE_DAYS_ and other modifiers. 1.00 normally represents one month (default multiplier is 1.00 if not specified).
#attrition_limit = X         Only for land - If yes, extra attrition applies (default is 0 if not specified).
#attacker_penalty = yes/no   Only for land - If yes, penalty applies for attacker (default is no if not specified).
#cavalry_bonus = yes/no      Only for land - If yes, bonus applies for cavalry (default is no if not specified).
#artillery_penalty = yes/no  Only for land - If yes, penalty applies for artillery (default is no if not specified).
#siege = X                   Only for land - extra difficulty for sieges (default is 0 if not specified).
#ai_attack_power = X.XX      Only for land - power multiplier for AI required advantage (default is 1.00 if not specified).
#ai_conquer_check = yes/no   Only for land - specific check for AI required extra advantage (default is no if not specified).

#-----------------------------------------------------------------------------------------------
#Land

plains = {
	type = land
	color = Orange
	move_cost = 1.00
	attrition_limit = 0
	attacker_penalty = no
	cavalry_bonus = yes
	artillery_penalty = no
	siege = 0
	ai_attack_power = 1.00
	ai_conquer_check = no
}
forest = {
	type = land
	color = Green
	move_cost = 1.25
	attrition_limit = 0
	attacker_penalty = no
	cavalry_bonus = no
	artillery_penalty = no
	siege = 2
	ai_attack_power = 1.10
	ai_conquer_check = no
}
mountain = {
	type = land
	color = DarkOrange
	move_cost = 1.75
	attrition_limit = 5
	attacker_penalty = yes
	cavalry_bonus = no
	artillery_penalty = no
	siege = 2
	ai_attack_power = 2.00
	ai_conquer_check = yes
}
desert = {
	type = land
	color = Yellow
	move_cost = 1.25
	attrition_limit = 0
	attacker_penalty = no
	cavalry_bonus = yes
	artillery_penalty = no
	siege = 1	# was 2
	ai_attack_power = 1.00
	ai_conquer_check = no
}
marsh = {
	type = land
	color = LightGreen
	move_cost = 1.50
	attrition_limit = 5
	attacker_penalty = no
	cavalry_bonus = no
	artillery_penalty = yes
	siege = 2
	ai_attack_power = 1.50
	ai_conquer_check = no
}

#-----------------------------------------------------------------------------------------------
#Water

sea = {
	type = naval
	color = Water
	move_cost = 2.00
}
river = {
	type = river
	color = Water
	move_cost = 1.00
}

#-----------------------------------------------------------------------------------------------
