# Terrain movement rules, passability and costs configuration # All gameplay values and parameters are fully configurable. # Classification thresholds water_height_threshold: 6 # Raw heightmap elevation value (< 6 is water) coast_beach_width_km: 0.022 # Width of shoreline sandy beach transition above water level (in km) mountain_rock_height_km: 2.3 # Height in km >= 2.3 is rocky mountain snow_height_km: 3.1 # Altitude in km >= 3.1 is high peak snow polar_snow_line_enabled: true # Whether latitude reduces snowline altitude polar_snow_line_base_km: 2.5 # Base snowline at temperate latitudes polar_snow_factor_start: 0.40 # Latitude distFromCenter where polar cooling starts (matches simple.frag) polar_snow_factor_end: 0.85 # Latitude distFromCenter where sea-level snowline is reached (matches simple.frag) polar_land_ice_threshold: 0.72 # Latitude distFromCenter where sea-level polar ice starts (matches simple.frag) # Slope and elevation movement penalties # Elevation difference (deltaH in km) between hex centers uphill_slope_multiplier: 4.0 # Penalty added per km of elevation gained (uphill) downhill_slope_bonus_multiplier: 2.0 # Bonus deducted per km of elevation lost (downhill) min_step_cost: 0.25 # Minimum possible step cost after downhill bonus max_climbable_slope_km: 1.2 # Maximum elevation rise per hex step; higher slopes are impassable cliffs # Movement base costs per terrain type (1.0 = normal base cost, higher values = slower traversal) movement_costs: grasland: 1.0 bos: 2.0 steen: 2.5 sahara: 1.5 tundra: 1.5 red_canyon: 2.0 sneeuw: 3.0 water: 1.0 # Movement domains: # - land: standard ground units (settler, builder, warrior, slinger, etc.) # impassable_terrains: list of terrain types land units CANNOT enter or cross. # - naval: ships and sea vessels (galley, etc.) # passable_terrains: ships can ONLY move on these terrains (water). domains: land: impassable_terrains: - water - sneeuw naval: passable_terrains: - water