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Ascent-of-Man/config/terrain_movement.yaml
2026-11-10 19:54:00 +01:00

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# 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