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