#textdomain wesnoth-lib
# Terrain configuration file. Defines how the terrain _work_ in the game. How
# the terrains _look_ is defined in terrain_graphics.cfg .

# NOTE: terrain id's are used implicitly by the in-game help:
# each "[terrain_type] id=some_id" corresponds to "[section] id=terrain_some_id"
# or "[topic] id=terrain_some_id" identifying its description in [help]

# NOTE: this list is sorted to group things comprehensibly in the editor

#
#    ## Water ##
#

[terrain_type]
    symbol_image=water/ocean-grey-tile
    id=deep_water_gray
    name= _ "Deep Water"
    editor_name= _ "Gray Deep Water"
    string=Wog
    aliasof=Wdt
    submerge=0.5
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/ocean-tile
    id=deep_water_medium
    name= _ "Deep Water"
    editor_name= _ "Medium Deep Water"
    string=Wo
    aliasof=Wdt
    submerge=0.5
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/ocean-tropical-tile
    id=deep_water_tropical
    name= _ "Deep Water"
    editor_name= _ "Tropical Deep Water"
    string=Wot
    aliasof=Wdt
    submerge=0.5
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/coast-grey-tile
    id=gray_tropical_water
    name= _ "Shallow Water"
    editor_name= _ "Gray Shallow Water"
    string=Wwg
    aliasof=Wst
    submerge=0.4
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/coast-tile
    id=medium_shallow_water
    name= _ "Shallow Water"
    editor_name= _ "Medium Shallow Water"
    string=Ww
    aliasof=Wst
    submerge=0.4
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/coast-tropical-tile
    id=tropical_water
    name= _ "Shallow Water"
    editor_name= _ "Tropical Shallow Water"
    string=Wwt
    aliasof=Wst
    submerge=0.4
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/ford-tile
    id=ford
    name= _ "Ford"
    editor_name= _ "Ford"
    string=Wwf
    aliasof=Gt, Wst
    submerge=0.3
    editor_group=water
    help_topic_text= _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
[/terrain_type]

[terrain_type]
    symbol_image=water/reef-gray-tile
    id=gray_reef
    name= _ "Coastal Reef"
    editor_name= _ "Gray Coastal Reef"
    string=Wwrg
    aliasof=Wrt
    submerge=0.3
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/reef-tile
    id=medium_reef
    name= _ "Coastal Reef"
    editor_name= _ "Medium Coastal Reef"
    aliasof=Wrt
    string=Wwr
    submerge=0.3
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=water/reef-tropical-tile
    id=tropical_reef
    name= _ "Coastal Reef"
    editor_name= _ "Tropical Coastal Reef"
    string=Wwrt
    aliasof=Wrt
    submerge=0.3
    editor_group=water
[/terrain_type]

#    ## Swamp ##

[terrain_type]
    symbol_image=swamp/water-tile
    id=swamp_water_reed
    name= _ "Swamp"
    editor_name= _ "Swamp Water Reed"
    aliasof=St
    string=Ss
    submerge=0.4
    editor_group=water
[/terrain_type]

[terrain_type]
    symbol_image=swamp/mud-tile
    id=quagmire
    name= _ "Swamp"
    editor_name= _ "Muddy Quagmire"
    string=Sm
    aliasof=St
    submerge=0.4
    editor_group=water
[/terrain_type]

#
#    ## Flat ##
#

#    ## Grass ##

[terrain_type]
    symbol_image=grass/green-symbol
    editor_image=grass/green
    id=grassland
    name= _ "Grassland"
    editor_name= _ "Green Grass"
    string=Gg
    aliasof=Gt
    editor_group=flat
[/terrain_type]

[terrain_type]
    #    symbol_image=grass/semi-dry-symbol
    symbol_image=grass/semi-dry
    id=savanna
    name= _ "Grassland"
    editor_name= _ "Semi-dry Grass"
    string=Gs
    aliasof=Gt
    editor_group=flat
[/terrain_type]

[terrain_type]
    symbol_image=grass/dry-symbol
    editor_image=grass/dry
    id=grass_dry
    name= _ "Grassland"
    editor_name= _ "Dry Grass"
    string=Gd
    aliasof=Gt
    editor_group=flat
[/terrain_type]

[terrain_type]
    symbol_image=grass/leaf-litter
    id=leaf_litter
    name= _ "Grassland"
    editor_name= _ "Leaf Litter"
    string=Gll
    aliasof=Gt
    editor_group=flat,fall
[/terrain_type]

#    ## Roads ##

[terrain_type]
    symbol_image=flat/dirt-dark
    id=dirt_dark
    name = _ "Dirt"
    editor_name= _ "Dark Dirt"
    string=Rb
    aliasof=Gt
    editor_group=flat
[/terrain_type]

[terrain_type]
    symbol_image=flat/dirt
    id=dirt
    name = _ "Dirt"
    editor_name= _ "Regular Dirt"
    string=Re
    aliasof=Gt
    editor_group=flat
[/terrain_type]

[terrain_type]
    symbol_image=flat/desert-road
    id=dirt_dry
    name = _ "Dirt"
    editor_name= _ "Dry Dirt"
    string=Rd
    aliasof=Gt
    editor_group=desert, flat
[/terrain_type]

[terrain_type]
    symbol_image=flat/road
    id=road
    name = _ "Road"
    editor_name= _ "Regular Cobbles"
    string=Rr
    aliasof=Gt
    editor_group=flat
    help_topic_text= _ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as flat terrain."
[/terrain_type]

[terrain_type]
    symbol_image=flat/road-clean
    id=road_clean
    name = _ "Road"
    editor_name= _ "Clean Gray Cobbles"
    string=Rrc
    aliasof=Gt
    editor_group=flat
[/terrain_type]

[terrain_type]
    symbol_image=flat/stone-path
    id=stone_path
    name = _ "Road"
    editor_name= _ "Overgrown Cobbles"
    string=Rp
    aliasof=Gt
    editor_group=flat
[/terrain_type]

#
#    ## Frozen ##
#

[terrain_type]
    symbol_image=frozen/ice
    id=ice
    name= _ "Ice"
    string=Ai
    aliasof=At
    editor_group=frozen
[/terrain_type]

[terrain_type]
    symbol_image=frozen/snow
    id=snow
    name= _ "Snow"
    string=Aa
    aliasof=At
    editor_group=frozen
[/terrain_type]

#
#    ## Desert ##
#

[terrain_type]
    symbol_image=sand/desert
    id=desert
    name = _ "Desert"
    editor_name= _ "Desert Sands"
    string=Dd
    aliasof=Dt
    editor_group=desert
    help_topic_text= _ "<italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='terrain_sand' text='sand'</ref>."
[/terrain_type]

[terrain_type]
    symbol_image=sand/beach
    id=sand_beach
    name= _ "Sand"
    editor_name= _ "Beach Sands"
    string=Ds
    aliasof=Dt
    editor_group=desert
    help_topic_text= _ "The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.

Most units receive 20 to 40% defense in sand."
[/terrain_type]

[terrain_type]
    symbol_image=sand/desert-oasis
    id=oasis
    name= _ "Oasis"
    default_base=Dd
    string=^Do
    aliasof=_bas
    heals=8
    #gives_income=true
    editor_group=desert, forest
[/terrain_type]

[terrain_type]
    symbol_image=misc/rubble-tile
    id=sand_rubble
    name= _ "Rubble"
    string=^Dr
    aliasof=_bas, Ht
    mvt_alias=-,_bas,Ht
    editor_group=desert, rough
[/terrain_type]

[terrain_type]
    symbol_image=sand/crater
    id=crater
    name= _ "Crater"
    string=Dd^Dc
    default_base=Dd
    aliasof=Dt
    editor_group=desert
[/terrain_type]

#
#    ## Embellishments ##
#

[terrain_type]
    symbol_image=embellishments/flowers-mixed
    id=flowers_mixed
    editor_name= _ "Mixed Flowers"
    string=^Efm
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/farm-veg-spring-icon
    id=farm
    name= _ "Farmland"
    string=^Gvs
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/stones-small7
    id=stones_small
    editor_name= _ "Stones"
    string=^Es
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/mushroom
    id=mushrooms_small
    editor_name= _ "Small Mushrooms"
    string=^Em
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/mushroom-farm-small
    id=mushrooms_farm
    editor_name= _ "Mushroom Farm"
    string=^Emf
    aliasof=_bas
    editor_group=embellishments,cave
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/desert-plant5
    id=desert_plants
    editor_name= _ "Desert Plants"
    string=^Edp
    aliasof=_bas
    editor_group=embellishments, desert
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/desert-plant
    id=desert_plants_sans_bones
    editor_name= _ "Desert Plants without Bones"
    string=^Edpp
    aliasof=_bas
    editor_group=embellishments, desert
[/terrain_type]

[terrain_type]
    symbol_image=misc/windmill-embellishment-tile
    id=windmill
    editor_name= _ "Windmill"
    string=^Wm
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=misc/fire-A01
    id=campfire
    editor_name= _ "Campfire"
    string=^Ecf
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/fence-se-nw-01
    id=fence
    editor_name= _ "Fence"
    string=^Eff
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/rocks
    id=sand_drifts
    editor_name= _ "Stones with Sand Drifts"
    string=^Esd
    aliasof=_bas
    editor_group=embellishments, desert
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/water-lilies-tile
    id=water-lilies
    editor_name= _ "Water Lilies"
    string=^Ewl
    default_base=Ww
    aliasof=_bas
    editor_group=water,embellishments
[/terrain_type]

[terrain_type]
    symbol_image=embellishments/water-lilies-flower-tile
    id=water-lilies-flower
    editor_name= _ "Flowering Water Lilies"
    string=^Ewf
    default_base=Ww
    aliasof=_bas
    editor_group=water,embellishments
[/terrain_type]

## Trash and battlefield litter ##
[terrain_type]
    symbol_image=misc/detritus/trashC-1
    id=detritus_trash
    name= _ "Trash"
    string=^Edt
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

[terrain_type]
    symbol_image=misc/detritus/detritusC-1
    id=detritus_bones
    name= _ "Remains"
    string=^Edb
    aliasof=_bas
    editor_group=embellishments
[/terrain_type]

#
#    ## Forests ##
#

[terrain_type]
    symbol_image=forest/great-tree-tile
    id=great_tree
    name= _ "Great Tree"
    editor_name= _ "Great Tree"
    string=^Fet
    default_base=Gg
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/great-tree-dead-tile
    id=great_tree_dead
    name= _ "Great Tree"
    editor_name= _ "Dead Great Tree"
    string=^Fetd
    default_base=Gd
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/tropical/jungle-tile
    id=tropical_forest
    name= _ "Forest"
    editor_name= _ "Tropical Forest"
    string=^Ft
    default_base=Gs
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/tropical/rainforest-tile
    id=rainforest
    name= _ "Forest"
    editor_name= _ "Rainforest"
    string=^Ftr
    default_base=Gll
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/tropical/palm-desert-tile
    id=palm_desert_forest
    name= _ "Forest"
    editor_name= _ "Palm Forest"
    string=^Ftd
    default_base=Dd
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest,desert
[/terrain_type]

[terrain_type]
    symbol_image=forest/tropical/palms-tile
    id=palm_forest
    name= _ "Forest"
    editor_name= _ "Dense Palm Forest"
    string=^Ftp
    default_base=Gs
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/tropical/savanna-tile
    id=savanna_forest
    name= _ "Forest"
    editor_name= _ "Savanna"
    string=^Fts
    default_base=Gd
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest,desert
[/terrain_type]

[terrain_type]
    symbol_image=forest/pine-tile
    id=pine_forest
    name= _ "Forest"
    editor_name= _ "Pine Forest"
    string=^Fp
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    default_base=Gll
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/snow-forest-tile
    id=snow_forest
    name= _ "Forest"
    editor_name= _ "Snowy Pine Forest"
    string=^Fpa
    default_base=Aa
    aliasof=_bas,At,Ft
    mvt_alias=-,_bas,At,Ft
    editor_group=frozen, forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/deciduous-summer-tile
    id=deciduous_forest_summer
    name= _ "Forest"
    editor_name= _ "Summer Deciduous Forest"
    string=^Fds
    default_base=Gs
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/deciduous-fall-tile
    id=deciduous_forest_fall
    name= _ "Forest"
    editor_name= _ "Fall Deciduous Forest"
    string=^Fdf
    default_base=Gll
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest, fall
[/terrain_type]

[terrain_type]
    symbol_image=forest/deciduous-winter-tile
    id=deciduous_forest_winter
    name= _ "Forest"
    editor_name= _ "Winter Deciduous Forest"
    string=^Fdw
    default_base=Gll
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest, fall
[/terrain_type]

[terrain_type]
    symbol_image=forest/deciduous-winter-snow-tile
    id=deciduous_forest_winter_snow
    name= _ "Forest"
    editor_name= _ "Snowy Deciduous Forest"
    string=^Fda
    default_base=Aa
    aliasof=_bas,At,Ft
    mvt_alias=-,_bas,At,Ft
    editor_group=frozen, forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/mixed-summer-tile
    id=mixed_forest_summer
    name= _ "Forest"
    editor_name= _ "Summer Mixed Forest"
    string=^Fms
    default_base=Gs
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/mixed-fall-tile
    id=mixed_forest_fall
    name= _ "Forest"
    editor_name= _ "Fall Mixed Forest"
    string=^Fmf
    default_base=Gll
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest, fall
[/terrain_type]

[terrain_type]
    symbol_image=forest/mixed-winter-tile
    id=mixed_forest_winter
    name= _ "Forest"
    editor_name= _ "Winter Mixed Forest"
    string=^Fmw
    default_base=Gll
    aliasof=_bas,Ft
    mvt_alias=-,_bas,Ft
    editor_group=forest, fall
[/terrain_type]

[terrain_type]
    symbol_image=forest/mixed-winter-snow-tile
    id=mixed_forest_winter_snow
    name= _ "Forest"
    editor_name= _ "Snowy Mixed Forest"
    string=^Fma
    default_base=Aa
    aliasof=_bas,At,Ft
    mvt_alias=-,_bas,At,Ft
    editor_group=frozen, forest
[/terrain_type]

#
#    ## Hills ##
#

[terrain_type]
    symbol_image=hills/regular
    id=hills_regular
    name= _ "Hills"
    editor_name= _ "Regular Hills"
    aliasof=Ht
    string=Hh
    editor_group=rough
[/terrain_type]

[terrain_type]
    symbol_image=hills/dry
    id=hills_dry
    name= _ "Hills"
    editor_name= _ "Dry Hills"
    string=Hhd
    aliasof=Ht
    editor_group=fall, rough
[/terrain_type]

[terrain_type]
    symbol_image=hills/desert
    id=desert_hills
    name= _ "Dunes"
    string=Hd
    aliasof=Dt, Ht
    mvt_alias=-,Dt,Ht
    editor_group=desert, rough
[/terrain_type]

[terrain_type]
    symbol_image=hills/snow
    id=snow_hills
    name= _ "Hills"
    editor_name= _ "Snow Hills"
    string=Ha
    aliasof=At, Ht
    mvt_alias=-,At, Ht
    editor_group=frozen, rough
[/terrain_type]

#
#    ## Mountain ##
#

[terrain_type]
    symbol_image=mountains/basic-tile
    id=regular_mountains
    name= _ "Mountains"
    editor_name= _ "Regular Mountains"
    string=Mm
    aliasof=Mt
    editor_group=rough
[/terrain_type]

[terrain_type]
    symbol_image=mountains/dry-tile
    id=desert_mountains
    name= _ "Mountains"
    editor_name= _ "Dry Mountains"
    string=Md
    aliasof=Mt
    editor_group=rough, desert
[/terrain_type]

[terrain_type]
    symbol_image=mountains/snow-tile
    id=snow_mountains
    name= _ "Mountains"
    editor_name= _ "Snowy Mountains"
    string=Ms
    aliasof=At, Mt
    mvt_alias=-,At, Mt
    editor_group=rough, frozen
[/terrain_type]

#
#    ## Interior ##
#

[terrain_type]
    name= _ "Wooden Floor"
    symbol_image=interior/wood-regular
    editor_name= _ "Basic Wooden Floor"
    string=Iwr
    aliasof=Gt
    editor_group=flat
[/terrain_type]

#
#    ## Underground ##
#

[terrain_type]
    symbol_image=cave/beam-tile
    id=lit
    name= _ "Lit"
    editor_name= _ "Beam of Light"
    string=^Ii
    aliasof=_bas
    light=25
    editor_group=cave
[/terrain_type]

[terrain_type]
    symbol_image=cave/floor6
    id=cave_floor
    name= _ "Cave"
    editor_name= _ "Cave Floor"
    aliasof=Ut
    string=Uu
    editor_group=cave
[/terrain_type]

[terrain_type]
    symbol_image=cave/earthy-floor3
    id=cave_earthy
    name= _ "Cave"
    editor_name= _ "Earthy Cave Floor"
    string=Uue
    aliasof=Ut
    editor_group=cave
[/terrain_type]

[terrain_type]
    symbol_image=cave/flagstones-dark
    id=flagstones_dark
    name= _ "Road"
    editor_name= _ "Dark Flagstones"
    string=Urb
    editor_group=cave, flat
    aliasof=Gt
[/terrain_type]

[terrain_type]
    symbol_image=cave/path
    id=cave_path
    name= _ "Road"
    editor_name= _ "Cave Path"
    string=Ur
    aliasof=Gt
    editor_group=cave, flat
[/terrain_type]

[terrain_type]
    symbol_image=forest/mushrooms-tile
    id=fungus_grove
    name= _ "Mushroom Grove"
    editor_name= _ "Mushroom Grove"
    string=^Uf
    aliasof=Uft
    default_base=Uu
    editor_group=cave, forest
[/terrain_type]

[terrain_type]
    symbol_image=forest/mushrooms-beam-tile
    id=fungus_beam
    name= _ "Mushroom Grove"
    editor_name= _ "Lit Mushroom Grove"
    string=^Ufi
    default_base=Uu
    aliasof=Uft
    light=25
    editor_group=cave
[/terrain_type]

[terrain_type]
    symbol_image=cave/hills-variation
    id=rocky_cave
    name= _ "Rockbound Cave"
    editor_name= _ "Rockbound Cave"
    string=Uh
    aliasof=Ut, Ht
    mvt_alias=-,Ut, Ht
    editor_group=cave, rough
    help_topic_text= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</ref>

Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
[/terrain_type]

#    ## Mine rail tracks ##

[terrain_type]
    symbol_image=misc/rails-n-s
    id=mine_rails
    name= _ "Mine Rail"
    string=^Br|
    aliasof=_bas,Rt
    mvt_alias=Gt,Rt
    submerge=0
    unit_height_adjust=22
    editor_group=cave
[/terrain_type]

[terrain_type]
    symbol_image=misc/rails-ne-sw
    id=mine_railsdiag1
    name= _ "Mine Rail"
    string=^Br/
    aliasof=_bas,Rt
    mvt_alias=Gt,Rt
    submerge=0
    unit_height_adjust=22
    editor_group=cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=misc/rails-se-nw
    id=mine_railsdiag2
    name= _ "Mine Rail"
    string=^Br\
    aliasof=_bas,Rt
    mvt_alias=Gt,Rt
    submerge=0
    unit_height_adjust=22
    editor_group=cave
    hide_help=yes
[/terrain_type]

#
#    ## Unwalkable ##
#

[terrain_type]
    symbol_image=chasm/depths
    editor_image=chasm/regular-tile
    id=canyon
    name= _ "Chasm"
    editor_name= _ "Regular Chasm"
    string=Qxu
    aliasof=Qt
    editor_group=cave, obstacle
[/terrain_type]

[terrain_type]
    symbol_image=chasm/depths
    editor_image=chasm/earthy-tile
    id=chasm_earthy
    name= _ "Chasm"
    editor_name= _ "Earthy Chasm"
    string=Qxe
    aliasof=Qt
    editor_group=cave, obstacle
[/terrain_type]

[terrain_type]
    symbol_image=chasm/abyss
    editor_image=chasm/abyss-tile
    id=abyss
    name= _ "Chasm"
    editor_name= _ "Ethereal Abyss"
    string=Qxua
    aliasof=Qt
    editor_group=cave, obstacle
[/terrain_type]

[terrain_type]
    symbol_image=unwalkable/lava
    editor_image=unwalkable/lava-chasm-tile
    id=lava_chasm
    name= _ "Chasm"
    editor_name= _ "Lava Chasm"
    string=Ql
    aliasof=Qt
    light=25
    max_light=35
    editor_group=cave, obstacle
[/terrain_type]

[terrain_type]
    symbol_image=unwalkable/lava
    id=lava
    name= _ "Lava"
    editor_name= _ "Lava"
    string=Qlf
    aliasof=Qt
    light=25
    max_light=35
    editor_group=cave, obstacle
    help_topic_text= _ "The dangers inherent in trying to walk on <italic>text='lava'</italic> are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
[/terrain_type]

[terrain_type]
    symbol_image=mountains/volcano-tile
    editor_image=mountains/volcano-tile
    id=volcano
    name= _ "Volcano"
    string=Mv
    aliasof=Qt
    light=25
    max_light=35
    editor_group=rough, obstacle
[/terrain_type]

#
# Impassable
#

[terrain_type]
    symbol_image=mountains/cloud-tile
    id=cloud
    name= _ "Mountains"
    editor_name= _ "Regular Impassable Mountains"
    string=Mm^Xm
    aliasof=-,Mt,Xt
    editor_group=rough,obstacle
[/terrain_type]

[terrain_type]
    symbol_image=mountains/cloud-desert-tile
    id=clouddesert
    name= _ "Mountains"
    editor_name= _ "Desert Impassable Mountains"
    string=Md^Xm
    aliasof=-,Mt,Xt
    #mvt_alias=-,M,Xt
    editor_group=rough,obstacle,desert
[/terrain_type]

[terrain_type]
    symbol_image=mountains/cloud-snow-tile
    id=cloud_snow
    name= _ "Mountains"
    editor_name= _ "Snowy Impassable Mountains"
    string=Ms^Xm
    aliasof=-,Mt,Xt
    editor_group=rough,obstacle,frozen
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=cave/wall-rough-tile
    id=cavewall
    name= _ "Cave Wall"
    editor_name= _ "Natural Cave Wall"
    string=Xu
    aliasof=Xt
    editor_group=cave,obstacle
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=cave/wall-hewn-tile
    id=cavewall_hewn
    name= _ "Cave Wall"
    editor_name= _ "Hewn Cave Wall"
    string=Xuc
    aliasof=Xt
    editor_group=cave,obstacle
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=cave/earthy-wall-rough-tile
    id=cavewall_earthy
    name= _ "Cave Wall"
    editor_name= _ "Natural Earthy Cave Wall"
    string=Xue
    aliasof=Xt
    editor_group=cave,obstacle
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=cave/earthy-wall-hewn-tile
    id=cavewall_earthy_hewn
    name= _ "Cave Wall"
    editor_name= _ "Reinforced Earthy Cave Wall"
    string=Xuce
    aliasof=Xt
    editor_group=cave,obstacle
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=walls/wall-stone-tile
    id=wall_stone
    name= _ "Stone Wall"
    string=Xos
    aliasof=Xt
    editor_group=cave,obstacle
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=walls/wall-stone-lit-tile
    id=wall_stone_lit
    name= _ "Stone Wall"
    editor_name= _ "Lit Stone Wall"
    string=Xol
    aliasof=Xt
    editor_group=cave,obstacle
[/terrain_type]

[terrain_type]
    editor_image=impassable-editor
    id=impassable_overlay
    editor_name= _ "Impassable Overlay"
    string=^Xo
    aliasof=_bas,Xt
    mvt_alias=Xt
    editor_group=obstacle, special
    hide_help=yes
[/terrain_type]

# wmllint: general spelling unwalkable

[terrain_type]
    editor_image=unwalkable-editor
    id=unwalkable_overlay
    editor_name= _ "Unwalkable Overlay"
    string=^Qov
    aliasof=_bas,Qt
    mvt_alias=Qt
    editor_group=obstacle, special
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=void/void-editor
    id=void
    name= _ "Void"
    string=Xv
    aliasof=Xt
    editor_group=obstacle, special
    hide_help=yes
[/terrain_type]

#
# Villages
#

#    ## Desert

[terrain_type]
    symbol_image=village/desert-tile
    id=desert_village
    name= _ "Village"
    editor_name= _ "Adobe Village"
    string=^Vda
    aliasof=_bas, Vt
    default_base=Dd
    heals=8
    gives_income=true
    editor_group=village, desert
[/terrain_type]

[terrain_type]
    symbol_image=village/desert-camp-tile
    id=desert_village_tent
    name= _ "Village"
    editor_name= _ "Desert Tent Village"
    string=^Vdt
    aliasof=_bas, Vt
    default_base=Dd
    heals=8
    gives_income=true
    editor_group=village, desert
[/terrain_type]

[terrain_type]
    symbol_image=village/camp-tile
    id=camp_village
    name= _ "Village"
    editor_name= _ "Tent Village"
    string=^Vct
    aliasof=_bas, Vt
    default_base=Re
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

#    ## Orcish

[terrain_type]
    symbol_image=village/orc-tile
    id=orcish_village
    name= _ "Village"
    editor_name= _ "Orcish Village"
    string=^Vo
    aliasof=_bas, Vt
    default_base=Gd
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/orc-snow-tile
    id=orcish_snow_village
    name= _ "Village"
    editor_name= _ "Snowy Orcish Village"
    string=^Voa
    aliasof=_bas, Vt
    default_base=Aa
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

#    ## Elven

[terrain_type]
    symbol_image=village/elven-snow-tile
    id=elven_snow_village
    name= _ "Village"
    editor_name= _ "Snowy Elven Village"
    string=^Vea
    aliasof=_bas, Vt
    default_base=Aa
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

[terrain_type]
    symbol_image=village/elven-tile
    id=elven_village
    name= _ "Village"
    editor_name= _ "Elven Village"
    string=^Ve
    aliasof=_bas, Vt
    default_base=Gg
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

#    ## Human

[terrain_type]
    symbol_image=village/human-tile
    id=human_village
    name= _ "Village"
    editor_name= _ "Cottage"
    string=^Vh
    aliasof=_bas, Vt
    default_base=Gs
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/snow-tile
    id=snow_village
    name= _ "Village"
    editor_name= _ "Snowy Cottage"
    string=^Vha
    aliasof=_bas, Vt
    default_base=Aa
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

[terrain_type]
    symbol_image=village/human-cottage-ruin-tile
    id=human_village_ruin
    name= _ "Village"
    editor_name= _ "Ruined Cottage"
    string=^Vhr
    aliasof=_bas, Vt
    default_base=Gd
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/human-city-tile
    id=city_village
    name= _ "Village"
    editor_name= _ "Human City"
    string=^Vhc
    aliasof=_bas, Vt
    default_base=Rr
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=misc/windmill-tile
    id=windmill_village
    name= _ "Village"
    editor_name= _ "Windmill Village"
    string=^Vwm
    aliasof=_bas, Vt
    default_base=Gg
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/human-city-snow-tile
    id=city_village_wno
    name= _ "Village"
    editor_name= _ "Snowy Human City"
    string=^Vhca
    aliasof=_bas, Vt
    default_base=Rrc
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

[terrain_type]
    symbol_image=village/human-city-ruin-tile
    id=city_village_ruin
    name= _ "Village"
    editor_name= _ "Ruined Human City"
    string=^Vhcr
    aliasof=_bas, Vt
    default_base=Rp
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/human-hills-tile
    id=hill_village
    name= _ "Village"
    editor_name= _ "Hill Stone Village"
    string=^Vhh
    aliasof=_bas, Vt
    default_base=Hh
    heals=8
    gives_income=true
    editor_group=village, rough
[/terrain_type]

[terrain_type]
    symbol_image=village/human-snow-hills-tile
    id=snow-hill_village
    name= _ "Village"
    editor_name= _ "Snowy Hill Stone Village"
    string=^Vhha
    aliasof=_bas, Vt
    default_base=Ha
    heals=8
    gives_income=true
    editor_group=village, frozen, rough
[/terrain_type]

[terrain_type]
    symbol_image=village/human-hills-ruin-tile
    id=hill_village_ruin
    name= _ "Village"
    editor_name= _ "Ruined Hill Stone Village"
    string=^Vhhr
    aliasof=_bas, Vt
    default_base=Hhd
    heals=8
    gives_income=true
    editor_group=village, rough
[/terrain_type]

[terrain_type]
    symbol_image=village/tropical-tile
    id=tropical_forest_village
    name= _ "Village"
    editor_name= _ "Tropical Village"
    string=^Vht
    aliasof=_bas, Vt
    default_base=Gs
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/drake-tile
    id=drake_village
    name= _ "Village"
    editor_name= _ "Drake Village"
    string=^Vd
    aliasof=_bas, Vt
    default_base=Rr
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

#    ## Underground

[terrain_type]
    symbol_image=village/cave-tile
    id=underground_village
    name= _ "Village"
    editor_name= _ "Cave Village"
    string=^Vu
    aliasof=_bas, Vt
    default_base=Uu
    heals=8
    gives_income=true
    editor_group=village, cave
[/terrain_type]

[terrain_type]
    symbol_image=village/dwarven-tile
    id=dwarven_village
    name= _ "Village"
    editor_name= _ "Dwarven Village"
    string=^Vud
    aliasof=_bas, Vt
    default_base=Uu
    heals=8
    gives_income=true
    editor_group=village, cave
[/terrain_type]

[terrain_type]
    symbol_image=village/hut-tile
    id=hut_village
    name= _ "Village"
    editor_name= _ "Hut"
    string=^Vc
    aliasof=_bas, Vt
    default_base=Gs
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/hut-snow-tile
    id=hut_snow_village
    name= _ "Village"
    editor_name= _ "Snowy Hut"
    string=^Vca
    aliasof=_bas, Vt
    default_base=Aa
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

[terrain_type]
    symbol_image=village/log-cabin-tile
    id=logcabin_village
    name= _ "Village"
    editor_name= _ "Log Cabin"
    string=^Vl
    aliasof=_bas, Vt
    default_base=Gs
    heals=8
    gives_income=true
    editor_group=village
[/terrain_type]

[terrain_type]
    symbol_image=village/log-cabin-snow-tile
    id=logcabin_snow_village
    name= _ "Village"
    editor_name= _ "Snowy Log Cabin"
    string=^Vla
    aliasof=_bas, Vt
    default_base=Aa
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

[terrain_type]
    symbol_image=village/igloo-tile
    id=igloo
    name= _ "Village"
    editor_name= _ "Igloo"
    string=^Vaa
    aliasof=_bas, Vt
    default_base=Aa
    heals=8
    gives_income=true
    editor_group=village, frozen
[/terrain_type]

#    ## Water Village

[terrain_type]
    symbol_image=village/swampwater-tile
    id=swamp_village
    name= _ "Village"
    editor_name= _ "Swamp Village"
    string=^Vhs
    aliasof=_bas, Vt
    default_base=Ss
    heals=8
    gives_income=true
    editor_group=water, village
[/terrain_type]

[terrain_type]
    symbol_image=village/coast-tile
    id=mermen-village
    name= _ "Village"
    editor_name= _ "Merfolk Village"
    help_topic_text= _ "<italic>text='Submerged villages'</italic> are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilities are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.

Merfolk and nagas have 60% defense in submerged villages, whereas land based units usually have a low defense."
    string=^Vm
    aliasof=_bas
    default_base=Ww
    submerge=0.4
    heals=8
    gives_income=true
    editor_group=water, village
[/terrain_type]

[terrain_type]
    symbol_image=fog/fog1
    editor_image=village/village-overlay-editor
    id=village_overlay
    name= _ "Village"
    editor_name= _ "Village Overlay"
    string=^Vov
    aliasof=_bas
    heals=8
    gives_income=true
    editor_group=village, special
    hide_help=yes
[/terrain_type]

#
# Castles
#

[terrain_type]
    symbol_image=castle/encampment/regular-tile
    id=encampment
    name= _ "Encampment"
    editor_name= _ "Encampment"
    string=Ce
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/encampment/snow-tile
    id=encampment_snow
    name= _ "Encampment"
    editor_name= _ "Snowy Encampment"
    string=Cea
    aliasof=Ct, At
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle, frozen
[/terrain_type]

[terrain_type]
    symbol_image=castle/orcish/tile
    id=orcish_fort
    name= _ "Castle"
    editor_name= _ "Orcish Castle"
    string=Co
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/winter-orcish/tile
    id=snow_orcish_fort
    name= _ "Castle"
    editor_name= _ "Snowy Orcish Castle"
    string=Coa
    aliasof=Ct, At
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle, frozen
[/terrain_type]

[terrain_type]
    symbol_image=castle/castle-tile
    id=human_castle
    name= _ "Castle"
    editor_name= _ "Human Castle"
    string=Ch
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/snowy/castle-tile
    id=snow_castle
    name= _ "Castle"
    editor_name= _ "Snowy Human Castle"
    string=Cha
    aliasof=Ct, At
    recruit_onto=true
    editor_group=castle, frozen
[/terrain_type]

[terrain_type]
    symbol_image=castle/elven/tile
    id=elven_castle
    name= _ "Castle"
    editor_name= _ "Elven Castle"
    string=Cv
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/dwarven-castle-tile
    id=dwarven_castle
    name= _ "Castle"
    editor_name= _ "Dwarven Castle"
    string=Cud
    aliasof=Ct
    unit_height_adjust=0
    recruit_onto=true
    editor_group=castle, cave
[/terrain_type]

[terrain_type]
    symbol_image=castle/ruin-tile
    id=ruin
    name= _ "Ruined Castle"
    editor_name= _ "Ruined Human Castle"
    string=Chr
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/sunken-ruin-tile
    id=sunkenruin
    name= _ "Ruined Castle"
    editor_name= _ "Sunken Human Ruin"
    string=Chw
    aliasof=Ct, Wst
    submerge=0.4
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle, water
[/terrain_type]

[terrain_type]
    symbol_image=castle/swamp-ruin-tile
    id=swampruin
    name= _ "Ruined Castle"
    editor_name= _ "Swamp Human Ruin"
    string=Chs
    aliasof=Ct, St
    submerge=0.4
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle, water
[/terrain_type]

[terrain_type]
    symbol_image=castle/sand/tile
    id=sand_castle
    name= _ "Castle"
    editor_name= _ "Desert Castle"
    string=Cd
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle, desert
[/terrain_type]

[terrain_type]
    symbol_image=castle/sand/ruin-tile
    id=sand_castle_ruin
    name= _ "Ruined Castle"
    editor_name= _ "Ruined Desert Castle"
    string=Cdr
    aliasof=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle, desert
[/terrain_type]

#
# Keeps
#

[terrain_type]
    symbol_image=castle/encampment/regular-keep-tile
    id=encampment_keep
    name= _ "Encampment Keep"
    string=Ke
    aliasof=Ct
    unit_height_adjust=0
    recruit_from=true
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/encampment/tall-keep-tile
    id=encampment_keep_tall
    name= _ "Encampment Keep"
    editor_name= _ "Tall Encampment Keep"
    string=Ket
    aliasof=Ct
    unit_height_adjust=17
    recruit_from=true
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/encampment/snow-keep-tile
    id=encampment_snow_keep
    name= _ "Encampment Keep"
    editor_name= _ "Snowy Encampment Keep"
    string=Kea
    aliasof=Ct, At
    unit_height_adjust=0
    recruit_from=true
    recruit_onto=true
    editor_group=castle, frozen
[/terrain_type]

[terrain_type]
    symbol_image=castle/orcish/keep-tile
    id=orcish_keep
    name= _ "Keep"
    editor_name= _ "Orcish Keep"
    string=Ko
    aliasof=Ct
    unit_height_adjust=17
    recruit_from=true
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/winter-orcish/keep-tile
    id=snow_orcish_keep
    name= _ "Keep"
    editor_name= _ "Snowy Orcish Keep"
    string=Koa
    aliasof=Ct, At
    unit_height_adjust=17
    recruit_from=true
    recruit_onto=true
    editor_group=castle, frozen
[/terrain_type]

[terrain_type]
    symbol_image=castle/keep-tile
    id=human_keep
    name= _ "Keep"
    editor_name= _ "Human Castle Keep"
    string=Kh
    aliasof=Ct
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/snowy/keep-tile
    id=snow_keep
    name= _ "Keep"
    editor_name= _ "Snowy Human Castle Keep"
    string=Kha
    aliasof=Ct, At
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle, frozen
[/terrain_type]

[terrain_type]
    symbol_image=castle/elven/keep-tile
    id=elven_keep
    name= _ "Keep"
    editor_name= _ "Elven Castle Keep"
    string=Kv
    aliasof=Ct
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/dwarven-keep-tile
    id=dwarven_keep
    name= _ "Keep"
    editor_name= _ "Dwarven Castle Keep"
    string=Kud
    aliasof=Ct
    unit_height_adjust=0
    recruit_from=true
    recruit_onto=true
    editor_group=castle, cave
[/terrain_type]

[terrain_type]
    symbol_image=castle/ruined-keep-tile
    id=ruined_keep
    name= _ "Ruined Keep"
    editor_name= _ "Ruined Human Castle Keep"
    string=Khr
    aliasof=Ct
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle
[/terrain_type]

[terrain_type]
    symbol_image=castle/sunken-keep-tile
    id=sunken_keep
    name= _ "Ruined Keep"
    editor_name= _ "Sunken Human Castle Keep"
    string=Khw
    aliasof=Ct, Wst
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle, water
[/terrain_type]

[terrain_type]
    symbol_image=castle/swamp-keep-tile
    id=swamp_keep
    name= _ "Ruined Keep"
    editor_name= _ "Swamp Human Castle Keep"
    string=Khs
    aliasof=Ct, St
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle, water
[/terrain_type]

[terrain_type]
    symbol_image=castle/sand/keep-tile
    id=desert_keep
    name= _ "Keep"
    editor_name= _ "Desert Keep"
    string=Kd
    aliasof=Ct
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle, desert
[/terrain_type]

[terrain_type]
    symbol_image=castle/sand/ruin-keep-tile
    id=desert_keep_ruined
    name= _ "Ruined Keep"
    editor_name= _ "Ruined Desert Keep"
    string=Kdr
    aliasof=Ct
    unit_height_adjust=20
    recruit_from=true
    recruit_onto=true
    editor_group=castle, desert
[/terrain_type]

[terrain_type]
    symbol_image=fog/fog1
    editor_image=castle/castle-overlay-editor
    id=castle_overlay
    name= _ "Castle"
    editor_name= _ "Castle Overlay"
    string=^Cov
    aliasof=_bas
    recruit_onto=true
    editor_group=castle, special
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=fog/fog1
    editor_image=castle/keep-overlay-editor
    id=keep_overlay
    name= _ "Keep"
    editor_name= _ "Keep Overlay"
    string=^Kov
    aliasof=_bas
    recruit_from=true
    recruit_onto=true
    editor_group=castle, special
    hide_help=yes
[/terrain_type]

#
#  Bridges
#

#  ######## Wooden Bridge

[terrain_type]
    symbol_image=bridge/wood-n-s
    id=bridge
    name= _ "Bridge"
    editor_name= _ "Wooden Bridge"
    string=^Bw|
    aliasof=_bas, Gt
    submerge=0
    unit_height_adjust=22
    editor_group=bridge, water
    help_topic_text= _ "To those capable of building one, the ability to lay a <italic>text='bridge'</italic> offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.

For those who go by land or sea, a bridge is the best of both worlds — for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
[/terrain_type]

[terrain_type]
    symbol_image=bridge/wood-ne-sw
    id=bridgediag1
    name= _ "Bridge"
    editor_name= _ "Wooden Bridge"
    string=^Bw/
    aliasof=_bas, Gt
    editor_group=bridge, water
    submerge=0
    unit_height_adjust=22
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/wood-se-nw
    id=bridgediag2
    name= _ "Bridge"
    editor_name= _ "Wooden Bridge"
    string=^Bw\
    aliasof=_bas, Gt
    editor_group=bridge, water
    submerge=0
    unit_height_adjust=22
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/wood-rotting-n-s
    id=rotbridge
    name= _ "Bridge"
    editor_name= _ "Rotting Bridge"
    string=^Bw|r
    aliasof=_bas, Gt
    submerge=0
    unit_height_adjust=22
    editor_group=bridge, water
[/terrain_type]

[terrain_type]
    symbol_image=bridge/wood-rotting-ne-sw
    id=rotbridgediag1
    name= _ "Bridge"
    editor_name= _ "Rotting Bridge"
    string=^Bw/r
    aliasof=_bas, Gt
    editor_group=bridge, water
    submerge=0
    unit_height_adjust=22
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/wood-rotting-se-nw
    id=rotbridgediag2
    name= _ "Bridge"
    editor_name= _ "Rotting Bridge"
    string=^Bw\r
    aliasof=_bas, Gt
    editor_group=bridge, water
    submerge=0
    unit_height_adjust=22
    hide_help=yes
[/terrain_type]

#  ######## Basic Stone Bridge

[terrain_type]
    symbol_image=bridge/stonebridge-n-s-tile
    id=stone_bridge
    name= _ "Bridge"
    editor_name= _ "Basic Stone Bridge"
    string=^Bsb|
    aliasof=_bas, Gt
    submerge=0
    unit_height_adjust=22
    editor_group=bridge,water
[/terrain_type]

[terrain_type]
    symbol_image=bridge/stonebridge-se-nw-tile
    id=stone_bridgediag1
    name= _ "Bridge"
    editor_name= _ "Basic Stone Bridge"
    string=^Bsb\
    aliasof=_bas, Gt
    submerge=0
    unit_height_adjust=22
    editor_group=bridge,water
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/stonebridge-ne-sw-tile
    id=stone_bridgediag2
    name= _ "Bridge"
    editor_name= _ "Basic Stone Bridge"
    string=^Bsb/
    aliasof=_bas, Gt
    submerge=0
    unit_height_adjust=22
    editor_group=bridge,water
    hide_help=yes
[/terrain_type]

#  ######## Chasm Bridge

[terrain_type]
    symbol_image=cave/chasm-stone-bridge-s-n-tile
    id=bridgechasm
    name= _ "Bridge"
    editor_name= _ "Cave Chasm Bridge"
    string=^Bs|
    aliasof=Ut,_bas
    default_base=Qxu
    editor_group=bridge, cave
[/terrain_type]

[terrain_type]
    symbol_image=cave/chasm-stone-bridge-sw-ne-tile
    id=bridgechasmdiag1
    name= _ "Bridge"
    editor_name= _ "Cave Chasm Bridge"
    unit_height_adjust=22
    string=^Bs/
    aliasof=Ut,_bas
    default_base=Qxu
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=cave/chasm-stone-bridge-se-nw-tile
    id=bridgechasmdiag2
    name= _ "Bridge"
    editor_name= _ "Cave Chasm Bridge"
    unit_height_adjust=22
    string=^Bs\
    aliasof=Ut,_bas
    default_base=Qxu
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

##########################
# hanging bridge

[terrain_type]
    symbol_image=bridge/hanging-se-nw-tile
    id=hangingbridgediag1
    name= _ "Bridge"
    editor_name= _ "Hanging Bridge"
    string=^Bh\
    aliasof=_bas, Gt
    default_base=Qxu
    unit_height_adjust=20
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/hanging-sw-ne-tile
    id=hangingbridgediag2
    name= _ "Bridge"
    editor_name= _ "Hanging Bridge"
    string=^Bh/
    aliasof=_bas, Gt
    default_base=Qxu
    unit_height_adjust=20
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/hanging-s-n-tile
    id=hangingbridge
    name= _ "Bridge"
    editor_name= _ "Hanging Bridge"
    string=^Bh|
    default_base=Qxu
    aliasof=_bas, Gt
    editor_group=bridge, cave
[/terrain_type]

# chasm stone bridge

[terrain_type]
    symbol_image=bridge/chasm-se-nw-tile
    id=stonechasmbridgediag1
    name= _ "Bridge"
    editor_name= _ "Stone Chasm Bridge"
    string=^Bcx\
    default_base=Qxu
    aliasof=_bas, Gt
    unit_height_adjust=22
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/chasm-sw-ne-tile
    id=stonechasmbridgediag2
    name= _ "Bridge"
    editor_name= _ "Stone Chasm Bridge"
    string=^Bcx/
    default_base=Qxu
    aliasof=_bas, Gt
    unit_height_adjust=22
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/chasm-s-n-tile
    id=stonechasmbridge
    name= _ "Bridge"
    editor_name= _ "Stone Chasm Bridge"
    string=^Bcx|
    default_base=Qxu
    aliasof=_bas, Gt
    editor_group=bridge, cave
[/terrain_type]

# plank bridge

[terrain_type]
    symbol_image=bridge/planks-se-nw-tile
    id=plankbridgediag1
    name= _ "Bridge"
    editor_name= _ "Plank Bridge"
    string=^Bp\
    default_base=Qxu
    aliasof=_bas, Gt
    unit_height_adjust=22
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/planks-sw-ne-tile
    id=plankbridgediag2
    name= _ "Bridge"
    editor_name= _ "Plank Bridge"
    string=^Bp/
    default_base=Qxu
    aliasof=_bas, Gt
    unit_height_adjust=22
    editor_group=bridge, cave
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=bridge/planks-s-n
    id=plankbridge
    name= _ "Bridge"
    editor_name= _ "Plank Bridge"
    string=^Bp|
    default_base=Qxu
    aliasof=_bas, Gt
    editor_group=bridge, cave
[/terrain_type]

#
#    ## Special ##
#

[terrain_type]
    symbol_image=off-map/symbol
    editor_image=off-map/offmap-editor
    id=off_map
    name= _ "Void"
    editor_name= _ "Off Map"
    string=_off^_usr    # wmllint: ignore
    editor_group=special, obstacle
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=off-map/symbol
    editor_image=off-map/border-ne-se-s-sw-nw-n
    id=off_map2
    name= _ "Void"
    editor_name= _ "Experimental Fake Map Edge"
    string=^_fme    # wmllint: ignore
    editor_group=special, obstacle
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=void/void
    editor_image=void/shroud-editor
    id=shroud
    name= _ "Shroud"
    string=_s       # wmllint: ignore
    editor_group=special
    hide_help=yes
[/terrain_type]

[terrain_type]
    symbol_image=fog/fog1
    editor_image=fog/fog-editor
    id=fog
    name= _ "Fog"
    string=_f       # wmllint: ignore
    editor_group=special
    hide_help=yes
[/terrain_type]

#
#    ## Terrain Archetypes ##
#

######### these are "virtual" terrain

[terrain_type]
    icon_image=symbols/terrain_type_fungus
    id=fungus
    name= _ "Fungus"
    editor_name= _ "Fungus"
    string=Uft
    hidden=yes
    help_topic_text= _ "<italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms,
which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.

Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%."
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_cave
    id=cave
    name= _ "Cave"
    editor_name= _ "Cave"
    string=Ut
    help_topic_text= _ "<italic>text='Cave'</italic> terrain represents any underground cavern with enough room for a unit to pass.
Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</ref>.

Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal <ref>dst='terrain_cave' text='cave terrains'</ref>.

Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_sand
    id=sand
    name= _ "Sand"
    editor_name= _ "Sands"
    string=Dt
    editor_group=desert
    help_topic_text= _ "The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.

Most units receive 20 to 40% defense in sand."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_reef
    id=reef
    name= _ "Coastal Reef"
    editor_name= _ "Coastal Reef"
    string=Wrt
    submerge=0.3
    editor_group=water
    help_topic_text= _ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral and sand.
This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defense.

Mermen and Naga both receive 70% defense on coastal reefs."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_hills
    id=hills
    name= _ "Hills"
    editor_name= _ "Hills"
    string=Ht
    editor_group=rough
    help_topic_text= _ "<italic>text='Hills'</italic> represent any reasonably rough terrain,
with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, trolls, and orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.

Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_swamp_water
    id=swamp_water
    name= _ "Swamp"
    editor_name= _ "Swamp"
    string=St
    submerge=0.4
    editor_group=water
    help_topic_text= _ "<italic>text='Swamps'</italic> represent any sort of wetlands.
Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.

Most units make do with 30% defense in swamps. Mermen, naga, and saurians all generally enjoy 60%."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_shallow_water
    id=shallow_water
    string=Wst
    name= _ "Shallow Water"
    editor_name= _ "Shallow Water"
    help_topic_text= _ "<italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.

Most units make do with 20 to 30% defense in shallow water, whereas both naga and mermen enjoy 60%."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_castle
    id=castle
    name= _ "Castle"
    editor_name= _ "Castle"
    string=Ct
    unit_height_adjust=3
    recruit_onto=true
    editor_group=castle
    help_topic_text= _ "<italic>text='Castles'</italic> are any sort of permanent fortification.
Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.

Most units have about 60% defense in a castle."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_mountains
    id=mountains
    name= _ "Mountains"
    editor_name= _ "Mountains"
    string=Mt
    editor_group=rough
    help_topic_text= _ "<italic>text='Mountains'</italic> are steep enough that units often have to climb over obstacles to move.
By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both dwarves and trolls are native to mountainous terrain, and have a very easy time getting around.

Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_deep_water
    id=deep_water
    name= _ "Deep Water"
    editor_name= _ "Deep Water"
    help_topic_text= _ "<italic>text='Deep water'</italic> represents any body of water deep enough to cover a man’s head.
Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.

Mermen and naga both receive 50% defense in deep water, with full movement."
    string=Wdt
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_flat
    id=flat
    name= _ "Flat"
    editor_name= _ "Flat"
    help_topic_text= _ "<italic>text='Grassland'</italic> represents open plains, whether cultivated, cut back for grazing, or wild.
Being open ground, grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.

Most units have defense of 30 to 40% on grassland."
    string=Gt       # wmllint: ignore
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_forest
    id=forest
    name= _ "Forest"
    editor_name= _ "Forest"
    help_topic_text= _ "<italic>text='Forests'</italic> represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.

Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests."
    string=Ft       # wmllint: ignore
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_frozen
    id=frozen
    name= _ "Frozen"
    editor_name= _ "Frozen"
    string=At       # wmllint: ignore
    help_topic_text= _ "<italic>text='Frozen'</italic> terrain represents any flat area that is covered by snow or ice.
Most units are slowed down on it, and have a harder time defending themselves. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice.

Most units have 20 to 40% defense in frozen terrain."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_village
    id=village
    name= _ "Village"
    editor_name= _ "Village"
    string=Vt       # wmllint: ignore
    help_topic_text= _ "<italic>text='Villages'</italic> represent any group of buildings, human or otherwise.
Almost all units, even cavalry, have an easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.

Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_impassable
    id=impassable
    name= _ "Impassable"
    editor_name= _ "Impassable"
    string=Xt       # wmllint: ignore
    help_topic_text= _ "Obstacles that not even the most determined traveler may overcome include solid walls of stone and mountains so tall and steep that they are constantly wreathed in cloud. Even flying creatures cannot navigate the jagged peaks at such rarefied heights, and not even the fiercest troll can smash through thick walls of stone."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_unwalkable
    id=unwalkable
    name= _ "Unwalkable"
    editor_name= _ "Unwalkable"
    string=Qt       # wmllint: ignore
    help_topic_text= _ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain."
    hidden=yes
[/terrain_type]

[terrain_type]
    icon_image=symbols/terrain_type_rails
    id=rails
    name= _ "Rails"
    editor_name= _ "Rails"
    string=Rt      # wmllint: ignore
    help_topic_text= _ "<italic>text='Rails'</italic> are used to transport ore. By Dwarfs. Mostly."
    hidden=yes
[/terrain_type]
