terrain = 17
# Note that costs below 1 may result in somewhat strange pathfinding results. It is thus preferable to increase global movement speed rather than reduce terrain costs below 1

categories = {

	pti = {
		color = { 210 210 210 }
	}

	ocean = {
		movement_cost = 1.0
		is_water = yes
		color = { 255 255 255 }
	}

	inland_ocean = {
		movement_cost = 1.0
		is_water = yes
		color = { 0 0 200 }
	}

	arctic = {
		movement_cost = 1.2
		max_attrition = 0.1
		color = { 235 235 235 }
		supply_limit = 1
		bottleneck_chance = 15
	}

	farmlands = {
		movement_cost = 1.1
		max_attrition = -0.01
		color = { 137 104 165 }

		supply_limit = 5
		bottleneck_chance = 5
	}

	forest = {
		movement_cost = 1.4
		max_attrition = 0.025
		color = { 91 123 45 }

		supply_limit = 3
		bottleneck_chance = 20
	}

	hills = {
		movement_cost = 1.3
		defence = 2 # AI-force strength evaluation | 20% stronger
		max_attrition = 0.025
		color = { 135 70 0 }

		supply_limit = 3
		bottleneck_chance = 25
	}

	woods = {
		movement_cost = 1.1
		max_attrition = 0.025
		color = { 165 205 108 }
		supply_limit = 3
		bottleneck_chance = 20
	}

	mountain = {
		movement_cost = 1.5
		defence = 4 # AI-force strength evaluation | 40% stronger
		max_attrition = 0.1
		color = { 117 108 119 }
		supply_limit = 2
		bottleneck_chance = 50
	}

	impassable_mountains = {
		color = { 128 128 128 }
		movement_cost = 2.0
		bottleneck_chance = 50
	}

	steppe = {
		movement_cost = 1.0
		max_attrition = 0.05
		color = { 211 201 184 }
		supply_limit = 4
		bottleneck_chance = 5
	}

	plains = {
		movement_cost = 1.1
		color = { 241 221 184 }
		supply_limit = 5
		bottleneck_chance = 5
	}

	jungle = {
		movement_cost = 1.4
		defence = 1.5 # AI-force strength evaluation | 15% stronger
		max_attrition = 0.1
		color = { 40 180 149 }
		supply_limit = 2
		bottleneck_chance = 35
	}

	marsh = {
		movement_cost = 1.4
		max_attrition = 0.05
		color = { 76 112 105 }

		supply_limit = 2
		bottleneck_chance = 40
	}

	desert = {
		movement_cost = 1.2
		max_attrition = 0.1
		color = { 220 210 0 }

		supply_limit = 1
		bottleneck_chance = 5
	}

	coastal_desert = {
		movement_cost = 1.0
		max_attrition = 0.05
		color = { 200 128 0 }

		supply_limit = 2
		bottleneck_chance = 5
	}
}

text_0	= { type = plains			color = {  0 } priority =  0 }
text_1	= { type = farmlands		color = {  1 } priority =  1 }
text_2	= { type = plains			color = {  2 } priority =  2 }
text_3	= { type = desert			color = {  3 } priority =  3 }

text_4	= { type = mountain			color = {  4 } priority =  4 }
text_5	= { type = steppe			color = {  5 } priority =  5 }
text_6	= { type = arctic			color = {  6 } priority =  6 }
text_7	= { type = mountain			color = {  7 } priority =  7 }

text_8	= { type = hills			color = {  8 } priority =  8 }
text_9	= { type = mountain			color = {  9 } priority =  9 }
text_10	= { type = mountain			color = { 10 } priority = 10 }
text_11	= { type = mountain			color = { 11 } priority = 11 }

text_12	= { type = jungle			color = { 12 } priority = 12 }
text_13	= { type = coastal_desert	color = { 13 } priority = 13 }
text_14	= { type = coastal_desert	color = { 14 } priority = 14 }
text_15	= { type = coastal_desert	color = { 15 } priority = 15 }

# Need to be here to identify forest
text_16	= { type = forest			color = { 16 } priority = 16 }