//----------------------------------------------------------------------------
//
// Cradle 5 file updated to add several new AE features (May-2023 Kull):
// - CanUpgrade: A requirement for the AE Unit upgrade mechanism
// - HutTilesetIndex: Can specify Goody Hut types for each form of terrain
// - Terraform: Changed several of the to-from Advances
// - Tundra: Activated GOOD_TWO so that "Oil" is a second Good
// 
//----------------------------------------------------------------------------
### 0 #########################################################

TERRAIN_FOREST {
   TilesetIndex 22
   HutTilesetIndexA 131
   HutTilesetIndexB 134
   Icon ICON_TERRAIN_FORESTS
   InternalType: Forest
   CanDie

   AddAdvance ADVANCE_FEUDALISM
   TransformAdd {
      Time 2
      Materials 800
   }

   RemoveAdvance ADVANCE_ARCHITECTURE
   TransformRemove {
      Time 2
      Materials 400
   }

   EnvBase {
      Score 50
      Food 10
      Shield 5
      Gold 10
      Defense 0.25
      Movement 200
      Freight 200
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_FOREST_GOOD_ONE
   Resources TERRAIN_FOREST_GOOD_TWO
   Resources TERRAIN_FOREST_GOOD_THREE
   Resources TERRAIN_FOREST_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 1 ############################################################

TERRAIN_PLAINS {
   TilesetIndex 1
   HutTilesetIndexA 135
   HutTilesetIndexB 141
   Icon ICON_TERRAIN_PLAINS
   InternalType: Plains
   CanDie

   AddAdvance ADVANCE_DOMESTICATION
   TransformAdd {
      Time 1
      Materials 100
   }

   RemoveAdvance ADVANCE_WATER_LIFTS
   TransformRemove {
      Time 1
      Materials 100
   }

   EnvBase {
      Score 80
      Food 10
      Shield 10
      Gold 5
      Defense 0
      Movement 100
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 40
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_PLAINS_GOOD_ONE
   Resources TERRAIN_PLAINS_GOOD_TWO
   Resources TERRAIN_PLAINS_GOOD_THREE
   Resources TERRAIN_PLAINS_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 2 ############################################################

TERRAIN_TUNDRA {
   TilesetIndex 2
   HutTilesetIndexA 130
   HutTilesetIndexB 130
   Icon ICON_TERRAIN_TUNDRA
   InternalType: Tundra
   CanDie

   AddAdvance ADVANCE_POLAR_TERRAFORMING
   TransformAdd {
      Time 3
      Materials 1600
   }

   RemoveAdvance ADVANCE_POLAR_TERRAFORMING
   TransformRemove {
      Time 2
      Materials 400
   }

   EnvBase {
      Score 0
      Food 0
      Shield 5
      Gold 0
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_TUNDRA_GOOD_ONE
   Resources TERRAIN_TUNDRA_GOOD_TWO
#   Resources TERRAIN_TUNDRA_GOOD_THREE
#   Resources TERRAIN_TUNDRA_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 3 ############################################################

TERRAIN_GLACIER {
   TilesetIndex 3
   HutTilesetIndexA 130
   HutTilesetIndexB 130
   Icon ICON_TERRAIN_GLACIERS
   InternalType: Glacier

   AddAdvance ADVANCE_POLAR_TERRAFORMING
   TransformAdd {
      Time 5
      Materials 4000
   }

   RemoveAdvance ADVANCE_POLAR_TERRAFORMING
   TransformRemove {
      Time 5
      Materials 1000
   }

   EnvBase {
      Score 0
      Food 0
      Shield 0
      Gold 0
      Defense 0
      Movement 300
      Freight 500
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_GLACIER_GOOD_ONE
   Resources TERRAIN_GLACIER_GOOD_TWO
#   Resources TERRAIN_GLACIER_GOOD_THREE
#   Resources TERRAIN_GLACIER_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 4 ############################################################

TERRAIN_GRASSLAND {
   TilesetIndex 4
   HutTilesetIndexA 150
   HutTilesetIndexB 151
   Icon ICON_TERRAIN_GRASSLANDS
   InternalType: Grassland
   CanDie

   AddAdvance ADVANCE_WATER_LIFTS
   TransformAdd {
      Time 1
      Materials 400
   }

   RemoveAdvance ADVANCE_DOMESTICATION
   TransformRemove {
      Time 1
      Materials 100
   }

   EnvBase {
      Score 80
      Food 15
      Shield 5
      Gold 5
      Defense 0
      Movement 100
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 40
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_GRASSLAND_GOOD_TWO
   Resources TERRAIN_GRASSLAND_GOOD_ONE
   Resources TERRAIN_GRASSLAND_GOOD_FOUR
   Resources TERRAIN_GRASSLAND_GOOD_THREE

   MovementType: Air
   MovementType: Land
}

### 5 ############################################################

TERRAIN_DESERT {
   TilesetIndex 5
   HutTilesetIndexA 140
   HutTilesetIndexB 140
   Icon ICON_TERRAIN_DESERTS
   InternalType: Desert
   CanDie

   AddAdvance ADVANCE_IRON_WORKING
   TransformAdd {
      Time 3
      Materials 1200
   }

   RemoveAdvance ADVANCE_AGRICULTURAL_REVOLUTION
   TransformRemove {
      Time 3
      Materials 1000
   }

   EnvBase {
      Score 10
      Food 0
      Shield 0
      Gold 5
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 40
      Food 20
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_DESERT_GOOD_ONE
   Resources TERRAIN_DESERT_GOOD_TWO
   Resources TERRAIN_DESERT_GOOD_THREE
   Resources TERRAIN_DESERT_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 6 ############################################################

TERRAIN_SWAMP {
   TilesetIndex 6
   HutTilesetIndexA 133
   HutTilesetIndexB 133
   Icon ICON_TERRAIN_SWAMPS
   InternalType: Swamp
   CanDie

   AddAdvance ADVANCE_INDUSTRIAL_REVOLUTION
   TransformAdd {
      Time 2
      Materials 1200
   }

   RemoveAdvance ADVANCE_INDUSTRIAL_REVOLUTION
   TransformRemove {
      Time 3
      Materials 1000
   }

   EnvBase {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Defense 0.25
      Movement 300
      Freight 300
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 20
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_SWAMP_GOOD_ONE
   Resources TERRAIN_SWAMP_GOOD_TWO
   Resources TERRAIN_SWAMP_GOOD_THREE
   Resources TERRAIN_SWAMP_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 7 ############################################################

TERRAIN_JUNGLE {
   TilesetIndex 7
   HutTilesetIndexA 136
   HutTilesetIndexB 136
   Icon ICON_TERRAIN_JUNGLES
   InternalType: Jungle
   CanDie

   AddAdvance ADVANCE_TRADE_GUILDS
   TransformAdd {
      Time 2
      Materials 1000
   }

   RemoveAdvance ADVANCE_AGRICULTURAL_REVOLUTION
   TransformRemove {
      Time 2
      Materials 600
   }

   EnvBase {
      Score 40
      Food 5
      Shield 10
      Gold 5
      Defense 0.25
      Movement 300
      Freight 600
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_JUNGLE_GOOD_TWO
   Resources TERRAIN_JUNGLE_GOOD_ONE
   Resources TERRAIN_JUNGLE_GOOD_FOUR
   Resources TERRAIN_JUNGLE_GOOD_THREE

   MovementType: Air
   MovementType: Land
}

### 8 ############################################################

TERRAIN_MOUNTAIN {
   TilesetIndex 8
   HutTilesetIndexA 138
   HutTilesetIndexB 138
   Icon ICON_TERRAIN_MOUNTAIN
   InternalType: Mountain

   AddAdvance ADVANCE_FUSION
   TransformAdd {
      Time 5
      Materials 8000
   }

   RemoveAdvance ADVANCE_FUSION
   TransformRemove {
      Time 5
      Materials 2000
   }

   EnvBase {
      Score 40
      Food 0
      Shield 15
      Gold 10
      Defense 1
      Movement 400
      Freight 600
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_MOUNTAIN_GOOD_ONE
   Resources TERRAIN_MOUNTAIN_GOOD_TWO
   Resources TERRAIN_MOUNTAIN_GOOD_THREE
   Resources TERRAIN_MOUNTAIN_GOOD_FOUR

   MovementType: Air
   MovementType: Mountain
}

### 9 ############################################################

TERRAIN_HILL {
   TilesetIndex 9
   HutTilesetIndexA 137
   HutTilesetIndexB 139
   Icon ICON_TERRAIN_HILLS
   InternalType: Hill
   CanDie

   AddAdvance ADVANCE_EXPLOSIVES
   TransformAdd {
      Time 2
      Materials 1600
   }

   RemoveAdvance ADVANCE_EXPLOSIVES
   TransformRemove {
      Time 3
      Materials 600
   }

   EnvBase {
      Score 50
      Food 5
      Shield 10
      Gold 10
      Defense 0.5
      Movement 200
      Freight 200
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_HILL_GOOD_TWO
   Resources TERRAIN_HILL_GOOD_ONE
   Resources TERRAIN_HILL_GOOD_FOUR
   Resources TERRAIN_HILL_GOOD_THREE

   MovementType: Air
   MovementType: Land
}

### 10 ############################################################

TERRAIN_WATER_SHALLOW {
   TilesetIndex 10
   Icon ICON_TERRAIN_SHALLOW_WATER
   InternalType: WaterShallow

   EnvBase {
      Score 60
      Food 10
      Shield 10
      Gold 5
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_SHALLOW_GOOD_TWO
   Resources TERRAIN_WATER_SHALLOW_GOOD_ONE
   Resources TERRAIN_WATER_SHALLOW_GOOD_FOUR
   Resources TERRAIN_WATER_SHALLOW_GOOD_THREE

   MovementType: Air
   MovementType: Sea
   MovementType: ShallowWater
}

### 11 ############################################################

TERRAIN_WATER_DEEP {
   TilesetIndex 11
   Icon ICON_TERRAIN_DEEP_WATER
   InternalType: WaterDeep

   EnvBase {
      Score 50
      Food 10
      Shield 10
      Gold 5
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_DEEP_GOOD_TWO
   Resources TERRAIN_WATER_DEEP_GOOD_ONE
#   Resources TERRAIN_WATER_DEEP_GOOD_FOUR
   Resources TERRAIN_WATER_DEEP_GOOD_THREE

   MovementType: Air
   MovementType: Sea
}

### 12 ############################################################

TERRAIN_WATER_VOLCANO {
   TilesetIndex 12
   Icon ICON_TERRAIN_VOLCANO
   InternalType: WaterVolcano

   EnvBase {
      Score 70
      Food 0
      Shield 25
      Gold 15
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE
   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO
   Resources TERRAIN_WHITE_HILL_GOOD_ONE
#   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR

   MovementType: Air
   MovementType: Sea
}

### 13 ############################################################

TERRAIN_WATER_BEACH {
   TilesetIndex 13
   Icon ICON_TERRAIN_BEACH
   InternalType: WaterBeach

   EnvBase {
      Score 90
      Food 10
      Shield 10
      Gold 10
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 100
      Freight 33
   }

   Resources TERRAIN_WATER_BEACH_GOOD_ONE
   Resources TERRAIN_WATER_BEACH_GOOD_TWO
   Resources TERRAIN_WATER_BEACH_GOOD_THREE
#   Resources TERRAIN_WATER_BEACH_GOOD_FOUR

   MovementType: Air
   MovementType: Sea
   MovementType: ShallowWater
}

### 14 ############################################################

TERRAIN_WATER_SHELF {
   TilesetIndex 14
   Icon ICON_TERRAIN_CONTINENTAL_SHELF
   InternalType: WaterShelf

   EnvBase {
      Score 50
      Food 5
      Shield 10
      Gold 5
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_SHALLOW_GOOD_ONE
   Resources TERRAIN_WATER_SHALLOW_GOOD_TWO
   Resources TERRAIN_WATER_SHALLOW_GOOD_THREE
   Resources TERRAIN_WATER_SHALLOW_GOOD_FOUR

   MovementType: Air
   MovementType: Sea
}

### 15 ############################################################

TERRAIN_WATER_TRENCH {
   TilesetIndex 15
   Icon ICON_TERRAIN_TRENCH
   InternalType: WaterTrench
   GLHidden

   EnvBase {
      Score 50
      Food 5
      Shield 10
      Gold 10
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_DEEP_GOOD_TWO
   Resources TERRAIN_WATER_DEEP_GOOD_ONE
#   Resources TERRAIN_WATER_DEEP_GOOD_FOUR
   Resources TERRAIN_WATER_DEEP_GOOD_THREE

   MovementType: Air
   MovementType: Sea
}

### 16 ############################################################

TERRAIN_WATER_RIFT {
   TilesetIndex 16
   Icon ICON_TERRAIN_RIFT
   InternalType: WaterRift

   EnvBase {
      Score 60
      Food 5
      Shield 20
      Gold 5
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_DEEP_GOOD_TWO
   Resources TERRAIN_WATER_DEEP_GOOD_ONE
#   Resources TERRAIN_WATER_DEEP_GOOD_FOUR
   Resources TERRAIN_WATER_DEEP_GOOD_THREE

   MovementType: Air
   MovementType: Sea
}

### 17 ############################################################

TERRAIN_DEAD {
   TilesetIndex 17
   Icon ICON_TERRAIN_DEAD
   InternalType: Dead

   RemoveAdvance ADVANCE_TRIBUNAL_EMPIRE
   TransformRemove {
      Time 3
      Materials 1000
   }

   EnvBase {
      Score 0
      Food 0
      Shield 0
      Gold 0
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   MovementType: Air
   MovementType: Land
}

### 18 ############################################################

TERRAIN_BROWN_HILL {
   TilesetIndex 18
   HutTilesetIndexA 140
   HutTilesetIndexB 140
   Icon ICON_TERRAIN_BHILLS
   InternalType: BrownHill
   CanDie

   AddAdvance ADVANCE_EXPLOSIVES
   TransformAdd {
      Time 2
      Materials 1600
   }

   RemoveAdvance ADVANCE_EXPLOSIVES
   TransformRemove {
      Time 3
      Materials 600
   }

   EnvBase {
      Score 20
      Food 0
      Shield 10
      Gold 5
      Defense 0.5
      Movement 200
      Freight 200
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 20
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_BROWN_HILL_GOOD_ONE
   Resources TERRAIN_BROWN_HILL_GOOD_TWO
   Resources TERRAIN_DESERT_GOOD_ONE
   Resources TERRAIN_DESERT_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 19 ############################################################

TERRAIN_BROWN_MOUNTAIN {
   TilesetIndex 19
   HutTilesetIndexA 150
   HutTilesetIndexB 151
   Icon ICON_TERRAIN_BMOUNTAIN
   InternalType: BrownMountain

   AddAdvance ADVANCE_FUSION
   TransformAdd {
      Time 5
      Materials 8000
   }

   RemoveAdvance ADVANCE_FUSION
   TransformRemove {
      Time 5
      Materials 2000
   }

   EnvBase {
      Score 20
      Food 0
      Shield 10
      Gold 10
      Defense 1
      Movement 400
      Freight 600
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 20
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_BROWN_MOUNTAIN_GOOD_ONE
   Resources TERRAIN_BROWN_MOUNTAIN_GOOD_TWO
#   Resources TERRAIN_BROWN_MOUNTAIN_GOOD_THREE
#   Resources TERRAIN_BROWN_MOUNTAIN_GOOD_FOUR

   MovementType: Air
   MovementType: Mountain
}

### 20 ############################################################

TERRAIN_WHITE_HILL {
   TilesetIndex 20
   HutTilesetIndexA 130
   HutTilesetIndexB 130
   Icon ICON_TERRAIN_WHILLS
   InternalType: WhiteHill
   CanDie

   AddAdvance ADVANCE_POLAR_TERRAFORMING
   TransformAdd {
      Time 2
      Materials 1600
   }

   RemoveAdvance ADVANCE_POLAR_TERRAFORMING
   TransformRemove {
      Time 3
      Materials 600
   }

   EnvBase {
      Score 10
      Food 0
      Shield 5
      Gold 5
      Defense 0.5
      Movement 200
      Freight 200
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_WHITE_HILL_GOOD_ONE
   Resources TERRAIN_WHITE_HILL_GOOD_TWO
#   Resources TERRAIN_WHITE_HILL_GOOD_THREE
#   Resources TERRAIN_WHITE_HILL_GOOD_FOUR

   MovementType: Air
   MovementType: Land
}

### 21 ############################################################

TERRAIN_WHITE_MOUNTAIN {
   TilesetIndex 21
   HutTilesetIndexA 150
   HutTilesetIndexB 151
   Icon ICON_TERRAIN_WMOUNTAIN
   InternalType: WhiteMountain

   AddAdvance ADVANCE_POLAR_TERRAFORMING
   TransformAdd {
      Time 5
      Materials 8000
   }

   RemoveAdvance ADVANCE_POLAR_TERRAFORMING
   TransformRemove {
      Time 5
      Materials 2000
   }

   EnvBase {
      Score 10
      Food 0
      Shield 10
      Gold 5
      Defense 1
      Movement 400
      Freight 600
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 10
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_ONE
   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_TWO
   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_THREE
   Resources TERRAIN_ARCTIC_MOUNTAIN_GOOD_FOUR

   MovementType: Air
   MovementType: Mountain
}

### 22 ############################################################

TERRAIN_WATER_KELP {
   TilesetIndex 23
   Icon ICON_TERRAIN_KELP_BED
   InternalType: WaterKelp

   EnvBase {
      Score 80
      Food 15
      Shield 10
      Gold 5
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_SHALLOW_GOOD_ONE
   Resources TERRAIN_WATER_SHALLOW_GOOD_TWO
   Resources TERRAIN_WATER_SHALLOW_GOOD_THREE
   Resources TERRAIN_WATER_SHALLOW_GOOD_FOUR

   MovementType: Air
   MovementType: Sea
   MovementType: ShallowWater
}

### 23 ############################################################

TERRAIN_WATER_REEF {
   TilesetIndex 24
   Icon ICON_TERRAIN_CORAL_REEF
   InternalType: WaterReef

   EnvBase {
      Score 80
      Food 10
      Shield 15
      Gold 5
      Defense 0
      Movement 100
      Freight 33
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Food 10
      Shield 15
      Gold 15
      CanUpgrade
   }

   Resources TERRAIN_WATER_SHALLOW_GOOD_ONE
   Resources TERRAIN_WATER_SHALLOW_GOOD_TWO
   Resources TERRAIN_WATER_SHALLOW_GOOD_THREE
   Resources TERRAIN_WATER_SHALLOW_GOOD_FOUR

   MovementType: Air
   MovementType: Sea
   MovementType: ShallowWater
}

### 24 ############################################################

TERRAIN_SPECIAL1 {
   TilesetIndex 25
   HutTilesetIndexA 150
   HutTilesetIndexB 151
   Icon ICON_TERRAIN_GRASSLANDS
   InternalType: Special
   CanDie
   GLHidden

   EnvBase {
      Score 80
      Food 15
      Shield 5
      Gold 5
      Defense 0
      Movement 100
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   MovementType: Air
   MovementType: Land
}

### 25 ############################################################

TERRAIN_SPECIAL2 {
   TilesetIndex 26
   HutTilesetIndexA 150
   HutTilesetIndexB 151
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special
   CanDie
   GLHidden

   EnvBase {
      Score 10
      Food 0
      Shield 0
      Gold 5
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
      CanUpgrade
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   MovementType: Air
   MovementType: Land
}

### 26 ############################################################

TERRAIN_SPECIAL3 {
   TilesetIndex 27
   Icon ICON_TERRAIN_DESERTS
   InternalType: Special
   CanDie
   GLHidden

   EnvBase {
      Score 10
      Food 0
      Shield 0
      Gold 5
      Defense 0
      Movement 200
      Freight 100
      DeadFood 0
      DeadShield 0
      DeadGold 0
   }

   EnvCity {
      Score 0
      Food 10
      Shield 15
      Gold 15
      Movement 50
      Freight 50
   }

   EnvRiver {
      Score 30
      Food 5
      Shield 5
      Gold 5
      Movement 50
      Freight 50
   }

   MovementType: Air
   MovementType: Land
}

############################################################

