// Definitions how to map Wesnoth map terrain codes to Unciv Terrains and/or TileImprovements. // The parts before and after "^" are matched individually, and a search is done for the most // specific partial string from the start, e.g. "Wwf" will look for "Wwf", then "Ww", then "W" // See https://wiki.wesnoth.org/TerrainCodesWML { "Aa":["Snow"], "Ai":["Coast","Ice"], "Br":["Railroad"], "C":["Plains"], // Most Castle variants look dark "Cd":["Desert"], // Desert Castle "Cea":["Plains"], // Snowy Encampment "Cfa":["Tundra"], // Winter Dwarven Castle "Cha":["Plains"], // Snowy Human Castle "Chs":["Marsh"], // Swamp Human Ruin "Chw":["Coast"], // Sunken Human Ruin "Cm":["Coast"], // Aquatic Castle "Coa":["Plains"], // Snowy Orcish Castle "Cv":["Grassland"], // Elven Castle "Cva":["Tundra"], // Winter Elven Castle "D":["Desert"], // "Dc":["Mountain","Barringer Crater"], // "Crater" - Nope can have many "Do":["Desert","Oasis"], "F":["Forest"], "Fda":["Tundra","Forest"], // Snowy Deciduous Forest "Feta":["Tundra","Forest"], // Snowy Great Tree "Fma":["Tundra","Forest"], // Snowy Mixed Forest "Fpa":["Tundra","Forest"], // Snowy Pine Forest "Ft":["Jungle"], // Tropical Forest, Rainforest "G":["Grassland"], "Gd":["Plains"], // Dry Grass "Gll":["Plains"], // Leaf Litter "Gvs":["Grassland","Farm"], "H":["Hill"], "Hhd":["Plains","Hill"], // Dry Hills "Hd":["Desert","Hill"], // Dunes "Ha":["Snow","Hill"], // Snow Hills "K":["Plains"], // Most Keep variants look brownish "Kd":["Desert","Hill"], // Desert Keep "Kea":["Tundra"], // Snowy Encampment Keep "Kfa":["Tundra"], // Winter Dwarven Keep "Kha":["Plains"], // Snowy Human Castle Keep "Khr":["Plains","City ruins"], // Ruined Human Castle Keep "Khw":["Plains","Hill"], // Sunken Human Castle Keep - let's make such a start... "Km":["Plains","Hill"], // Aquatic Keep - ...a tiny island w/2 prod "Koa":["Tundra","Hill"], // Snowy Orcish Keep "Kv":["Forest"], // Elvish Keep "Kva":["Tundra","Forest"], // Winter Elven Keep "M":["Mountain"], "Q":["Ocean"], // "Unwalkable" (fliers can enter), e.g. underground chasms - or make them Lakes? "R":["Plains"], // All their "R" actually means roads - but they mean full-tile low-movement and brownish so.. "Rd":["Desert"], // Dry Dirt Road "Rra":["Tundra"], // Icy Cobbles "S":["Grassland","Marsh"], "T":["Plains"], // Fungus "U":["Plains"], // Underground "V":["Ancient ruins"], // let's convert all other villages into ancient ruins too "Vdr":["Ancient ruins"], // Ruined Adobe Village "Vhr":["Ancient ruins"], // Ruined Cottage "Vhcr":["City ruins"], // Ruined Human City "Vhhr":["Ancient ruins"], // Ruined Hill Stone Village "Vm":["Coast"], // Mermaid village:? "Vo":["Barbarian encampment"], // Orcish Village: Will not function as spawner in game "Wo":["Ocean"], "Ww":["Coast"], "Wwrt":["Coast","Atoll"], // Tropical Coastal Reef, may be too many "X":["Mountain"], // Cave walls and obstacles // Special, allows defining the fallback for the required Base Terrain: If this does not contain one, the importer can crash "fallback":["Grassland"] }