// The terrain TileSet, flattened. `col` is the atlas column in terrain.png // (one row, 7 tiles of 63x56); the class decides land/sea/ice. The generator // lays terrain types out as biome clusters over the land, so `minElevation` is // only the authored ordering hint and no longer picks tiles. `defenseBonus` is // the fraction added to a unit's defense while it stands on the tile. export const TERRAIN_TILES = [ { col: 0, terrainType: "Forest", terrainClass: "Land", populationMultiplier: 0.3, productionMultiplier: 0.5, movementCostMultiplier: 1.5, defenseBonus: 0.33, minElevation: 0.06 }, { col: 1, terrainType: "Hills", terrainClass: "Land", populationMultiplier: 0.7, productionMultiplier: 0.8, movementCostMultiplier: 1.8, defenseBonus: 0.33, minElevation: 0.2 }, { col: 2, terrainType: "Ice", terrainClass: "Ice", populationMultiplier: 0, productionMultiplier: 0, movementCostMultiplier: 4.0, defenseBonus: 0, minElevation: 0 }, { col: 3, terrainType: "Land", terrainClass: "Land", populationMultiplier: 1.0, productionMultiplier: 1.0, movementCostMultiplier: 1.0, defenseBonus: 0, minElevation: -0.08 }, { col: 4, terrainType: "Desert", terrainClass: "Land", populationMultiplier: 0.05, productionMultiplier: 0.2, movementCostMultiplier: 3.0, defenseBonus: 0, minElevation: -0.2 }, { col: 5, terrainType: "Sea", terrainClass: "Sea", populationMultiplier: 0, productionMultiplier: 0, movementCostMultiplier: 0, defenseBonus: 0, minElevation: 0 }, { col: 6, terrainType: "Mountain", terrainClass: "Land", populationMultiplier: 0.1, productionMultiplier: 0.8, movementCostMultiplier: 5.0, defenseBonus: 1.0, minElevation: 0.34 }, { col: 6, terrainType: "Tundra", terrainClass: "Land", populationMultiplier: 0.05, productionMultiplier: 0.2, movementCostMultiplier: 2.0, defenseBonus: 0, minElevation: 0 }, ]; // A city standing on a tile adds this fraction on top of the terrain's own // defensive bonus. export const CITY_DEFENSE_BONUS = 0.5;