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race_data.cpp
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#include "race.h"
Race_datum* Race_data[RACE_MAX];
#define _race(n) \
cur_id = (n)
#define _name(s) \
Race_data[cur_id]->name = (s)
#define _plural_name(s) \
Race_data[cur_id]->plural_name = (s)
#define _adjective(s) \
Race_data[cur_id]->adjective = (s)
#define _color(c) \
Race_data[cur_id]->color = (c)
#define _kingdom_color(c) \
Race_data[cur_id]->kingdom_colors.push_back( (c) )
#define _map_type(m, i) \
Race_data[cur_id]->map_type_value[(m)] = (i)
#define _travel_cost(m, i) \
Race_data[cur_id]->map_type_travel_cost[(m)] = (i)
#define _cluster_size(a, b) \
Race_data[cur_id]->cluster_min = (a); Race_data[cur_id]->cluster_max = (b)
#define _city_size(t, a, b) \
Race_data[cur_id]->city_size_min[(t)] = (a); \
Race_data[cur_id]->city_size_max[(t)] = (b); \
/* We use two special characters in city names - '*' and '?'
*
* '*' means "Repeat the previous consonant if it's not preceded by a
* consonant." e.g. "Wil*iams" => "Williams" but "Wilm*iams" => "Wilmiams"
*
* '?' means "If the previous characters AND the following character are
* identical, remove one." e.g. "Wis?ster" => "Wister"
*
* '!' means "If the previous character is a consonant, remove the following
* character." e.g. "Tat!bol" => "Tatol" but "Ta!bol" => "Tabol"
*/
#define _city_name_start(...) \
Race_data[cur_id]->add_city_names("start", __VA_ARGS__, 0)
#define _city_name_middle(...) \
Race_data[cur_id]->add_city_names("middle", __VA_ARGS__, 0)
#define _city_name_end(...) \
Race_data[cur_id]->add_city_names("end", __VA_ARGS__, 0)
#define _base_combat(n) \
Race_data[cur_id]->base_combat = (n)
#define _hp(n) \
Race_data[cur_id]->hp = (n)
#define _food_consumption(n) \
Race_data[cur_id]->food_consumption = (n)
#define _warlikeness(n) \
Race_data[cur_id]->warlikeness = (n)
#define _life_value(n) \
Race_data[cur_id]->life_value = (n)
#define _starting_population(t, n) \
Race_data[cur_id]->starting_population[ (t) ] = (n)
#define _starting_resources(t, n) \
Race_data[cur_id]->starting_resources[ (t) ] = (n)
#define _birth_rate(t, n) \
Race_data[cur_id]->birth_rate[ (t) ] = (n)
#define _citizen_ratio(t, n) \
Race_data[cur_id]->citizen_ratio[ (t) ] = (n)
#define _morale_requirement(t, n) \
Race_data[cur_id]->morale_requirement[ (t) ] = (n)
#define _low_tax_rate(t, n) \
Race_data[cur_id]->low_tax_rate[ (t) ] = (n)
#define _high_tax_rate(t, n) \
Race_data[cur_id]->high_tax_rate[ (t) ] = (n)
#define _relations(r, n) \
Race_data[cur_id]->relations[ (r) ] = (n)
#define _skill(t, n) \
Race_data[cur_id]->skill_level[ (t) ] = (n)
#define _description(s) \
Race_data[cur_id]->description = (s)
void init_races()
{
for (int i = 0; i < RACE_MAX; i++) {
Race_data[i] = new Race_datum();
Race_data[i]->uid = i;
}
int cur_id = 0;
_race(RACE_NULL);
_name("NULL");
_race(RACE_HUMAN);
_name("human");
_plural_name("humans");
_adjective("human");
_color(c_white);
_kingdom_color(c_ltgray);
_kingdom_color(c_blue);
_kingdom_color(c_cyan);
_map_type(MAP_BASIN, 100);
_map_type(MAP_PLAINS, 90);
_map_type(MAP_CANYON, 50);
_map_type(MAP_FOREST, 40);
_map_type(MAP_FOOTHILLS, 10);
_map_type(MAP_DESERT, -40);
_map_type(MAP_JUNGLE, -30);
_map_type(MAP_SWAMP, -20);
_map_type(MAP_MOUNTAINOUS, -5);
_cluster_size(3, 4);
_city_size(CITY_TYPE_CITY, 100, 1200);
_city_size(CITY_TYPE_DUCHY, 800, 4000);
_city_size(CITY_TYPE_CAPITAL, 2000, 8000);
_city_name_start("al", "am", "an", "bir", "birm", "cam", "can", "car",
"chel", "dan", "dar", "dun", "ed", "el", "ex", "fel",
"hil", "hut", "lan", "lat", "nor", "port", "quart", "ruth",
"south", "tel", "wan", "wil", "wilm", "yor", "york");
_city_name_middle("", "", "a", "*a", "al", "*al", "*an", "*as", "ca",
"cing", "*er", "*ers", "e", "e", "es", "es", "*es",
"*ial", "*iam", "*iams", "*ing", "ing", "*is", "*is",
"*or", "*ow", "*os", "ser", "sing", "ter", "*um", "us");
_city_name_end("", "", "", "", "", "borough", "burg", "burg", "burg",
"bury", "bury", "by", "by", "cas", "caster", "don", "*ers",
"*ex", "field", "field", "ford", "forth", "gale", "ham",
"ham", "herst", "ia", "*ia", "in", "*in", "ire", "kirk",
"mouth", "or", "over", "pool", "?s", "?s", "?s", "?s",
"?ston", "ter", "tin", "ton", "ton", "ton", "vale", "ville",
"ville");
_base_combat(10);
_hp(100);
_food_consumption(100);
_warlikeness(-2);
_life_value(3);
_starting_population(CIT_PEASANT, 100);
_starting_resources (RES_GOLD, 5000);
_starting_resources (RES_WOOD, 2500);
_starting_resources (RES_STONE, 2500);
_birth_rate (CIT_PEASANT, 100);
_birth_rate (CIT_MERCHANT, 90);
_birth_rate (CIT_BURGHER, 80);
_citizen_ratio (CIT_MERCHANT, 10);
_citizen_ratio (CIT_BURGHER, 10);
_morale_requirement (CIT_MERCHANT, 50);
_morale_requirement (CIT_BURGHER, 70);
_low_tax_rate (CIT_PEASANT, 20);
_low_tax_rate (CIT_MERCHANT, 15);
_low_tax_rate (CIT_BURGHER, 10);
_high_tax_rate (CIT_PEASANT, 80);
_high_tax_rate (CIT_MERCHANT, 65);
_high_tax_rate (CIT_BURGHER, 50);
_relations(RACE_HUMAN, 3);
_relations(RACE_ELF, 2);
_relations(RACE_DWARF, 1);
_relations(RACE_GOBLIN, -1);
_relations(RACE_OGRE, 2);
_relations(RACE_TROLL, -3);
_relations(RACE_HALFLING, 2);
_relations(RACE_RAKSHASA, 1);
_relations(RACE_NAGA, -2);
_skill(SKILL_FARMING, 4);
_skill(SKILL_HUNTING, 3);
_skill(SKILL_LIVESTOCK, 3);
_skill(SKILL_MINING, 3);
_skill(SKILL_FORESTRY, 3);
_skill(SKILL_CONSTRUCTION, 3);
_skill(SKILL_TRADE, 3);
_skill(SKILL_ESPIONAGE, 3);
_skill(SKILL_MAGIC, 2);
_skill(SKILL_EARTH_MAGIC, 3);
_skill(SKILL_WATER_MAGIC, 3);
_skill(SKILL_AIR_MAGIC, 3);
_skill(SKILL_FIRE_MAGIC, 3);
_skill(SKILL_LIFE_MAGIC, 3);
_skill(SKILL_DEATH_MAGIC, 3);
_description("\
Humans are a versatile <link=race>race</link>, and can inhabit almost any part \
of the world. They are notably average in many senses. They give birth \
fairly quickly, though they do not live particularly long. They are \
reasonably skilled in all areas. <link=farming>Farming</link> is a particular \
strength for humans, and they are most at home living on flat \
<link=plains>plains</link>.\n\
Humans are natural <link=kingdom>kingdom</link>-builders, and most prefer to \
live in established cities rather thanon their own. Their loyalty to their \
<link=monarch>king or queen</link> is great, but it is not unknown for humans \
to backstab their way to the top.\n\
Humans are a generally friendly race, and get along well with most other \
races. True to their generally vain nature, they get along best with those \
who resemble them; in particular, the elves and the halflings.\n\
Humans are not particularly in touch with the art of <link=magic>magic</link>, \
and have no affinity for any particular <link=magical school>school</link>.\
");
_race(RACE_ELF);
_name("elf");
_plural_name("elves");
_adjective("elvish");
_color(c_ltgreen);
_kingdom_color(c_green);
_kingdom_color(c_cyan);
_kingdom_color(c_brown);
/*
_kingdom_color(c_ltgreen);
_kingdom_color(c_ltcyan);
*/
_map_type(MAP_FOREST, 100);
_map_type(MAP_JUNGLE, 45);
_map_type(MAP_BASIN, 30);
_map_type(MAP_SWAMP, 15);
_map_type(MAP_PLAINS, 10);
_map_type(MAP_DESERT, -40);
_map_type(MAP_MOUNTAINOUS, -30);
_travel_cost(MAP_FOREST, 25);
_travel_cost(MAP_SWAMP, 100);
_travel_cost(MAP_JUNGLE, 100);
_cluster_size(2, 4);
_city_size(CITY_TYPE_CITY, 80, 900);
_city_size(CITY_TYPE_DUCHY, 600, 3500);
_city_size(CITY_TYPE_CAPITAL, 1600, 6000);
// Should end with a vowel or "lnrs"
_city_name_start("al", "bi", "bir", "bri", "dil", "e", "el", "en", "er",
"ere", "es", "fi", "for", "il", "in", "is", "kor", "li",
"lo", "me", "mi", "mir", "na", "ri", "ta", "to", "tol",
"va", "val", "vi");
// Should end with a vowel or "lnr"
_city_name_middle("", "", "", "", "", "", "allo", "an", "he",
"i", "la", "lo", "lum", "lun", "ni", "ny", "rio", "ro",
"ta", "the", "tir", "thro", "va", "ver", "ya");
_city_name_end("a", "bar", "bel", "dell", "dell", "dell", "dolin", "e",
"ion", "le", "lest", "lin", "lin", "lo", "lon", "lond",
"lond", "mar", "men", "min", "o", "on", "os", "se", "th",
"the", "thon", "thrion", "thrond", "vin", "vin", "vin");
_base_combat(9);
_hp(90);
_food_consumption(95);
_warlikeness(-2);
_life_value(4);
_starting_population(CIT_PEASANT, 100);
_starting_resources (RES_GOLD, 5000);
_starting_resources (RES_WOOD, 3000);
_starting_resources (RES_STONE, 2000);
_birth_rate (CIT_PEASANT, 120);
_birth_rate (CIT_MERCHANT, 110);
_birth_rate (CIT_BURGHER, 100);
_citizen_ratio (CIT_MERCHANT, 8);
_citizen_ratio (CIT_BURGHER, 12);
_morale_requirement (CIT_MERCHANT, 65);
_morale_requirement (CIT_BURGHER, 75);
_low_tax_rate (CIT_PEASANT, 15);
_low_tax_rate (CIT_MERCHANT, 10);
_low_tax_rate (CIT_BURGHER, 5);
_high_tax_rate (CIT_PEASANT, 75);
_high_tax_rate (CIT_MERCHANT, 75);
_high_tax_rate (CIT_BURGHER, 65);
_relations(RACE_HUMAN, 1);
_relations(RACE_ELF, 3);
_relations(RACE_DWARF, 1);
_relations(RACE_ORC, -2);
_relations(RACE_GOBLIN, -2);
_relations(RACE_OGRE, -1);
_relations(RACE_TROLL, -3);
_relations(RACE_GNOME, -1);
_relations(RACE_MINOTAUR, -1);
_relations(RACE_RAKSHASA, 2);
_relations(RACE_NAGA, 2);
_skill(SKILL_FARMING, 4);
_skill(SKILL_HUNTING, 5);
_skill(SKILL_LIVESTOCK, 3);
_skill(SKILL_MINING, 2);
_skill(SKILL_FORESTRY, 5);
_skill(SKILL_CONSTRUCTION, 2);
_skill(SKILL_TRADE, 2);
_skill(SKILL_ESPIONAGE, 4);
_skill(SKILL_MAGIC, 4);
_skill(SKILL_EARTH_MAGIC, 3);
_skill(SKILL_WATER_MAGIC, 3);
_skill(SKILL_AIR_MAGIC, 2);
_skill(SKILL_FIRE_MAGIC, 2);
_skill(SKILL_LIFE_MAGIC, 4);
_skill(SKILL_DEATH_MAGIC, 2);
_description("\
Elves are a tall, slender, nimble <link=race>race</link> of <link=forest>forest\
</link>-dwellers. Elves have a great affinity for plants, and fare \
excellently in forests, <link=jungle>jungles</link> and <link=swamp>swamps\
</link> but poorly in <link=desert>deserts</link> or <link=mountain>mountains\
</link>. They are skilled woodsmen; however, elves consider it immoral to \
fell a living tree, and they can not build sawmills. Instead, elves can build \
a <link=sacred grove>Sacred Grove</link>, an enchanted copse of trees which \
willingly give up their branches for use. Elves are also legendary for their \
finely crafted <link=bow>bows</link>, and prowess at <link=hunting>hunting\
</link>.\n\
Elves have long lives, but are slow to give birth. Many prefer to live as \
<link=homesteader>loners</link> deep in the forest, and it may be difficult to \
lure them into city living. They are noble warriors with a strong sense of \
duty to their <link=kingdom>kingdom</link>, but they are also careful \
thinkers, more prone to finding diplomatic solutions than going to \
<link=war>war</link>.\n\
Elves are a rather haughty race, and tend to look down on other races, while \
not actually harboring any ill will. They have a particular distaste for \
those races for whom destruction, either careless or wanton, lies in their \
nature, such as <link=orcs>orcs</link> or <link=goblins>goblins</link>. The \
exceptions to this rule are <link=humans>humans</link> and \
<link=dwarves>dwarves</link>, with whom the elves share a history of mutual \
respect.\n\
Elves are skilled <link=magic>spellcasters</link>, particularly in the \
<link=magical school>school</link> of <link=life magic>life</link>.\
");
_race(RACE_DWARF);
_name("dwarf");
_plural_name("dwarves");
_adjective("dwarvish");
_color(c_brown);
_kingdom_color(c_ltgray);
_kingdom_color(c_red);
_kingdom_color(c_brown);
/*
_kingdom_color(c_ltred);
_kingdom_color(c_yellow);
*/
_map_type(MAP_CANYON, 100);
_map_type(MAP_MOUNTAINOUS, 90);
_map_type(MAP_FOOTHILLS, 70);
_map_type(MAP_WASTELAND, 10);
_map_type(MAP_DESERT, -40);
_map_type(MAP_JUNGLE, -25);
_map_type(MAP_PLAINS, -20);
// Dwarves are squat... and thus travel slower on almost all terrain!
// However they're great at navigating rocks, hills, mountains etc.
_travel_cost(MAP_TUNDRA, 75);
_travel_cost(MAP_DESERT, 66);
_travel_cost(MAP_WASTELAND, 33);
_travel_cost(MAP_PLAINS, 33);
_travel_cost(MAP_FOREST, 100);
_travel_cost(MAP_SWAMP, 175);
_travel_cost(MAP_JUNGLE, 250);
_travel_cost(MAP_FOOTHILLS, 33);
_travel_cost(MAP_ICY_FOOTHILLS, 75);
_travel_cost(MAP_MOUNTAINOUS, 150);
_travel_cost(MAP_ICY_MOUNTAIN, 300);
_travel_cost(MAP_BASIN, 33);
_travel_cost(MAP_GLACIER, 100);
_travel_cost(MAP_COASTAL, 33);
_travel_cost(MAP_ICECAP, 150);
_cluster_size(2, 5);
_city_size(CITY_TYPE_CITY, 90, 1000);
_city_size(CITY_TYPE_DUCHY, 650, 3800);
_city_size(CITY_TYPE_CAPITAL, 1800, 7200);
// Start should end with any of "ioulr"
_city_name_start("amo", "bel", "bil", "bor", "bur", "dai", "du",
"dur", "fal", "glau", "glo", "glor", "gor", "grel", "gu",
"hel", "ho", "hol", "hor", "hur", "ilu", "lor", "mon",
"mor", "nar", "nau", "ni", "nir", "no", "nol", "nor", "or",
"su", "tal", "thi", "tho", "thor", "tri", "tur", "ul",
"ul");
// Middle should start w/ anything that follows "ioulr", end with a vowel or "r"
_city_name_middle("a", "ar", "be", "bi", "bor", "dar", "de", "dene", "der",
"di", "dine", "do", "dor", "dore", "dostr", "du", "e",
"fa", "far", "ga", "gar", "ge", "ger", "gerde", "gla",
"glar", "gle", "gor", "gora", "gu", "gunde", "le", "lege",
"mir", "mli", "mo", "na", "nar", "nda", "ndar", "nde",
"nder", "ndi", "ndo", "ndor", "ne", "nere", "nesse",
"ngi", "nlo", "nlir", "nur", "nur", "nunde", "sar", "se",
"sela", "selar", "ser", "sere", "ste", "sto", "stone",
"stone", "stone", "stor", "sune", "suner", "te", "ter",
"tor", "tori", "tre", "tro", "ve", "vi", "vise", "vur",
"vurse");
_city_name_end("", "", "", "", "", "", "", "", "", "", "", "", "der", "dom",
"dom", "dom", "don", "donar", "dum", "dun", "dun", "dun",
"forge", "forge", "gost", "gost", "grad", "grod", "grod",
"lan", "lind", "nar", "nar", "roth", "th", "th", "thun",
"thundar");
_base_combat(11);
_hp(120);
_food_consumption(105);
_warlikeness(-1);
_life_value(3);
_starting_population(CIT_PEASANT, 100);
_starting_resources (RES_GOLD, 6500);
_starting_resources (RES_WOOD, 2000);
_starting_resources (RES_STONE, 2000);
_birth_rate (CIT_PEASANT, 120);
_birth_rate (CIT_MERCHANT, 110);
_birth_rate (CIT_BURGHER, 100);
_citizen_ratio (CIT_MERCHANT, 10);
_citizen_ratio (CIT_BURGHER, 10);
_morale_requirement (CIT_MERCHANT, 40);
_morale_requirement (CIT_BURGHER, 60);
_low_tax_rate (CIT_PEASANT, 25);
_low_tax_rate (CIT_MERCHANT, 20);
_low_tax_rate (CIT_BURGHER, 15);
_high_tax_rate (CIT_PEASANT, 85);
_high_tax_rate (CIT_MERCHANT, 75);
_high_tax_rate (CIT_BURGHER, 65);
_relations(RACE_HUMAN, 1);
_relations(RACE_ELF, 1);
_relations(RACE_DWARF, 1);
_relations(RACE_ORC, -1);
_relations(RACE_TROLL, -5);
_relations(RACE_HALFLING, 1);
_relations(RACE_GNOME, 2);
_relations(RACE_MINOTAUR, 2);
_relations(RACE_RAKSHASA, 1);
_relations(RACE_NAGA, -1);
_skill(SKILL_FARMING, 2);
_skill(SKILL_HUNTING, 2);
_skill(SKILL_LIVESTOCK, 3);
_skill(SKILL_MINING, 5);
_skill(SKILL_FORESTRY, 2);
_skill(SKILL_CONSTRUCTION, 4);
_skill(SKILL_TRADE, 4);
_skill(SKILL_ESPIONAGE, 3);
_skill(SKILL_MAGIC, 2);
_skill(SKILL_EARTH_MAGIC, 5);
_skill(SKILL_WATER_MAGIC, 2);
_skill(SKILL_AIR_MAGIC, 1);
_skill(SKILL_FIRE_MAGIC, 3);
_skill(SKILL_LIFE_MAGIC, 2);
_skill(SKILL_DEATH_MAGIC, 2);
_description("\
Dwarves are a short, stocky <link=race>race</link>. They have a great \
affinity for tunnels and caverns, and their small stature helps to make them \
excellent <link=mining>miners</link>. Because of this, dwarves are usually \
most at home in <link=mountain>mountains</link> and <link=hill>foothills\
</link>, and less comfortable in wide open spaces. Their small size and great \
strength makes them excellent at navigating mountains, but slower than most \
when traveling open <link=plains>plains</link>.\n\
Dwarves are not particularly social creatures, and give birth more slowly than \
most races. They also often prefer to live as <link=homesteader>hermits\
</link> rather than in cities. Dwarves have strong regional ties, and are \
often more loyal to their home <link=city>city</link> rather than to some far-\
off <link=monarch>king</link>. They are rarely aggressive, but fight with a \
great ferocity if provoked. A dwarf can be rather difficult to kill! Their \
<link=armor>armor</link> and <link=weapons>weapons</link> are of legendary \
quality, particularly their <link=axes>battleaxes</link>, which are considered \
some of the best weapons in the world.\n\
Dwarves are fairly affable in regards to the other races in the world. They \
have a particular fondness for <link=gnomes>gnomes</link>, due to their \
similar stature and mountain homes.\n\
Dwarves fare rather poorly when it comes to <link=magic>magic</link>, and they \
lack an understanding of most <link=magical school>schools</link> of magic. \
However, they do possess an innate understanding of <link=earth magic>earth\
</link> magic, and their <link=geomancer>geomancers</link>, rare though they \
are, are among the most powerful in the world.\
");
_race(RACE_ORC);
_name("orc");
_plural_name("orcs");
_adjective("orcish");
_color(c_ltred);
_kingdom_color(c_red);
_kingdom_color(c_magenta);
_kingdom_color(c_brown);
/*
_kingdom_color(c_ltred);
_kingdom_color(c_yellow);
*/
_map_type(MAP_WASTELAND, 100);
_map_type(MAP_BASIN, 100);
_map_type(MAP_FOOTHILLS, 80);
_map_type(MAP_CANYON, 45);
_map_type(MAP_PLAINS, 40);
_map_type(MAP_JUNGLE, 15);
_map_type(MAP_MOUNTAINOUS, 10);
_map_type(MAP_DESERT, -10);
// Orcs' strength and affinity for hills make them better at traversing rocky
_travel_cost(MAP_WASTELAND, 33);
_travel_cost(MAP_FOOTHILLS, 40);
_travel_cost(MAP_ICY_FOOTHILLS, 80);
_travel_cost(MAP_MOUNTAINOUS, 200);
_travel_cost(MAP_ICY_MOUNTAIN, 350);
_travel_cost(MAP_CANYON, 33);
_cluster_size(4, 6);
_city_size(CITY_TYPE_CITY, 100, 1800);
_city_size(CITY_TYPE_DUCHY, 800, 4500);
_city_size(CITY_TYPE_CAPITAL, 2000, 9200);
_city_name_start("arz", "bhor", "bor", "boz", "dhul", "dush", "ghal",
"ghor", "ghul", "grag", "gros", "kaz", "khar", "khaz",
"khor", "khul", "kuz", "larg", "mhor", "mol", "mhol",
"narz", "nash", "orc", "orc", "orcr", "ork", "ork", "ork",
"ork", "orkr", "ors", "ors", "orz", "rhas", "rhaz", "ror",
"rhul", "rhuz", "santh", "sanz", "sarz", "sorz", "suth",
"taz", "thor", "tor", "thor", "ur", "urz", "vhoz", "wur",
"zath", "zho'", "zhuth");
_city_name_middle("", "", "", "", "", "", "", "", "",
" Khal", " Khal", " Khor", " Mhor", " Mhor", " Ork",
" Ork", " Rhi", " Vir", " Zhor", "ak", "ak", "akh", "akr",
"akr", "al", "anik", "ankh", "ar", "ark", "ath", "az",
"ek", "ek", "ekr", "el", "en", "ent", "entr", "enz", "er",
"erz", "et", "eth", "etr", "ez", "i'", "ik", "ikr", "in",
"ink", "inz", "ir", "nik", "nikr", "ok", "ok", "okr",
"uk", "uk", "uk", "uk", "ukr", "ukr", "ul", "ur", "urk",
"urz", "uz", "zek", "zel", "zhor");
_city_name_end("", "", "", "", "", "a", "a", "a", "ak", "al", "ani", "anik",
"arth", "ath", "az", "e", "el", "en", "ez", "o", "one", "or",
"ork", "orz", "os", "os", "ur", "urk", "urk", "uz", "uz");
_base_combat(14);
_hp(130);
_food_consumption(105);
_warlikeness(3);
_life_value(2);
_starting_population(CIT_PEASANT, 120);
_starting_resources (RES_GOLD, 5000);
_starting_resources (RES_WOOD, 2000);
_starting_resources (RES_STONE, 2000);
_birth_rate (CIT_PEASANT, 100);
_birth_rate (CIT_MERCHANT, 95);
_birth_rate (CIT_BURGHER, 90);
_citizen_ratio (CIT_MERCHANT, 15);
_citizen_ratio (CIT_BURGHER, 10);
_morale_requirement (CIT_MERCHANT, 30);
_morale_requirement (CIT_BURGHER, 50);
_low_tax_rate (CIT_PEASANT, 30);
_low_tax_rate (CIT_MERCHANT, 25);
_low_tax_rate (CIT_BURGHER, 20);
_high_tax_rate (CIT_PEASANT, 100);
_high_tax_rate (CIT_MERCHANT, 85);
_high_tax_rate (CIT_BURGHER, 70);
_relations(RACE_ELF, -1);
_relations(RACE_DWARF, 1);
_relations(RACE_ORC, 2);
_relations(RACE_GOBLIN, -1);
_relations(RACE_OGRE, 1);
_relations(RACE_TROLL, 1);
_relations(RACE_HALFLING, -3);
_relations(RACE_GNOME, -2);
_relations(RACE_MINOTAUR, 2);
_relations(RACE_RAKSHASA, 1);
_skill(SKILL_FARMING, 1);
_skill(SKILL_HUNTING, 4);
_skill(SKILL_LIVESTOCK, 2);
_skill(SKILL_MINING, 3);
_skill(SKILL_FORESTRY, 3);
_skill(SKILL_CONSTRUCTION, 2);
_skill(SKILL_TRADE, 2);
_skill(SKILL_ESPIONAGE, 2);
_skill(SKILL_MAGIC, 1);
_skill(SKILL_EARTH_MAGIC, 2);
_skill(SKILL_WATER_MAGIC, 1);
_skill(SKILL_AIR_MAGIC, 1);
_skill(SKILL_FIRE_MAGIC, 3);
_skill(SKILL_LIFE_MAGIC, 1);
_skill(SKILL_DEATH_MAGIC, 3);
_description("\
Orcs are a nasty, brutish <link=race>race</link>, and they are proud of it. \
Among all the races, orcs are the most eager for <link=war>conflict</link>. \
Orcish citizens quickly grow bored if there is not a war to fight; this is the \
opposite of most races, which <link=war weariness>grow discontent during war\
</link>. Fortunately (for them), orcs are naturally skilled in \
<link=combat>combat</link> and difficult to kill. <c=white>Un<c=/>\
fortunately, orcs are not very skilled at crafting <link=armor>armor</link> or \
<link=weapons>weapons</link>, and will usually seek to <link=trade>buy</link> \
them from a race who can produce better than their crude equipment.\n\
Outside of combat, orcs are largely unskilled. They are decent \
<link=mining>miners</link> and <link=forestry>woodsmen</link>, and good at the \
<link=hunting>hunt</link>, but fare poorly at other methods of obtaining \
food. Orcs tend to have food imported, or more often, raid cities and \
<link=caravan>trade caravans</link> for their food supply.\n\
Orcs fare quite well in any terrain. Their strength makes them better than \
most at traversing rough terrain, and they are quite happy living in \
<link=hill>hills</link> and <link=mountain>mountains</link>. Orcs have a \
complex social structure. While they do have a sense of loyalty to their \
<link=monarch>monarch</link> and <link=duke>dukes</link>, aggression is as \
common within an orc <link=kingdom>kingdom</link> as it is against other \
races. Orcish cities which fail to demonstrate their success in the \
battlefield will be perceived as weak and unworthy, and it is perfectly \
socially acceptable for their neighbors to attack and destroy them. Orcs do \
not have a typical sense of hereditary <link=succession>succession</link> as \
most races do. Instead, a duke - or even the king or queen - is replaced when \
one of their subjects manages to invade their city and kill them.\n\
Orcs' relations with other races are ruled by might. Orcs have respect for \
races who are skilled in combat, and nothing but contempt for those who are \
not. The only exception is their degenerate cousins the <link=goblins>goblins\
</link> - orcs should despise these weaklings, but instead only view them with \
a mild distaste.\n\
Orcs have one of the worst affinities for <link=magic>magic</link> of all the \
races, and only very rarely does an orc take up its study. They also fare \
very poorly in almost all <link=magical school>schools</link> of magic, the \
exceptions being <link=fire magic>fire</link> and <link=death magic>death\
</link>; and even those are only average.\
");
_race(RACE_GOBLIN);
_name("goblin");
_plural_name("goblins");
_adjective("goblin");
_color(c_ltgray);
_kingdom_color(c_ltgray);
_kingdom_color(c_brown);
_kingdom_color(c_red);
_map_type(MAP_WASTELAND, 100);
_map_type(MAP_BASIN, 80);
_map_type(MAP_PLAINS, 70);
_map_type(MAP_JUNGLE, 60);
_map_type(MAP_FOOTHILLS, 50);
_map_type(MAP_MOUNTAINOUS, 20);
_map_type(MAP_DESERT, -10);
// Gobbos are good in forests & mountains, bad in ice
_travel_cost(MAP_TUNDRA, 75);
_travel_cost(MAP_FOREST, 50);
_travel_cost(MAP_JUNGLE, 150);
_travel_cost(MAP_FOOTHILLS, 40);
_travel_cost(MAP_ICY_FOOTHILLS, 150);
_travel_cost(MAP_MOUNTAINOUS, 200);
_travel_cost(MAP_ICY_MOUNTAIN, 500);
_travel_cost(MAP_CANYON, 33);
_travel_cost(MAP_ICECAP, 150);
_cluster_size(5, 8);
_city_size(CITY_TYPE_CITY, 150, 2000);
_city_size(CITY_TYPE_DUCHY, 1200, 6000);
_city_size(CITY_TYPE_CAPITAL, 3000, 1200);
_city_name_start("ak", "ar", "bek", "bik", "bir", "bu", "buk", "dak", "dek",
"dik", "dir", "du", "ek", "er", "fek", "fik", "fu", "hak",
"hu", "ik", "ir", "kak", "ku", "kuk", "krak", "krek", "na",
"nak", "nik", "nuk", "pik", "prik", "pu", "su", "rak",
"rik", "ru", "ruk", "sak", "sek", "sik", "stak", "stek",
"stik", "stuk", "su", "suk", "tak", "tek", "tik", "tu",
"tuk", "tra", "trak", "trek", "trik", "truk", "u", "uk",
"vak", "vik", "vu");
_city_name_middle("", "", "", "", "", "", "", "", "", "", "", "", "", "",
"", "", "", "", "", "", "", "", "", "", "", "a", "aba",
"abi", "abu", "ada", "adi", "adu", "aka", "aki", "aku",
"ala", "ali", "alu", "ava", "avi", "avu", "la", "li",
"lu", "ra", "ri", "ru");
_city_name_end("ba", "bak", "bek", "bu", "buk", "da", "dak", "dek", "dik",
"du", "duk", "fak", "fik", "fuk", "hak", "hik", "huk", "ka",
"kak", "kek", "kik", "ku", "kuk", "na", "nak", "ni", "nik",
"nok", "nu", "nuk", "pa", "pak", "pi", "pik", "pok", "puk",
"rak", "rik", "ro", "ru", "ruk", "sak", "sik", "so", "sok",
"spak", "sprak", "suk", "tak", "tek", "tik", "to", "trak",
"trik", "truk");
_base_combat(8);
_hp(85);
_food_consumption( 90);
_warlikeness(-1);
_life_value(1);
_starting_population(CIT_PEASANT, 140);
_starting_resources (RES_GOLD, 4000);
_starting_resources (RES_WOOD, 1600);
_starting_resources (RES_STONE, 1600);
_birth_rate (CIT_PEASANT, 80);
_birth_rate (CIT_MERCHANT, 80);
_birth_rate (CIT_BURGHER, 80);
_citizen_ratio (CIT_MERCHANT, 20);
_citizen_ratio (CIT_BURGHER, 14);
_morale_requirement (CIT_MERCHANT, 50);
_morale_requirement (CIT_BURGHER, 75);
_low_tax_rate (CIT_PEASANT, 25);
_low_tax_rate (CIT_MERCHANT, 20);
_low_tax_rate (CIT_BURGHER, 15);
_high_tax_rate (CIT_PEASANT, 90);
_high_tax_rate (CIT_MERCHANT, 80);
_high_tax_rate (CIT_BURGHER, 60);
_relations(RACE_HUMAN, -1);
_relations(RACE_ELF, -2);
_relations(RACE_DWARF, 1);
_relations(RACE_ORC, 2);
_relations(RACE_GOBLIN, 1);
_relations(RACE_OGRE, 1);
_relations(RACE_TROLL, 2);
_relations(RACE_GNOME, 1);
_relations(RACE_RAKSHASA, 2);
_relations(RACE_NAGA, 1);
_skill(SKILL_FARMING, 3);
_skill(SKILL_HUNTING, 2);
_skill(SKILL_LIVESTOCK, 1);
_skill(SKILL_MINING, 3);
_skill(SKILL_FORESTRY, 2);
_skill(SKILL_CONSTRUCTION, 3);
_skill(SKILL_TRADE, 3);
_skill(SKILL_ESPIONAGE, 5);
_skill(SKILL_MAGIC, 2);
_skill(SKILL_EARTH_MAGIC, 2);
_skill(SKILL_WATER_MAGIC, 2);
_skill(SKILL_AIR_MAGIC, 3);
_skill(SKILL_FIRE_MAGIC, 2);
_skill(SKILL_LIFE_MAGIC, 2);
_skill(SKILL_DEATH_MAGIC, 2);
_description("\
Goblins are a distant cousin of <link=orcs>orcs</link>, though the resemblance \
is faint. Unlike their large, strong, vicious relatives, goblins are small in \
stature (often measuring less than four feet tall) and cowardly in nature. \
They fare poorly in <link=combat>combat</link> and are quite easily killed. \
However, they possess a cunning nature and make excellent <link=espionage>spies\
</link> and <link=sabotauge>saboteurs</link>. Other <link=race>races</link> \
are wary of goblins, and rightfully so; they'll profess to be your friend, all \
the while spying on your <link=city>cities</link> and selling what they learn \
to your enemies. If they feel they have an opportunity, goblins will happily \
backstab you for whatever reward they can reap. Still, goblins are eager to \
find customers for their mercenary-spies, and they can be a good friend to \
have.\n\
One of the most notable traits of goblins is their \
<link=citizen reproduction>fecundity</link>. Few races give birth in greater \
numbers than goblins do. With this high birth rate comes a low sense of the \
value of a life; goblins don't find it particularly immoral to kill another \
goblin, and suicide missions are accepted as a fact of life. Goblin cities \
tend to be dominated by the <link=peasants>peasant</link> population, as this \
lowly caste feels more \"natural\" to them. Though decent as \
<link=farming>farmers</link>, goblins fare poorly at the <link=hunting>hunt\
</link>, and even worse at keeping <link=livestock>livestock</link>; they have \
absolutely no affinity for animals.\n\
Goblins actually respect and even like members of other races, in particular \
those seen as \"ugly\" by <link=humans>humans</link> and <link=elves>elves\
</link> - whom the goblins despise due to their vanity and beauty. Goblins \
carry a particular fondness for their cousins the orcs. Unfortunately for the \
poor goblins, almost none of these admirations are returned.\n\
Goblins are quite poor at the study of <link=magic>magic</link>, lacking both \
the patience and the depth of thought required for its mastery. They lack an \
affinity for any of the <link=magical school>schools of magic</link>, save for \
<link=air magic>air magic</link> at which they are merely average.\
");
_race(RACE_OGRE);
_name("ogre");
_plural_name("ogres");
_adjective("ogre");
_color(c_yellow);
_kingdom_color(c_brown);
_kingdom_color(c_red);
_kingdom_color(c_magenta);
_map_type(MAP_BASIN, 100);
_map_type(MAP_PLAINS, 90);
_map_type(MAP_WASTELAND, 50);
_map_type(MAP_FOOTHILLS, 40);
_map_type(MAP_DESERT, -40);
_map_type(MAP_JUNGLE, -30);
_map_type(MAP_SWAMP, -20);
_map_type(MAP_MOUNTAINOUS, -10);
// Ogres' size make them bad at navigating tight quarters, like forests. But
// they can traverse rocky areas more easily.
_travel_cost(MAP_WASTELAND, 33);
_travel_cost(MAP_FOREST, 150);
_travel_cost(MAP_SWAMP, 175);
_travel_cost(MAP_JUNGLE, 300);
_travel_cost(MAP_FOOTHILLS, 33);
_travel_cost(MAP_ICY_FOOTHILLS, 66);
_travel_cost(MAP_MOUNTAINOUS, 200);
_travel_cost(MAP_ICY_MOUNTAIN, 350);
_travel_cost(MAP_CANYON, 33);
_cluster_size(1, 3);
_city_size(CITY_TYPE_CITY, 50, 800);
_city_size(CITY_TYPE_DUCHY, 500, 2800);
_city_size(CITY_TYPE_CAPITAL, 1400, 5000);
// End with lr
_city_name_start("al", "ar", "bal", "bar", "bel", "bil", "dal", "dar",
"del", "el", "fal", "far", "ful", "hal", "har", "her",
"hul", "il", "ir", "lar", "lor", "lur", "mal", "mar",
"mel", "mer", "mil", "mor", "mul", "mur", "nal", "nar",
"nel", "nil", "nor", "nul", "or", "rel", "ril", "tal",
"tar", "ter", "til", "tor", "tul", "ur", "war", "wer",
"wil", "wor", "yal", "yar", "yel", "yil", "yor", "yus");
// Start with bdkt, end with vowel or lr
_city_name_middle("", "", "", "", "bal", "bar", "ba", "bel", "be", "bil",
"bi", "bor", "bo", "bul", "bur", "bu", "dal", "dar",
"da", "del", "de", "dil", "di", "dor", "do", "dul",
"du", "kal", "kar", "ka", "kel", "ke", "kil", "ki",
"kor", "ko", "kul", "ku", "tal", "tar", "ta", "tel",
"te", "til", "ti", "tor", "to", "tu");
// Start with bdkt, end with aodklnrt,rd,rk,rt,
_city_name_end("", "", "", "", "ba", "bad", "bak", "ban", "bar", "bat",
"bard", "bark", "bart", "bed", "bek", "bel", "ben", "bet",
"berd", "bid", "bik", "bil", "bin", "bit", "birk", "birt",
"bo", "bod", "bok", "bon", "bot", "bord", "bork", "bort",
"bud", "buk", "bun", "bur", "but", "burd", "burk", "burt",
"da", "dad", "dak", "dal", "dan", "dar", "dat", "dard",
"dark", "dart", "ded", "dek", "del", "den", "det", "derk",
"dert", "did", "dil", "din", "dit", "dirk", "dirt", "do",
"dod", "dok", "don", "dor", "dot", "dork", "dort", "dud",
"duk", "dun", "dut", "durk", "durt", "ka", "kad", "kal",
"kan", "kar", "kat", "kard", "kark", "kart", "ked", "kel",
"ken", "ket", "kerk", "kert", "kid", "kik", "kin", "kit",
"kirk", "ko", "kod", "kok", "kol", "kon", "kor", "kot",
"kord", "kork", "kort", "kud", "kuk", "kul", "kut", "kurd",
"kurk", "kurt", "ta", "tad", "tak", "tal", "tan", "tar",
"tat", "tard", "tark", "tart", "ted", "tek", "tel", "ten",
"ter", "tet", "terd", "terk", "tert", "tid", "tik", "til",
"tin", "tit", "tird", "tird", "tirt", "to", "tod", "tok",
"ton", "tor", "tot", "tord", "tork", "tort", "tud", "tuk",
"tun", "tut", "turd", "turk", "turt");
_base_combat(13);
_hp(150);
_food_consumption(140);
_warlikeness(-2);
_life_value(4);
_starting_population(CIT_PEASANT, 90);
_starting_resources (RES_GOLD, 4500);
_starting_resources (RES_WOOD, 2800);
_starting_resources (RES_STONE, 2800);
_birth_rate (CIT_PEASANT, 120);
_birth_rate (CIT_MERCHANT, 110);
_birth_rate (CIT_BURGHER, 100);
_citizen_ratio (CIT_MERCHANT, 10);
_citizen_ratio (CIT_BURGHER, 10);
_morale_requirement (CIT_MERCHANT, 50);
_morale_requirement (CIT_BURGHER, 70);
_low_tax_rate (CIT_PEASANT, 20);
_low_tax_rate (CIT_MERCHANT, 15);
_low_tax_rate (CIT_BURGHER, 10);
_high_tax_rate (CIT_PEASANT, 80);
_high_tax_rate (CIT_MERCHANT, 65);
_high_tax_rate (CIT_BURGHER, 50);
_relations(RACE_HUMAN, 2);
_relations(RACE_ELF, 2);
_relations(RACE_DWARF, 1);
_relations(RACE_ORC, -2);
_relations(RACE_GOBLIN, -1);
_relations(RACE_OGRE, 3);
_relations(RACE_TROLL, -4);
_relations(RACE_HALFLING, 3);
_relations(RACE_GNOME, -1);
_relations(RACE_RAKSHASA, 1);
_relations(RACE_MINOTAUR, 2);
_skill(SKILL_FARMING, 4);
_skill(SKILL_HUNTING, 2);
_skill(SKILL_LIVESTOCK, 4);
_skill(SKILL_MINING, 3);
_skill(SKILL_FORESTRY, 4);
_skill(SKILL_CONSTRUCTION, 2);
_skill(SKILL_TRADE, 2);
_skill(SKILL_ESPIONAGE, 2);
_skill(SKILL_MAGIC, 2);
_skill(SKILL_EARTH_MAGIC, 4);
_skill(SKILL_WATER_MAGIC, 4);
_skill(SKILL_AIR_MAGIC, 3);
_skill(SKILL_FIRE_MAGIC, 3);
_skill(SKILL_LIFE_MAGIC, 4);
_skill(SKILL_DEATH_MAGIC, 2);
_description("\
Ogres are a large, lumbering <link=race>race</link>, resembling a huge version \
of something from <link=humans>humans</link>' evolutionary past. Their size \
and innate strength make them decent fighters and quite difficult to kill, but \
in fact ogres are a rather peaceful race. The structure of their \
<link=kingdom>kingdoms</link> is rather loose, and often ogres would rather \
lead a <link=homesteaders>solitary existence</link> rather than accept the \
social contract of living in a <link=city>city</link>.\n\
Their large size gives ogres quite an appetite, and two ogres eat almost as \
much as three humans. Fortunately for them, ogres are skilled \
<link=farming>farmers</link> and keepers of <link=livestock>livestock</link>. \
They are good <link=forestry>woodsmen</link> as well, but their size makes it \
difficult for them to navigate <link=forest>forests</link> and other dense \
terrain.\n\
Ogres <link=citizen reproduction>give birth</link> somewhat slowly, and tend \
to live in smaller numbers than most races. Families tend to be small but \
close-knit.\n\
Ogres get along quite well with most other races, in particular their tiny \
agrarian friends the <link=halflings>halflings</link>. Due to their peace-\
loving ways, ogres harbor a dislike for the more warfaring races like \
<link=orcs>orcs</link>. They're also highly distrustful of the arcane studies \
of the <link=gnomes>gnomes</link> and of the wily ways of the \
<link=goblins>goblins</link>.\n\
Ogres don't have a particularly strong affinity for <link=magic>magic</link>, \
but on the rare occasion that an ogre does undertake the study required to \
become a <link=mage>mage</link> they have a strong connection to \
<link=earth magic>earth</link>, <link=water magic>water</link> and \
<link=life magic>life</link> magic, and fare well at most others.\
");
_race(RACE_TROLL);
_name("troll");
_plural_name("trolls");
_adjective("trollish");
_color(c_dkgray);
_kingdom_color(c_ltgray);
_kingdom_color(c_brown);
_kingdom_color(c_red);
_map_type(MAP_FOOTHILLS, 100);
_map_type(MAP_CANYON, 100);
_map_type(MAP_MOUNTAINOUS, 80);
_map_type(MAP_SWAMP, -40);
_map_type(MAP_PLAINS, -20);
_travel_cost(MAP_WASTELAND, 25);
_travel_cost(MAP_MOUNTAINOUS, 150);
_travel_cost(MAP_ICY_MOUNTAIN, 250);
_cluster_size(1, 2);
_city_size(CITY_TYPE_CITY, 25, 300);
_city_size(CITY_TYPE_DUCHY, 200, 800);
_city_size(CITY_TYPE_CAPITAL, 500, 2000);
_city_name_start("ak", "ar", "ark", "buk", "bur", "burk", "duk", "dar",
"dark", "dur", "dor", "durk", "ek", "er", "hak", "har",
"hark", "hek", "hur", "hurk", "lar", "luk", "lor", "lork",
"lur", "mak", "mar", "mark", "mor", "muk", "mur", "murk",
"rak", "rek", "rok", "ruk", "tak", "tar", "tark", "tek",
"ter", "terk", "tuk", "turk", "uk", "ur", "urk");