unfucking the mod
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432
common/terrain_types/00_terrains.txt
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432
common/terrain_types/00_terrains.txt
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@provisions_cost_minimal = 25
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@provisions_cost_light = 50
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@provisions_cost_medium = 80
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@provisions_cost_high = 100
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@provisions_cost_extreme = 150
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plains = {
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color = hsv { 0.1 0.5 0.8 }
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travel_danger_color = hsv { 0.1 0.5 0.8 }
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travel_danger_score = 10
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provision_cost = @provisions_cost_light
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county_fertility = 30
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province_modifier = {
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supply_limit_mult = 0
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travel_danger = 10
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county_fertility_growth_add = plains_county_fertility_value
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}
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audio_parameter = 1.0
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}
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sea = {
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color = hsv { 0.0 0.0 0.1 0 }
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travel_danger_color = hsv { 0.00 0.00 1.00 0.00 }
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travel_danger_score = 20
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provision_cost = @provisions_cost_high
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province_modifier = {
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travel_danger = 75
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}
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}
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coastal_sea = {
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color = hsv { 0.0 0.0 0.1 0 }
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travel_danger_color = hsv { 0.00 0.00 1.00 0.00 }
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travel_danger_score = 20
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provision_cost = @provisions_cost_medium
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province_modifier = {
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travel_danger = 50
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}
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}
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farmlands = {
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color = hsv { 0 1 1 }
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provision_cost = @provisions_cost_minimal
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county_fertility = 40
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province_modifier = {
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supply_limit_mult = 0.5
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county_fertility_growth_add = farmlands_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = 0.2
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}
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audio_parameter = 1.0
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}
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hills = {
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color = hsv { 29 0.867 0.353 }
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travel_danger_color = hsv { 29 0.6 0.353 }
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travel_danger_score = hills_danger_value
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provision_cost = @provisions_cost_light
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county_fertility = 20
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province_modifier = {
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supply_limit_mult = -0.1
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travel_danger = hills_danger_value
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county_fertility_growth_add = hills_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.1
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}
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defender_combat_effects = {
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name = combat_hills
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image = combat_hills
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advantage = 5
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}
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movement_speed = 0.8
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combat_width = 0.8
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audio_parameter = 1.0
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}
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mountains = {
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color = hsv { 0 0 0.392 }
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travel_danger_color = hsv { 0 0 0.392 }
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travel_danger_score = mountains_danger_value
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provision_cost = @provisions_cost_extreme
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county_fertility = 15
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province_modifier = {
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supply_limit_mult = -0.5
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travel_danger = mountains_danger_value
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county_fertility_growth_add = mountains_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.25
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}
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defender_combat_effects = {
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name = combat_mountain
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image = combat_mountain
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advantage = 12
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}
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movement_speed = 0.5
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combat_width = 0.5
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audio_parameter = 6.0
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}
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desert = {
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color = hsv { 0.15 1 1 } #{ 225 255 0 }
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travel_danger_color = hsv { 0.16 0.7 0.8 }
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travel_danger_score = desert_danger_value
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provision_cost = @provisions_cost_extreme
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county_fertility = 20
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province_modifier = {
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supply_limit_mult = -0.3
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travel_danger = desert_danger_value
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county_fertility_growth_add = desert_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.5
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}
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movement_speed = 0.7
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audio_parameter = 2.0
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}
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desert_mountains = {
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color = hsv { 0.7 0.5 0.15 }
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travel_danger_color = hsv { 0 0 0.392 }
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travel_danger_score = desert_mountains_danger_value
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provision_cost = @provisions_cost_extreme
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county_fertility = 20
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province_modifier = {
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supply_limit_mult = -0.6
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travel_danger = desert_mountains_danger_value
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county_fertility_growth_add = desert_mountains_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.5
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}
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defender_combat_effects = {
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name = combat_desert_mountains
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image = defender_desert_mountains
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advantage = 12
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}
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defender_modifier = {
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retreat_losses = -0.3
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}
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movement_speed = 0.5
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combat_width = 0.5
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audio_parameter = 7.0
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}
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oasis = {
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color = hsv { 0.7 0.3 0.8 }
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travel_danger_color = hsv { 0.16 0.7 0.8 }
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travel_danger_score = 10
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provision_cost = @provisions_cost_minimal
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county_fertility = 30
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province_modifier = {
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supply_limit_mult = 0.1
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travel_danger = 10
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county_fertility_growth_add = oasis_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = 0.1
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}
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movement_speed = 1
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audio_parameter = 10.0
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}
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jungle = {
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color = { 10 60 35 }
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travel_danger_color = { 10 60 35 }
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travel_danger_score = jungle_danger_value
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provision_cost = @provisions_cost_high
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county_fertility = 10
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province_modifier = {
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supply_limit_mult = -0.25
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travel_danger = jungle_danger_value
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county_fertility_growth_add = jungle_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.4
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}
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defender_combat_effects = {
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name = combat_jungle
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image = defender_jungle
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advantage = 6
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}
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movement_speed = 0.5
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combat_width = 0.7
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audio_parameter = 8.0
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}
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forest = {
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color = hsv { 0.3 0.75 0.7 } #50 255 25
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travel_danger_color = hsv { 0.37 0.8 0.5 }
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travel_danger_score = forest_danger_value
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provision_cost = @provisions_cost_light
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county_fertility = 15
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province_modifier = {
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supply_limit_mult = -0.1
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travel_danger = forest_danger_value
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county_fertility_growth_add = forest_county_fertility_value
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}
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defender_combat_effects = {
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name = combat_forest
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image = defender_forest
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advantage = 3
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}
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movement_speed = 0.8
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combat_width = 0.9
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audio_parameter = 4.0
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entity = "forest_birds_01"
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}
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taiga = {
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color = hsv { 0.4 0.7 0.6 } #0 90 0
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travel_danger_color = hsv { 0.37 0.8 0.5 }
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travel_danger_score = taiga_danger_value
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provision_cost = @provisions_cost_high
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county_fertility = 15
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province_modifier = {
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supply_limit_mult = -0.2
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travel_danger = taiga_danger_value
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county_fertility_growth_add = taiga_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.05
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}
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defender_combat_effects = {
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name = combat_taiga
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image = defender_taiga
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advantage = 4
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}
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movement_speed = 0.8
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combat_width = 0.8
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audio_parameter = 9.0
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}
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wetlands = {
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color = hsv { 0.5 0.5 0.6 } #75 200 200
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travel_danger_color = { 47 128 97 }
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travel_danger_score = wetlands_danger_value
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provision_cost = @provisions_cost_medium
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county_fertility = 20
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province_modifier = {
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supply_limit_mult = -0.25
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travel_danger = wetlands_danger_value
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county_fertility_growth_add = wetlands_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.25
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}
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attacker_modifier = {
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hard_casualty_modifier = 0.2
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retreat_losses = 0.25
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}
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defender_modifier = {
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hard_casualty_modifier = 0.2
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retreat_losses = 0.25
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}
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defender_combat_effects = {
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name = combat_wetlands
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image = defender_wetlands
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advantage = 5
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}
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movement_speed = 0.7
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combat_width = 0.6
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audio_parameter = 3.0
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}
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steppe = {
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color = { 200 100 25 }
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travel_danger_color = hsv { 0.16 0.7 0.8 }
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travel_danger_score = steppe_danger_value
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provision_cost = @provisions_cost_medium
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county_fertility = 30
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province_modifier = {
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supply_limit_mult = 0
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travel_danger = steppe_danger_value
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county_fertility_growth_add = steppe_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.5
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}
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audio_parameter = 5.0
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}
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floodplains = {
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color = hsv { 0.7 0.8 0.6 } #200 50 100
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travel_danger_color = { 47 128 97 }
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travel_danger_score = floodplains_danger_value
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provision_cost = @provisions_cost_minimal
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county_fertility = 30
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province_modifier = {
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supply_limit_mult = 0.35
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travel_danger = floodplains_danger_value
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county_fertility_growth_add = floodplains_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = 0.2
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}
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combat_width = 0.75
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audio_parameter = 2.0
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}
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drylands = {
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color = { 220 45 120 }
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travel_danger_color = hsv { 0.16 0.7 0.8 }
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travel_danger_score = drylands_danger_value
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provision_cost = @provisions_cost_medium
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county_fertility = 25
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province_modifier = {
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supply_limit_mult = 0
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travel_danger = drylands_danger_value
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county_fertility_growth_add = drylands_county_fertility_value
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}
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county_capital_modifier = {
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development_growth_factor = -0.05
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}
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audio_parameter = 1.0
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}
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tells = {
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color = { 161 102 95 }
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travel_danger_color = { 61 102 95 }
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travel_danger_score = hills_danger_value
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provision_cost = @provisions_cost_medium
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county_fertility = 25
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province_modifier = {
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supply_limit_mult = -0.1
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travel_danger = hills_danger_value
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county_fertility_growth_add = hills_county_fertility_value
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}
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defender_combat_effects = {
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name = combat_tells
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image = combat_tells
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advantage = 8
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}
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movement_speed = 0.75
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combat_width = 0.8
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audio_parameter = 1.0
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}
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terraced_hills = {
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color = rgb { 225 35 40 }
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travel_danger_color = rgb { 225 35 40 }
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travel_danger_score = hills_danger_value
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provision_cost = @provisions_cost_light
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province_modifier = {
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supply_limit_mult = 0.1
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}
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county_capital_modifier = {
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development_growth_factor = 0.1
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}
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defender_combat_effects = {
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name = combat_hills
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image = combat_hills
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advantage = 5
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}
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movement_speed = 0.8
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combat_width = 0.8
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audio_parameter = 1.0
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}
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52
common/terrain_types/_terrains.info
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52
common/terrain_types/_terrains.info
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key = {
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movement_speed = 1 # Speed on this type of terrain
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attacker_modifier = {} # Modifiers for the attackers in a combat. See note on allowed modifiers below.
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defender_modifier = {} # Modifiers for the defender in a combat. See note on allowed modifiers below.
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attacker_combat_effects = {} # Combat effect for the attackers. Look for common/combat_effects/_combat_effects.info for more information on how script this one.
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defender_combat_effects = {} # Combat effect for the attackers. Look for common/combat_effects/_combat_effects.info for more information on how script this one.
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color = { r g b } # Terrain color for the terrain type map mode
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combat_width = 1 # Multiplier on the combat width
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audio_parameter = 0 # Used to check the audio to play
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province_modifier = {} # Modifier applied to the province. See note on allowed modifiers below.
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county_capital_modifier = {} # Modifier applied to the province if it is the county capital. See note on allowed modifiers below.
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travel_danger_score = 0 # The amount of danger this terrain provides when travelling over it.
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travel_danger_color = 0 # Terrain color for the travel planner map mode if the danger score is higher than the player's safety.
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provision_cost = 0 # The amount of provison cost for this terrain type when moving your domicile
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county_fertility = 0 # The amount of Fertility contributed by this terrain type. Used to calculate Base County Fertility for relevant counties
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entity = "forest_birds_01" # Environmental graphical asset shown in this terrain.
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Allowed Modifiers
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=================
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Modifiers referenced by a terrain object can be only generic (hardcoded) modifiers, or modifiers generated from the following databases:
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- schemes
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- holdings
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- lifestyles
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- regions
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Other generated modifiers are _not_ allowed, such as those from other terrains, men_at_arms_types, cultures, or governments.
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Generated Modifiers
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===================
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Each terrain type adds this modifiers automatically:
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KEY + _attrition_mult = 0 # Multiplier applied to attition of the terrain terrain type
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KEY + _cancel_negative_supply = yes # Discards supply penalties from the terrain type
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KEY + _advantage = 0 # Advantage during the combat
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KEY + _development_growth = 0.2 # Development growth if capital of a county is this terrain
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KEY + _development_growth_factor = 0.2 # Development growth factor if capital of a county is this terrain
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KEY + _construction_gold_cost = 0.2
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KEY + _holding_construction_gold_cost = 0.2
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KEY + _construction_piety_cost = 0.2
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KEY + _holding_construction_piety_cost = 0.2
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KEY + _construction_prestige_cost = 0.2
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KEY + _holding_construction_prestige_cost = 0.2
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KEY + _supply_limit = 200
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KEY + _supply_limit_mult = 0.2
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KEY + _tax_mult = 0.2
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KEY + _levy_size = 0.2
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KEY + _min_combat_roll = 0.2
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KEY + _max_combat_roll = 0.2
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KEY + _travel_danger = 0.2
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KEY + _provision_use_mult = 0.2
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