// Auto-generated by Matt Caspermeyer 02-Jun-2004 for Hyperion Patch V1.4 - see bottom of file for changes
//
// terrain movement cost chart
//
// Last Modified by Matt Caspermeyer 28OCT03 for Hyperion Patch V1.4
//
// Map Editor Notes:
//
// +---------------------------------------+--------------------------------------------------+
// |Tile Modifiers                         |  Tile Types				      |
// |                                   Tile Sets					      |
// |Normal/Ice/Jungle/Barren  City         |  Normal     City     Ice        Jungle     Barren|
// +---------------------------------------+--------------------------------------------------+
// |Mountain                  Tower        |  Ocean...................................  Mud   |
// |Hill...........................        |  Grass...................................  Dirt  |
// |Delta..........................        |  Arid Grass Concrete Arid Grass..........  Dirt  |
// |River..........................        |  Desert..................................  Dust  |
// |Road...........................        |  Ice        Tundra   Ice        Tundra     Crust |
// |Tree                      Urban Sprawl |  Tundra     Jungle   Tundra     Jungle     Crust |
// +---------------------------------------+--------------------------------------------------+
//
// 1. Tile Types cannot be mixed.
// 2. Tree can be mixed with Mountain, Hill, and River as long as it is placed first
// 3. Road can be mixed with any terrain except ocean (even on Barren worlds).
// 4. No other Tile Modifiers can be mixed.
//
// names of terrains and tile set types MUST stay in the order below
// for each type of terrain, lists the tile set type and the movement cost
// for the movement types...foot, wheel, tread, air, naval, space, hover, jump,
// crawler, lander
//
// desert row heading is for city planets
//
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "ocean"
   "normal"     "0.0 1.0 0.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0"
   "desert"     "0.0 1.0 0.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0"
   "ice"        "0.0 1.0 0.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0"
   "jungle"     "0.0 1.0 0.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0"
   "barren"     "2.0 2.0 2.0 1.5 0.0 1.0 1.0 1.0 2.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "grass"
   "normal"     "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "desert"     "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "ice"        "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "jungle"     "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "barren"     "1.0 2.0 1.0 1.5 0.0 1.0 1.0 1.0 2.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "arid grass"
   "normal"     "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "desert"     "1.0 1.0 1.0 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "ice"        "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "jungle"     "1.0 1.5 1.0 1.0 0.0 1.0 1.0 1.0 1.5 1.0"
   "barren"     "1.0 2.0 1.0 1.5 0.0 1.0 1.0 1.0 2.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "desert"
   "normal"     "2.0 3.0 1.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "desert"     "2.0 3.0 1.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "ice"        "2.0 3.0 1.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "jungle"     "2.0 3.0 1.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "barren"     "1.5 3.0 1.5 1.5 0.0 1.0 1.0 1.0 3.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "ice"
   "normal"     "3.0 3.5 2.5 1.0 0.0 1.0 1.0 1.0 3.5 1.0"
   "desert"     "2.5 3.0 2.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "ice"        "3.0 3.5 2.5 1.0 0.0 1.0 1.0 1.0 3.5 1.0"
   "jungle"     "2.5 3.0 2.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "barren"     "1.0 1.5 1.0 1.5 0.0 1.0 1.0 1.0 1.5 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "tundra"
   "normal"     "2.0 3.0 1.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "desert"     "2.5 4.5 3.0 1.0 0.0 1.0 1.0 1.0 4.5 1.0"
   "ice"        "2.5 3.0 2.5 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "jungle"     "2.5 4.5 3.0 1.0 0.0 1.0 1.0 1.0 4.5 1.0"
   "barren"     "1.0 1.5 1.0 1.5 0.0 1.0 1.0 1.0 1.5 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "mountain"
   "normal"     "3.0 7.5 5.0 1.0 0.0 1.0 1.0 1.0 7.5 1.0"
   "desert"     "1.5 3.0 2.0 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "ice"        "3.5 8.0 5.5 1.0 0.0 1.0 1.0 1.0 8.0 1.0"
   "jungle"     "3.0 7.5 5.0 1.0 0.0 1.0 1.0 1.0 7.5 1.0"
   "barren"     "3.0 7.5 5.0 1.5 0.0 1.0 1.0 1.0 7.5 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "hill"
   "normal"     "2.0 6.0 4.0 1.0 0.0 1.0 1.0 1.0 6.0 1.0"
   "desert"     "2.0 6.0 4.0 1.0 0.0 1.0 1.0 1.0 6.0 1.0"
   "ice"        "2.5 6.5 4.5 1.0 0.0 1.0 1.0 1.0 6.5 1.0"
   "jungle"     "2.0 6.0 4.0 1.0 0.0 1.0 1.0 1.0 6.0 1.0"
   "barren"     "2.0 6.0 4.0 1.5 0.0 1.0 1.0 1.0 6.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "tree"
   "normal"     "1.5 3.0 2.0 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "desert"     "1.5 2.5 1.5 1.0 0.0 1.0 1.0 1.0 2.5 1.0"
   "ice"        "1.5 3.0 2.0 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "jungle"     "1.5 3.0 2.0 1.0 0.0 1.0 1.0 1.0 3.0 1.0"
   "barren"     "1.5 3.0 2.0 1.5 0.0 1.0 1.0 1.0 3.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "river"
   "normal"     "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "desert"     "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "ice"        "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "jungle"     "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "barren"     "2.0 2.0 2.0 1.5 0.0 1.0 1.0 1.0 2.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "delta"
   "normal"     "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "desert"     "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "ice"        "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "jungle"     "1.5 1.0 1.5 1.0 0.0 1.0 1.0 1.0 1.0 1.0"
   "barren"     "2.0 2.0 2.0 1.5 0.0 1.0 1.0 1.0 2.0 1.0"
}
//               Fot Wat Trd Air Nav Spc Hov Jmp Crl Lan
{ "road"
   "normal"     "0.1 0.1 0.1 0.1 0.0 1.0 1.0 1.0 0.1 1.0"
   "desert"     "0.1 0.1 0.1 0.1 0.0 1.0 1.0 1.0 0.1 1.0"
   "ice"        "0.1 0.1 0.1 0.1 0.0 1.0 1.0 1.0 0.1 1.0"
   "jungle"     "0.1 0.1 0.1 0.1 0.0 1.0 1.0 1.0 0.1 1.0"
   "barren"     "0.1 0.1 0.1 1.5 0.0 1.0 1.0 1.0 0.1 1.0"
}
// Changes from V1.375 to V1.4
//
// Crawler and Water (Wheel) now move on land. They are considered
// to have wheels or tracks such that they are amphibius units.
// Note that their movement on land is slow.
// I think that having water units move on delta hexes is causing
// the game to crash so I'm going to 0 out there movement in
// Delta and River hexes (Crawler, Naval, Water)
// Forgot to make Space and Jump road movement 0.1 - fixed!
// I didn't see a reason not to allow Space and Jump units move
// like Landers on the ground so I changed them to move just
// like Landers on the ground.
// Foot units now use more movement through mountainous terrain.
// Hover and Lander move the same as Air units on all terrain.
//
// Changes from V1.35 to V1.375beta
//
// Decreased movement of Tread units through Mountains and Trees.
// Adjusted movement so that it now matches the pictures being used
// for the terrain rather than the description. For instance, Tundra
// may show up in the Tundra slot for certain planet types and then in
// the Ice slot for other planet types.
// Movement through City planet type (desert) for mountains and trees
// now has now encumberance on a unit's movement. This is to represent
// the infrastructure of this terrain, allowing units to move very
// rapidly over it.
// With the increased movement of Tread and Hover units in UNIT.DAT
// I've modified the movement of these units and well as a minor
// adjustment to some of the other movement types as well.
//
// Changes from V1.2 to V1.35beta
//
// Adjusted Foot, Tread, and Hover movement
// Landers now move across water just like an Air or Naval unit.
// Experimenting with the movement of Naval units through River hexes.
//
// With the advent of EFS V1.4, I've made the Naval,
// Wheel, and Crawler units move 0.0 through roads. This helps prevent crashing problems during movement, but they can still attack cities on the coast.
//
// Changes from V1.1 to V1.2
//
// Wheel Units are now just like Crawlers and can only move on water.
// This is so that Non-PTS Naval units will not give away their location when enemy ships land within 5 hexes of them.
//
// Changes from V1.0 to V1.1
//
// Landers can now move on the ground similar to foot units
