// the tags we are going to use for the different types:

TYPE DETERMINED_FOOT
TYPE HEAVY_FOOT
TYPE MIXED_FOOT
TYPE MEDIUM_FOOT
TYPE WARRIORS
TYPE LIGHT_FOOT
TYPE DRAGOONS
TYPE MOB
TYPE BATTLE_WAGONS
TYPE ARTILLERY
TYPE LIGHT_ARTILLERY
TYPE GENDARMES
TYPE CAVALIERS
TYPE HORSE
TYPE DETERMINED_HORSE
TYPE LIGHT_HORSE
TYPE CAVALRY
TYPE COMMANDED_SHOT
TYPE CAMELRY
TYPE ELEPHANTS
TYPE TRAIN
TYPE BOAT
TYPE SHIP

// now we list for each type, the AP cost of moving across this tile
// if covervalue0 is greater than 40 it means you cannot infiltrate. Roads & tracks should be less than 40.

[OpenGround]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 6
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Enclosed]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 4
TRAIN 8
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 1   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Stream]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 4
TRAIN 8
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 1   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[StreamMedium]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 4
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 30    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 2   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[StreamDeep]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 4
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open , 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[DeadGround]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 6
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Wreck]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 6
WARRIORS 6
LIGHT_FOOT 4
DRAGOONS 4
MOB 6
BATTLE_WAGONS 100
ARTILLERY 100
LIGHT_ARTILLERY 100
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 4
TRAIN 100
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 30    // % damage inflicted if target is stationary
COVERVALUE1 80    // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[RoughGround]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 4
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 30    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 2   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Building]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 66    // % damage inflicted if target is stationary
COVERVALUE1 90    // % damage inflicted if target is moving
COVERVALUE2 50    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 1   // 0 = non-built-up area, 1 = built-up area

[BuiltUpArea]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 66    // % damage inflicted if target is stationary
COVERVALUE1 90    // % damage inflicted if target is moving
COVERVALUE2 50    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 2   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 1   // 0 = non-built-up area, 1 = built-up area

[Forest]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 8
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 66    // % damage inflicted if target is stationary
COVERVALUE1 90    // % damage inflicted if target is moving
COVERVALUE2 30    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Marsh]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 100
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 90    // % damage inflicted if target is stationary
COVERVALUE1 100    // % damage inflicted if target is moving
COVERVALUE2 100   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Vineyard]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 100
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 80    // % damage inflicted if target is stationary
COVERVALUE1 100    // % damage inflicted if target is moving
COVERVALUE2 100   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[LightFortifications]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 100
ARTILLERY 8
LIGHT_ARTILLERY 4
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 6
TRAIN 10
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary - because FF don't necessarily cover all 4 sides of tile, cover dealt with in CalculateCoverModifier()
COVERVALUE1 100    // % damage inflicted if target is moving - because FF don't necessarily cover all 4 sides of tile, cover dealt with in CalculateCoverModifier()
COVERVALUE2 50    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 1   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[MediumFortifications]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 100
ARTILLERY 8
LIGHT_ARTILLERY 4
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 6
TRAIN 10
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary - because FF don't necessarily cover all 4 sides of tile, cover dealt with in CalculateCoverModifier()
COVERVALUE1 100    // % damage inflicted if target is moving - because FF don't necessarily cover all 4 sides of tile, cover dealt with in CalculateCoverModifier()
COVERVALUE2 50    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 2   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[HeavyFortifications]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 6
WARRIORS 6
LIGHT_FOOT 6
DRAGOONS 8
MOB 6
BATTLE_WAGONS 100
ARTILLERY 100
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 6
CAMELRY 8
ELEPHANTS 8
TRAIN 8
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary - because fortifications don't necessarily cover all 4 sides of tile, cover dealt with in CalculateCoverModifier()
COVERVALUE1 100    // % damage inflicted if target is moving - because fortifications don't necessarily cover all 4 sides of tile, cover dealt with in CalculateCoverModifier()
COVERVALUE2 50    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 3   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Tracks]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 6
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 6   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 1   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Roads]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 4
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 0   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 1   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Dune]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 20    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 2   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Cliff]
DETERMINED_FOOT 100
HEAVY_FOOT 100
MIXED_FOOT 100
MEDIUM_FOOT 100
WARRIORS 100
LIGHT_FOOT 100
DRAGOONS 100
MOB 100
BATTLE_WAGONS 100
ARTILLERY 100
LIGHT_ARTILLERY 100
GENDARMES 100
CAVALIERS 100
HORSE 100
DETERMINED_HORSE 100
LIGHT_HORSE 100
CAVALRY 100
COMMANDED_SHOT 100
CAMELRY 100
ELEPHANTS 100
TRAIN 100
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 30    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Water]
DETERMINED_FOOT 100
HEAVY_FOOT 100
MIXED_FOOT 100
MEDIUM_FOOT 100
WARRIORS 100
LIGHT_FOOT 100
DRAGOONS 100
MOB 100
BATTLE_WAGONS 100
ARTILLERY 100
LIGHT_ARTILLERY 100
GENDARMES 100
CAVALIERS 100
HORSE 100
DETERMINED_HORSE 100
LIGHT_HORSE 100
CAVALRY 100
COMMANDED_SHOT 100
CAMELRY 100
ELEPHANTS 100
TRAIN 100
BOAT 4
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 100   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[DeepWater]
DETERMINED_FOOT 100
HEAVY_FOOT 100
MIXED_FOOT 100
MEDIUM_FOOT 100
WARRIORS 100
LIGHT_FOOT 100
DRAGOONS 100
MOB 100
BATTLE_WAGONS 100
ARTILLERY 100
LIGHT_ARTILLERY 100
GENDARMES 100
CAVALIERS 100
HORSE 100
DETERMINED_HORSE 100
LIGHT_HORSE 100
CAVALRY 100
COMMANDED_SHOT 100
CAMELRY 100
ELEPHANTS 100
TRAIN 100
BOAT 4
SHIP 4
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100   // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 100   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[RaisedTracks]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 6
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 6   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 1   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[RaisedRoads]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 4
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 0   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 1   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[RaisedGround]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 6
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 10    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[DifficultSlope]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 100
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 8
CAVALIERS 8
HORSE 8
DETERMINED_HORSE 8
LIGHT_HORSE 8
CAVALRY 8
COMMANDED_SHOT 4
CAMELRY 8
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100    // % damage inflicted if target is moving
COVERVALUE2 100   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Polder]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 6
ARTILLERY 8
LIGHT_ARTILLERY 8
GENDARMES 6
CAVALIERS 6
HORSE 6
DETERMINED_HORSE 6
LIGHT_HORSE 6
CAVALRY 6
COMMANDED_SHOT 4
CAMELRY 6
ELEPHANTS 6
TRAIN 12
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100   // % damage inflicted if target is moving
COVERVALUE2 15    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 0   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[HighVegetation]
DETERMINED_FOOT 4
HEAVY_FOOT 4
MIXED_FOOT 4
MEDIUM_FOOT 4
WARRIORS 4
LIGHT_FOOT 4
DRAGOONS 4
MOB 4
BATTLE_WAGONS 4
ARTILLERY 4
LIGHT_ARTILLERY 4
GENDARMES 4
CAVALIERS 4
HORSE 4
DETERMINED_HORSE 4
LIGHT_HORSE 4
CAVALRY 4
COMMANDED_SHOT 4
CAMELRY 4
ELEPHANTS 4
TRAIN 6
BOAT 100
SHIP 100
COVERFLAGS 1    // can infantry hide in this terrain
COVERVALUE0 66    // % damage inflicted if target is stationary
COVERVALUE1 90   // % damage inflicted if target is moving
COVERVALUE2 15    // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 1   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area

[Mountain]
DETERMINED_FOOT 6
HEAVY_FOOT 6
MIXED_FOOT 6
MEDIUM_FOOT 6
WARRIORS 6
LIGHT_FOOT 6
DRAGOONS 6
MOB 6
BATTLE_WAGONS 100
ARTILLERY 100
LIGHT_ARTILLERY 100
GENDARMES 100
CAVALIERS 100
HORSE 100
DETERMINED_HORSE 100
LIGHT_HORSE 100
CAVALRY 100
COMMANDED_SHOT 6
CAMELRY 100
ELEPHANTS 100
TRAIN 100
BOAT 100
SHIP 100
COVERFLAGS 0    // can infantry hide in this terrain
COVERVALUE0 100    // % damage inflicted if target is stationary
COVERVALUE1 100    // % damage inflicted if target is moving
COVERVALUE2 100   // % chance of getting bogged down when starting turn in this terrain * % chance of bogging so this /6 /10 is about the right amount.
COVERVALUE3 0   // is this a fortification? 1 = light, 2 = medium, 3 = heavy
COVERVALUE4 3   // 0 = open, 1 = not open but otherwise clear, 2 = Rough, 3 = Difficult
COVERVALUE5 0   // 0 = non-road, 1 = road
COVERVALUE6 0   // 0 = non-built-up area, 1 = built-up area
