// Northern Europe Objects File

// [objectName]
// BLOCKING     object blocks LOS
// HIDEDAMAGE   don't show damage on the tile when this object is applied
// EDGE     object goes on tile edges (e.g. hedgerows)
// HIDES      object is not shown until tile is revealed
// FADE     should object fade when a unit is on the tile
// RANDROT      place the object with a random rotation
// PLACEMENT    limit object placement around the tile center.  Values should be between 0 and 16.  Smaller values force toward the center of the tile.
// HEIGHT <float>   object height (e.g. used when placing the ?)
// UIHEIGHT <float>   does the object lift the UI tile display (e.g. bridges)
// CLUSTER <float>    do units cluster near the center of the tile.  Must be 0 to 1 inclusive.  Smaller numbers cluster towards the center of the tile more.
// RANDSCALE <float>  randomly scale up the object when placing.  E.g. A value of 1 would scale the object between its original size and 2x its size.
// DAMAGE <byte>    amount of tile damage which will cause an object to show as damaged
// TERRAIN <string>   placing this object will set the terrain type of the tile to this

//STYLE CentralEurope
STYLE NorthernEurope
//STYLE SouthernEurope

// *** BRIDGE ***

[BridgeRiver]
TERRAIN Roads

// *** VEGETATION ***

[Forest]
TERRAIN Forest
PLACEMENT 0
HIDE
BLOCKING
FADE
HEIGHT 12
UIHEIGHT 12

[ForestEdge]
EDGE
FADE

[ForestEdgeRoad]
EDGE
FADE

[ForestRoadStraight]
HIDE
PLACEMENT 0
FADE
HEIGHT 12
UIHEIGHT 12

[ForestRoadBend]
HIDE
PLACEMENT 0
FADE
HEIGHT 12
UIHEIGHT 12

[ForestRiverStraight]
HIDE
PLACEMENT 0
FADE
HEIGHT 12
UIHEIGHT 12

[ForestRiverBend]
HIDE
PLACEMENT 0
FADE
HEIGHT 12
UIHEIGHT 12

[ForestStreamStraight]
TERRAIN Forest
HIDE
PLACEMENT 0
FADE
HEIGHT 12
UIHEIGHT 12

[ForestStreamBend]
TERRAIN Forest
HIDE
PLACEMENT 0
FADE
HEIGHT 12
UIHEIGHT 12

[TreeA1]
RANDROT
RANDSCALE 0.1
GROUP DeciduousTree
FADE

[TreeA2]
RANDROT
RANDSCALE 0.1
GROUP DeciduousTree
FADE

[TreeB1]
RANDROT
RANDSCALE 0.1
GROUP DeciduousTree
FADE

[TreeB2]
RANDROT
RANDSCALE 0.1
GROUP DeciduousTree
FADE

[TreeC1]
RANDROT
RANDSCALE 0.1
GROUP DeciduousTree
FADE

[TreeC2]
RANDROT
RANDSCALE 0.1
GROUP DeciduousTree
FADE

[TreeD1]
RANDROT
RANDSCALE 0.1
GROUP Conifer

[TreeD2]
RANDROT
RANDSCALE 0.1
GROUP Conifer
FADE

[TreesSparse]
RANDROT
RANDSCALE 0.1
FADE

[TreesCopse]
PLACEMENT 0
GROUP ForestInsideCorner
FADE

[TreesEdgeDenseA]
EDGE
GROUP TreesEdgeDense
FADE

[TreesEdgeDenseB]
EDGE
GROUP TreesEdgeDense
FADE

[TreesEdgeHalf]
EDGE
FADE

[TreesRoadStraight]
PLACEMENT 0
FADE

[TreesRoadBend]
PLACEMENT 0
HIDE
FADE

[TreesRoadTsection]
PLACEMENT 0
HIDE
FADE

[TreesRoadCrossroad]
PLACEMENT 0
HIDE
FADE

[TreesEdgeSparseA]
EDGE
GROUP TreesEdge
FADE

[TreesEdgeSparseB]
EDGE
GROUP TreesEdge
FADE

[TreesRoadStraightSparseA]
PLACEMENT 0
GROUP TreesRoadStraightSparse
FADE

[TreesRoadStraightSparseB]
PLACEMENT 0
GROUP TreesRoadStraightSparse
FADE

[TreesRoadStraightSparseC]
PLACEMENT 0
GROUP TreesRoadStraightSparse
FADE

[TreesRoadBendSparse]
PLACEMENT 0
FADE

[TreesRoadCrossroadSparse]
PLACEMENT 0
FADE

[TreesRoadTsectionSparse]
PLACEMENT 0
FADE

[TreesTrackStraightA]
PLACEMENT 0
GROUP TreesTrackStraight
FADE

[TreesTrackStraightB]
PLACEMENT 0
GROUP TreesTrackStraight
FADE

[ShrubA]
RANDROT
RANDSCALE 0.1
GROUP Shrub

[ShrubB]
RANDROT
RANDSCALE 0.1
GROUP Shrub

[ShrubC]
RANDROT
RANDSCALE 0.1
GROUP Shrub

[ShrubsSparse]
PLACEMENT 0

[ShrubsRoadStraight]
PLACEMENT 0

[ShrubsRoadBend]
PLACEMENT 0

[ShrubsRoadCrossroads]
PLACEMENT 0

[ShrubsRoadTSection]
PLACEMENT 0

[ShrubsEdgeDense]
EDGE

[ShrubsEdgeDenseHalf]
EDGE

[ShrubsEdgeSparseA]
EDGE
GROUP ShrubsEdgeSparse

[ShrubsEdgeSparseB]
EDGE
GROUP ShrubsEdgeSparse

[BushesEdgeDense]
EDGE

[BushesEdgeDenseHalf]
EDGE

[BushesRoadBend]
PLACEMENT 0

[BushesRoadStraight]
PLACEMENT 0

[BushesRoadCrossroad]
PLACEMENT 0

[BushesRoadTSection]
PLACEMENT 0

[BushesTile]
PLACEMENT 0

[BushesTileEdge]
PLACEMENT 0

[BushesTileOutsideCorner]
PLACEMENT 0

[BushesTileInsideCorner]
PLACEMENT 0

[BushesTileRoad]
PLACEMENT 0

[RoughGroundA]
PLACEMENT 0
GROUP RoughGround

[RoughGroundD]
PLACEMENT 0
GROUP RoughGround

[RoughGroundC]
PLACEMENT 0
GROUP RoughGround

[SwampA]
PLACEMENT 0
GROUP Swamp

[SwampB]
PLACEMENT 0
GROUP Swamp

[SwampC]
PLACEMENT 0
GROUP Swamp


// *** FIELD FORTIFICATIONS ***

[LightWall]
TERRAIN LightFortifications
PLACEMENT 0

[LightWallSlopedLeft]
TERRAIN LightFortifications
PLACEMENT 0

[LightWallSlopedRight]
TERRAIN LightFortifications
PLACEMENT 0

[LightLunette]
TERRAIN LightFortifications
PLACEMENT 0

[LightOutsideCorner]
TERRAIN LightFortifications
PLACEMENT 0

[LightInsideCorner]
TERRAIN LightFortifications
PLACEMENT 0

[LightRedan]
TERRAIN LightFortifications
PLACEMENT 0

[LightRedoubt]
TERRAIN LightFortifications
PLACEMENT 0

[MediumWall]
TERRAIN MediumFortifications
PLACEMENT 0

[MediumLunette]
TERRAIN MediumFortifications
PLACEMENT 0

[MediumBastion]
TERRAIN MediumFortifications
PLACEMENT 0

[MediumOutsideCorner]
TERRAIN MediumFortifications
PLACEMENT 0

[MediumInsideCorner]
TERRAIN MediumFortifications
PLACEMENT 0

[MediumRedan]
TERRAIN MediumFortifications
PLACEMENT 0

[MediumRedoubt]
TERRAIN MediumFortifications
PLACEMENT 0

// *** CITY WALLS ***

[HeavyWall]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyWallTowerA]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyWallTowerB]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyGateA]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyGateB]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyTowerA]
TERRAIN HeavyFortifications
PLACEMENT 0

[HeavyTowerB]
TERRAIN HeavyFortifications
PLACEMENT 0

[HeavyCastleA]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyCastleB]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0

[HeavyKeep]
TERRAIN HeavyFortifications
BLOCKING
PLACEMENT 0
FADE

// *** WALLS ***

[HighWall]
PLACEMENT 0
BLOCKING

[HighWallBroken]
PLACEMENT 0

[HighWallGate]
PLACEMENT 0

[LowWall]
PLACEMENT 0

[LowWallBroken]
PLACEMENT 0

[LowWallGate]
PLACEMENT 0

// *** BUILDINGS ***

[CityBlockA]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[CityBlockB]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[CityBlockChurch]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[CityBlockCathedral]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[WindMill]

[VillageA]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[VillageChapel]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[Mansion]
TERRAIN BuiltUpArea
PLACEMENT 0
BLOCKING
FADE

[FarmHouseA]

[FarmHouseB]

[FarmHouseC]


// *** MISCELLANEOUS ***

[Gallows]

[BaggageTrain]

[EmitterBlackSmoke]
ANIM 5
