====Landscape Type==== Every hex on the map has a Landscape Type and Sprite#. Landcape Type is often referred to as LT. ===Representational Properties=== ==x64== If you enable this 64 different border sprites will be used by this LT. ==Interior Drawing style== If false then we use exterior border drawing style. If true then interior drawing style. ==Extra Exterior== Draw exterior borders specified in LT # specified in this variable. -1=dont use. ==Extra Exterior Same== Rather byzantine rule. Not documented. ==BlackedOut== If set to true then this LT will not cause map edges or frontiers to be drawn. Can help to make map look nice. ==Pre Hex Graphics== Here you can specify the bottom graphic of this landscape type. The sprite graphics (if not invisible) will be drawn over this. ==Pre-Hex Border== This allows you to let the prehex graphic on the bottom of everything to have borders too. For this to work you need to make a landscapetype with x64 exterior borders and then reference that landscapetype in this variable. The combination of using these pre-hex borders and the x64 borders can give amazing results. ==Color== The color specified is used to blit the landscapetype partly on the minimap and morph regime and lt color. Use -1,-1,-1 (press cancel in popup) to not have the landscapetype influence the minimap coloring. ==Sprites== For each LT you can define an unlimited number of sprites. Each sprite has: * First drawn graphic * Second drawn graphics (if PlotLast is set to True) * An artistic illustration ==Graphic Overrides== Every landscapetype defined in this list will get exterior borders defined in x64 above drawn over it. In order of the Z value specified. ===Properties=== ==BuildRoad== ==RoadCostMod== The EP cost of building a road on this LT is modified by this modifier. 0.5=half. 2=double. The same modifier is also used for bridge building. ==AIBlock== AT Gold AI will not try to move through a LT with AIBlock on. ==CanAmph== ==CanParadrop== ==BuildGround Type== Number 0-99. Its used to check if locationtypes can be build on this landscape type. ==IsSea== If it is sea you must toggle this variable to true. ==Hide Points== Some SF Types have their own hide points due to their stealth, but landscape types can also have cover inherent to them. See recon calculations for more info. ===Move Cost=== Here you can specify the cost for each move type to move into a hex with this landscape type. ===Entrench=== Here you can specify the auto-entrench and the max-entrench for each unitgroup. Auto-entrench is the value which is automaticly given just for being present in the hex, max entrench is the maximum that entrench can grow to in this landscape type.