/*--------------------------------------*/
/* Azure Falls                          */
/*--------------------------------------*/
#const VILLAGER_CLASS 904
#const TREE_CLASS 915
#const LIVESTOCK_CLASS 958
#const SPECIAL_UNIT 642
#const HOUSE_F 463
#const HOUSE_C 464
#const HOUSE_I 465

/*--------------------------------------*/
/* Define Constants                     */
/*--------------------------------------*/
#const SET_ATTRIBUTE 0
#const MOD_RESOURCE 1
#const ENABLE_OBJECT 2
#const GAIA_SET_ATTRIBUTE -1
#const GAIA_UPGRADE_UNIT -4
#const ATTR_ENABLE 1
#const ATTR_SET 0
#const ATTR_HITPOINTS 0
#const ATTR_LINE_OF_SIGHT 1
#const ATTR_RELOAD_TIME 10
#const ATTR_MAX_RANGE 12
#const ATTR_PROJECTILE_ID 16
#const ATTR_STORAGE_VALUE 21
#const ATTR_BLAST_RADIUS 22
#const ATTR_GARRISON_ARROWS 102
#const ATTR_FOOD_COST 103
#const ATTR_WOOD_COST 104
#const ATTR_GOLD_COST 105
#const ATTR_STONE_COST 106
#const ATTR_MAX_DUP_MISSILES 107
#const ATTR_HERO_STATUS 40
#const ATTR_TRAIN_LOCATION 42
#const ATTR_TRAIN_BUTTON 43
#const ATTR_BLAST_LEVEL 44
#const ATTR_HERO_HEAL_TIME 45
#const ATTR_NAME_ID 50
#const AMOUNT_FOOD 0
#const AMOUNT_WOOD 1
#const AMOUNT_STONE 2
#const AMOUNT_GOLD 3
#const AMOUNT_POPULATION_CAP 4
#const AMOUNT_REVEAL_ENEMY 209
#const AT_PLAYER 0
#const AT_COLOR 1
#const AT_TEAM 2
#const UNIQUE_UNIT -1

/*--------------------------------------*/
/* Direct Placement Angle               */
/*--------------------------------------*/
start_random
	percent_chance 12
		#define ANGLE1
	percent_chance 12
		#define ANGLE2
	percent_chance 12
		#define ANGLE3
	percent_chance 12
		#define ANGLE4
	percent_chance 13
		#define ANGLE5
	percent_chance 13
		#define ANGLE6
	percent_chance 13
		#define ANGLE7
	percent_chance 13
		#define ANGLE8
end_random

/*--------------------------------------*/
/* Validate Game Setup                  */
/*--------------------------------------*/
if 2_PLAYER_GAME
	#define VALID_SETUP
elseif 3_PLAYER_GAME
	#define VALID_SETUP
elseif 4_PLAYER_GAME
	if 0_TEAM_GAME
		#define VALID_SETUP
	elseif 2_TEAM_GAME
	if TEAM1_SIZE2
		#define VALID_SETUP
	endif
	endif
elseif 6_PLAYER_GAME
	if 0_TEAM_GAME
		#define VALID_SETUP
	elseif 2_TEAM_GAME
	if TEAM1_SIZE3
		#define VALID_SETUP
	endif
	endif
elseif 8_PLAYER_GAME
	if 0_TEAM_GAME
		#define VALID_SETUP
	elseif 2_TEAM_GAME
	if TEAM1_SIZE4
		#define VALID_SETUP
	endif
	endif
endif

/*--------------------------------------*/
/* Invalid Setup                        */
/*--------------------------------------*/
if VALID_SETUP
else
	#define INVALID_SETUP
endif

/*--------------------------------------*/
/* Start Script                         */
/*--------------------------------------*/
<PLAYER_SETUP>
	direct_placement
	ai_info_map_type ISLANDS 0 0 0
	guard_state SPECIAL_UNIT AMOUNT_WOOD 50 6
	weather_type 0 0 17 0

	effect_amount SET_ATTRIBUTE HOUSE ATTR_STORAGE_VALUE 15
	effect_amount SET_ATTRIBUTE HOUSE_F ATTR_STORAGE_VALUE 15
	effect_amount SET_ATTRIBUTE HOUSE_C ATTR_STORAGE_VALUE 15
	effect_amount SET_ATTRIBUTE HOUSE_I ATTR_STORAGE_VALUE 15
	effect_amount MOD_RESOURCE AMOUNT_REVEAL_ENEMY ATTR_SET 1
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_NAME_ID 5588
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_HITPOINTS 10
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_MAX_RANGE 10
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_LINE_OF_SIGHT 12
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_BLAST_LEVEL 2
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_BLAST_RADIUS 2
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_PROJECTILE_ID 469
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_GARRISON_ARROWS 10
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_MAX_DUP_MISSILES 10
	effect_amount SET_ATTRIBUTE SPECIAL_UNIT ATTR_HERO_STATUS 4
	effect_percent SET_ATTRIBUTE SPECIAL_UNIT ATTR_HERO_HEAL_TIME 100
	effect_percent SET_ATTRIBUTE SPECIAL_UNIT ATTR_RELOAD_TIME 25
	effect_amount SET_ATTRIBUTE THE_BLACK_PRINCE ATTR_TRAIN_LOCATION 826
	effect_amount SET_ATTRIBUTE THE_BLACK_PRINCE ATTR_TRAIN_BUTTON 1
	effect_amount SET_ATTRIBUTE THE_BLACK_PRINCE ATTR_FOOD_COST 250
	effect_amount SET_ATTRIBUTE THE_BLACK_PRINCE ATTR_GOLD_COST 250
	effect_amount ENABLE_OBJECT THE_BLACK_PRINCE ATTR_ENABLE 0
	effect_amount SET_ATTRIBUTE HUNTING_WOLF ATTR_TRAIN_LOCATION 826
	effect_amount SET_ATTRIBUTE HUNTING_WOLF ATTR_TRAIN_BUTTON 2
	effect_amount ENABLE_OBJECT HUNTING_WOLF ATTR_ENABLE 0
	effect_amount GAIA_UPGRADE_UNIT WILD_BOAR WOLF 0
	effect_amount GAIA_SET_ATTRIBUTE WILD_BOAR ATTR_HITPOINTS 75
	effect_amount GAIA_SET_ATTRIBUTE WILD_BOAR ATTR_STORAGE_VALUE 300
	effect_amount GAIA_SET_ATTRIBUTE LIVESTOCK_CLASS ATTR_STORAGE_VALUE 1000
	effect_amount GAIA_SET_ATTRIBUTE TREE_CLASS ATTR_STORAGE_VALUE 5000
	effect_amount GAIA_SET_ATTRIBUTE GOLD ATTR_STORAGE_VALUE 10000
	effect_amount GAIA_SET_ATTRIBUTE STONE ATTR_STORAGE_VALUE 2000

	effect_amount ENABLE_OBJECT TRANSPORT_SHIP ATTR_ENABLE 0
	if INVALID_SETUP
		effect_amount SET_ATTRIBUTE VILLAGER_CLASS ATTR_HITPOINTS 0
	endif

<LAND_GENERATION>
	base_terrain WATER

	create_land
	{
		terrain_type DESERT
		number_of_tiles 100
		base_size 10
		land_position 50 50
		assign_to AT_TEAM -10 0 2
		land_id 10
	}

	if 2_PLAYER_GAME
		if ANGLE5
			#define ANGLE1
		elseif ANGLE6
			#define ANGLE2
		elseif ANGLE7
			#define ANGLE3
		elseif ANGLE8
			#define ANGLE4
		endif

		if ANGLE1
			#define LAND_P2
			#define LAND_P6
		elseif ANGLE2
			#define LAND_P4
			#define LAND_P8
		elseif ANGLE3
			#define LAND_P1
			#define LAND_P5
		elseif ANGLE4
			#define LAND_P3
			#define LAND_P7
		endif
	endif

	if 3_PLAYER_GAME
		if ANGLE5
			#define ANGLE1
		elseif ANGLE6
			#define ANGLE2
		elseif ANGLE7
			#define ANGLE3
		elseif ANGLE8
			#define ANGLE4
		endif

		if ANGLE1
			#define LAND_P1
			#define LAND_P3
			#define LAND_P6
		elseif ANGLE2
			#define LAND_P3
			#define LAND_P5
			#define LAND_P8
		elseif ANGLE3
			#define LAND_P5
			#define LAND_P7
			#define LAND_P2
		elseif ANGLE4
			#define LAND_P7
			#define LAND_P1
			#define LAND_P4
		endif
	endif

	if 4_PLAYER_GAME
	if 0_TEAM_GAME
		if ANGLE3
			#define ANGLE1
		elseif ANGLE4
			#define ANGLE2
		elseif ANGLE5
			#define ANGLE1
		elseif ANGLE6
			#define ANGLE2
		elseif ANGLE7
			#define ANGLE1
		elseif ANGLE8
			#define ANGLE2
		endif

		if ANGLE1
			#define LAND_P1
			#define LAND_P3
			#define LAND_P5
			#define LAND_P7
		elseif ANGLE2
			#define LAND_P2
			#define LAND_P4
			#define LAND_P6
			#define LAND_P8
		endif
	elseif 2_TEAM_GAME
	if TEAM1_SIZE2
		if ANGLE1
			#define LAND_P1_T1
			#define LAND_P3_T1
		elseif ANGLE2
			#define LAND_P2_T1
			#define LAND_P4_T1
		elseif ANGLE3
			#define ANGLE1
			#define LAND_P1_T2
			#define LAND_P3_T1
			#define LAND_P5_T1
		elseif ANGLE4
			#define ANGLE2
			#define LAND_P2_T2
			#define LAND_P4_T1
			#define LAND_P6_T1
		elseif ANGLE5
			#define ANGLE1
			#define LAND_P1_T2
			#define LAND_P3_T2
		elseif ANGLE6
			#define ANGLE2
			#define LAND_P2_T2
			#define LAND_P4_T2
		elseif ANGLE7
			#define ANGLE1
			#define LAND_P1_T1
			#define LAND_P3_T2
			#define LAND_P5_T2
		elseif ANGLE8
			#define ANGLE2
			#define LAND_P2_T1
			#define LAND_P4_T2
			#define LAND_P6_T2
		endif

		if ANGLE1
			#define LAND_P1
			#define LAND_P3
			#define LAND_P5
			#define LAND_P7
		elseif ANGLE2
			#define LAND_P2
			#define LAND_P4
			#define LAND_P6
			#define LAND_P8
		endif
	endif
	endif
	endif

	if 6_PLAYER_GAME
	if 0_TEAM_GAME
		if ANGLE5
			#define ANGLE1
		elseif ANGLE6
			#define ANGLE2
		elseif ANGLE7
			#define ANGLE3
		elseif ANGLE8
			#define ANGLE4
		endif

		if ANGLE1
			#define LAND_P1
			#define LAND_P3
			#define LAND_P4
			#define LAND_P5
			#define LAND_P7
			#define LAND_P8
		elseif ANGLE2
			#define LAND_P1
			#define LAND_P2
			#define LAND_P4
			#define LAND_P5
			#define LAND_P6
			#define LAND_P8
		elseif ANGLE3
			#define LAND_P1
			#define LAND_P2
			#define LAND_P3
			#define LAND_P5
			#define LAND_P6
			#define LAND_P7
		elseif ANGLE4
			#define LAND_P2
			#define LAND_P3
			#define LAND_P4
			#define LAND_P6
			#define LAND_P7
			#define LAND_P8
		endif
	elseif 2_TEAM_GAME
	if TEAM1_SIZE3
		if ANGLE1
			#define LAND_P1_T1
			#define LAND_P3_T2
			#define LAND_P4_T2
			#define LAND_P5_T2
		elseif ANGLE2
			#define LAND_P1_T1
			#define LAND_P2_T1
			#define LAND_P4_T2
			#define LAND_P5_T2
			#define LAND_P6_T2
		elseif ANGLE3
			#define LAND_P1_T1
			#define LAND_P2_T1
			#define LAND_P3_T1
		elseif ANGLE4
			#define LAND_P2_T1
			#define LAND_P3_T1
			#define LAND_P4_T1
		elseif ANGLE5
			#define ANGLE1
			#define LAND_P1_T2
			#define LAND_P3_T1
			#define LAND_P4_T1
			#define LAND_P5_T1
		elseif ANGLE6
			#define ANGLE2
			#define LAND_P1_T2
			#define LAND_P2_T2
			#define LAND_P4_T1
			#define LAND_P5_T1
			#define LAND_P6_T1
		elseif ANGLE7
			#define ANGLE3
			#define LAND_P1_T2
			#define LAND_P2_T2
			#define LAND_P3_T2
		elseif ANGLE8
			#define ANGLE4
			#define LAND_P2_T2
			#define LAND_P3_T2
			#define LAND_P4_T2
		endif

		if ANGLE1
			#define LAND_P1
			#define LAND_P3
			#define LAND_P4
			#define LAND_P5
			#define LAND_P7
			#define LAND_P8
		elseif ANGLE2
			#define LAND_P1
			#define LAND_P2
			#define LAND_P4
			#define LAND_P5
			#define LAND_P6
			#define LAND_P8
		elseif ANGLE3
			#define LAND_P1
			#define LAND_P2
			#define LAND_P3
			#define LAND_P5
			#define LAND_P6
			#define LAND_P7
		elseif ANGLE4
			#define LAND_P2
			#define LAND_P3
			#define LAND_P4
			#define LAND_P6
			#define LAND_P7
			#define LAND_P8
		endif
	endif
	endif
	endif

	if 8_PLAYER_GAME
	if 0_TEAM_GAME
		#define LAND_P1
		#define LAND_P2
		#define LAND_P3
		#define LAND_P4
		#define LAND_P5
		#define LAND_P6
		#define LAND_P7
		#define LAND_P8
	elseif 2_TEAM_GAME
	if TEAM1_SIZE4
		#define LAND_P1
		#define LAND_P2
		#define LAND_P3
		#define LAND_P4
		#define LAND_P5
		#define LAND_P6
		#define LAND_P7
		#define LAND_P8

		if ANGLE1
			#define LAND_P1_T1
			#define LAND_P2_T1
			#define LAND_P3_T1
			#define LAND_P4_T1
		elseif ANGLE2
			#define LAND_P1_T2
			#define LAND_P2_T1
			#define LAND_P3_T1
			#define LAND_P4_T1
			#define LAND_P5_T1
		elseif ANGLE3
			#define LAND_P1_T2
			#define LAND_P2_T2
			#define LAND_P3_T1
			#define LAND_P4_T1
			#define LAND_P5_T1
			#define LAND_P6_T1
		elseif ANGLE4
			#define LAND_P1_T2
			#define LAND_P2_T2
			#define LAND_P3_T2
			#define LAND_P4_T1
			#define LAND_P5_T1
			#define LAND_P6_T1
			#define LAND_P7_T1
		elseif ANGLE5
			#define LAND_P1_T2
			#define LAND_P2_T2
			#define LAND_P3_T2
			#define LAND_P4_T2
			#define LAND_P5_T1
			#define LAND_P6_T1
			#define LAND_P7_T1
			#define LAND_P8_T1
		elseif ANGLE6
			#define LAND_P1_T1
			#define LAND_P2_T2
			#define LAND_P3_T2
			#define LAND_P4_T2
			#define LAND_P5_T2
			#define LAND_P6_T1
			#define LAND_P7_T1
			#define LAND_P8_T1
		elseif ANGLE7
			#define LAND_P1_T1
			#define LAND_P2_T1
			#define LAND_P3_T2
			#define LAND_P4_T2
			#define LAND_P5_T2
			#define LAND_P6_T2
			#define LAND_P7_T1
			#define LAND_P8_T1
		elseif ANGLE8
			#define LAND_P1_T1
			#define LAND_P2_T1
			#define LAND_P3_T1
			#define LAND_P4_T2
			#define LAND_P5_T2
			#define LAND_P6_T2
			#define LAND_P7_T2
			#define LAND_P8_T1
		endif
	endif
	endif
	endif

	if LAND_P1
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(19,21) rnd(19,21)
			if LAND_P1_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P1_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P2
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(49,51) rnd(16,18)
			if LAND_P2_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P2_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P3
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(79,81) rnd(19,21)
			if LAND_P3_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P3_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P4
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(82,84) rnd(49,51)
			if LAND_P4_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P4_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P5
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(79,81) rnd(79,81)
			if LAND_P5_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P5_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P6
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(49,51) rnd(82,84)
			if LAND_P6_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P6_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P7
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(19,21) rnd(79,81)
			if LAND_P7_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P7_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

	if LAND_P8
		create_land
		{
			terrain_type GRASS3
			if TINY_MAP
				number_of_tiles 360
				base_size 15
			else
				number_of_tiles 400
				base_size 18
			endif
			land_position rnd(16,18) rnd(49,51)
			if LAND_P8_T1
				assign_to AT_TEAM 1 0 0
			elseif LAND_P8_T2
				assign_to AT_TEAM 2 0 0
			else
				assign_to AT_TEAM -10 0 0
			endif
			left_border 4
			right_border 4
			top_border 4
			bottom_border 4
		}
	endif

<TERRAIN_GENERATION>
	create_terrain MED_WATER
	{
		base_terrain WATER
		land_percent 100
		spacing_to_other_terrain_types 1
	}
	create_terrain DEEP_WATER
	{
		base_terrain MED_WATER
		land_percent 8
		number_of_clumps 250
		clumping_factor 100
		spacing_to_other_terrain_types 0
	}
	create_terrain GRASS
	{
		base_terrain DESERT
		number_of_tiles 120
		number_of_clumps 20
		clumping_factor 40
		spacing_to_other_terrain_types 6
	}
	create_terrain GRASS2
	{
		base_terrain GRASS
		number_of_tiles 120
		number_of_clumps 20
		clumping_factor 40
		spacing_to_other_terrain_types 1
	}
	create_terrain PALM_DESERT
	{
		base_terrain DESERT
		number_of_tiles 80
		number_of_clumps 10
		clumping_factor 40
		spacing_to_other_terrain_types 2
	}
	create_terrain FOREST
	{
		base_terrain GRASS3
		if TINY_MAP
			number_of_tiles 90
			number_of_clumps 18
		else
			number_of_tiles 120
			number_of_clumps 18
		endif
		clumping_factor 40
		set_scale_by_groups
		set_avoid_player_start_areas
		spacing_to_other_terrain_types 2
	}

<ELEVATION_GENERATION>

<OBJECTS_GENERATION>
	create_object TOWN_CENTER  
	{
		set_place_for_every_player
		min_distance_to_players 0
		max_distance_to_players 0
	}

	create_object VILLAGER
	{
		set_place_for_every_player
		min_distance_to_players 3
		max_distance_to_players 6
	}

	create_object SCOUT
	{
		number_of_objects 1
		min_distance_to_players 6
		max_distance_to_players 8
		set_place_for_every_player
	}

	create_object SHEEP
	{
		number_of_objects 4
		set_loose_grouping
		set_gaia_object_only
		set_place_for_every_player
		min_distance_to_players 8
		max_distance_to_players 8
		min_distance_group_placement 4
	}
	create_object OAK_FOREST_TREE
	{
		number_of_objects 4
		set_gaia_object_only
		set_place_for_every_player
		min_distance_to_players 4
		max_distance_to_players 4
		temp_min_distance_group_placement 4
		terrain_to_place_on	PLAYER_TERRAIN
	}

	create_object FORAGE
	{
		set_place_for_every_player
		set_tight_grouping
		group_placement_radius 1
		set_gaia_object_only
		number_of_objects 4
		number_of_groups 1
		min_distance_group_placement 4
		min_distance_to_players 7
		max_distance_to_players 7
	}
	create_object GOLD
	{
		set_place_for_every_player
		set_tight_grouping
		group_placement_radius 1
		set_gaia_object_only
		number_of_objects 4
		number_of_groups 1
		min_distance_group_placement 6
		min_distance_to_players 9
		max_distance_to_players 9
	}
	create_object STONE
	{
		set_place_for_every_player
		set_tight_grouping
		group_placement_radius 1
		set_gaia_object_only
		number_of_objects 3
		number_of_groups 1
		min_distance_group_placement 6
		min_distance_to_players 9
		max_distance_to_players 9
	}
	create_object WILD_BOAR
	{
		number_of_objects 2
		set_place_for_every_player
		min_distance_group_placement 2
		temp_min_distance_group_placement 8
		min_distance_to_players 8
		max_distance_to_players 8
		set_gaia_object_only
	}

	create_object FLOWER_BED
	{
		number_of_objects 3
		set_gaia_object_only
		max_distance_to_other_zones 0
		temp_min_distance_group_placement 6
		terrain_to_place_on	GRASS
	}
	create_object RELIC
	{
		number_of_objects 5
		temp_min_distance_group_placement 5
		place_on_specific_land_id 10
		set_gaia_object_only
		terrain_to_place_on	DESERT
	}
	create_object MONUMENT
	{
		number_of_objects 1
		min_distance_to_players 0
		max_distance_to_players 0
		place_on_specific_land_id 10
	}
	create_object SPEARMAN /* ELITE_UNIQUE_UNIT */
	{
		number_of_objects 3
		min_distance_to_players 5
		max_distance_to_players 5
		place_on_specific_land_id 10
		min_distance_group_placement 2
		temp_min_distance_group_placement 6
	}
	create_object SPECIAL_UNIT
	{
		number_of_objects 1
		min_distance_to_players 4
		max_distance_to_players 4
		place_on_specific_land_id 10
		min_distance_group_placement 4
	}

	create_object SHORE_FISH
	{
		number_of_objects 250
		set_gaia_object_only
		min_distance_group_placement 4
		terrain_to_place_on	WATER
	}
	create_object MARLIN1
	{
		number_of_objects 2
		set_gaia_object_only
		min_distance_group_placement 3
		temp_min_distance_group_placement 10
		terrain_to_place_on	DEEP_WATER
	}
	create_object MARLIN2
	{
		number_of_objects 2
		set_gaia_object_only
		min_distance_group_placement 3
		temp_min_distance_group_placement 10
		terrain_to_place_on	DEEP_WATER
	}
	create_object FISH
	{
		number_of_objects 20
		set_gaia_object_only
		set_scaling_to_map_size
		min_distance_group_placement 3
		terrain_to_place_on	MED_WATER
	}
	create_object TUNA
	{
		number_of_objects 20
		set_gaia_object_only
		min_distance_group_placement 3
		temp_min_distance_group_placement 10
		terrain_to_place_on	MED_WATER
	}
	create_object SALMON
	{
		number_of_objects 20
		set_gaia_object_only
		set_scaling_to_map_size
		min_distance_group_placement 3
		terrain_to_place_on	MED_WATER
	}
	create_object SNAPPER
	{
		number_of_objects 20
		set_gaia_object_only
		set_scaling_to_map_size
		min_distance_group_placement 3
		terrain_to_place_on	MED_WATER
	}
	create_object HAWK
	{
		number_of_objects 1
		set_gaia_object_only
		set_scaling_to_map_size
	}
	create_object ROCK
	{
		number_of_objects 2
		set_gaia_object_only
		set_scaling_to_map_size
		temp_min_distance_group_placement 8
		terrain_to_place_on	DESERT
	}