{
    "_terrain_segmentation_comment": "The inverse of 'water scale' in the map generator GUI.",
    "terrain_segmentation": 1,
  
    "_water_comment":
    [
      "The equivalent to 'water coverage' in the map generator GUI. Higher coverage means more water in larger oceans.",
      "Water level = 10 * log2(this value)"
    ],
    "water": 1,
  
    "_comment_width+height": "Width and height of map, in tiles; 0 means infinite",
    "width": 0,
    "height": 0,
  
    "_starting_area_comment": "Multiplier for 'biter free zone radius'",
    "starting_area": 1,
  
    "peaceful_mode": true,
    "autoplace_controls":
    {
      "coal": {"frequency": 1, "size": 1.5, "richness": 2},
      "stone": {"frequency": 1, "size": 1.5, "richness": 2},
      "copper-ore": {"frequency": 1, "size": 1.5,"richness": 2},
      "iron-ore": {"frequency": 1, "size": 1.5, "richness": 2},
      "uranium-ore": {"frequency": 1, "size": 1.5, "richness": 2},
      "crude-oil": {"frequency": 1, "size": 1.5, "richness": 2},
      "trees": {"frequency": 1, "size": 1.5, "richness": 2},
      "enemy-base": {"frequency": 1, "size": 1.5, "richness": 2}
    },
  
    "cliff_settings":
    {
      "_name_comment": "Name of the cliff prototype",
      "name": "cliff",
  
      "_cliff_elevation_0_comment": "Elevation of first row of cliffs",
      "cliff_elevation_0": 10,
  
      "_cliff_elevation_interval_comment":
      [
        "Elevation difference between successive rows of cliffs.",
        "This is inversely proportional to 'frequency' in the map generation GUI. Specifically, when set from the GUI the value is 40 / frequency."
      ],
      "cliff_elevation_interval": 40,
  
      "_richness_comment": "Called 'cliff continuity' in the map generator GUI. 0 will result in no cliffs, 10 will make all cliff rows completely solid",
      "richness": 0
    },
  
    "_property_expression_names_comment":
    [
      "Overrides for property value generators (map type)",
      "Leave 'elevation' blank to get 'normal' terrain.",
      "Use 'elevation': '0_16-elevation' to reproduce terrain from 0.16.",
      "Use 'elevation': '0_17-island' to get an island.",
      "Moisture and terrain type are also controlled via this.",
      "'control-setting:moisture:frequency:multiplier' is the inverse of the 'moisture scale' in the map generator GUI.",
      "'control-setting:moisture:bias' is the 'moisture bias' in the map generator GUI.",
      "'control-setting:aux:frequency:multiplier' is the inverse of the 'terrain type scale' in the map generator GUI.",
      "'control-setting:aux:bias' is the 'terrain type bias' in the map generator GUI."
    ],
    "property_expression_names":
    {
      "control-setting:moisture:frequency:multiplier": "1",
      "control-setting:moisture:bias": "0",
      "control-setting:aux:frequency:multiplier": "1",
      "control-setting:aux:bias": "0"
    },
  
    "starting_points":
    [
      { "x": 0, "y": 0}
    ],
  
    "_seed_comment": "Use null for a random seed, number for a specific seed.",
    "seed": null
  }
  