{
  "TUTORIAL_VILLAGE"
  {
    settlement = {
      type = SMALL_VILLAGE
      tribe = HUMAN
      inhabitants = {
        fighters = {
          count = {2 4}
          all = {
            1 "PESEANT"
          }
        }
        civilians = {
          count = {3 7}
          all = {
            1 "CHILD"
            1 "HORSE"
            1 "DONKEY"
            1 "COW"
            1 "PIG"
            1 "DOG"
          }
        }
      }
      race = "humans"
        buildingId = WOOD
        stockpiles = {
          { "gold" 50 "TREASURE_CHEST" }
        }
      cropsDistance = 16
        furniture = "roomFurniture"
    }
  }
  "UNICORN_HERD"
  {
    settlement = {
      type = FOREST
      inhabitants = {
        fighters = {
          count = {5 8}
          all = {
            1 "UNICORN"
          }
        }
      }
      tribe = MONSTER
      race = "unicorns"
      buildingId = WOOD
    }
    config = {
      immigrantInterval = 200
      maxPopulation = 9
    }
    immigrants = {
      {
        ids = {"UNICORN"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "ANTS_CLOSED"
  {
    settlement = {
      type = ANT_NEST
      inhabitants = {
        leader = { { "ANT_QUEEN" } }
        civilians = {
          count = {5 7}
          all = { 1 "ANT_WORKER" }
        }
        fighters = {
          count = {5 7}
          all = { 1 "ANT_SOLDIER" }
        }
      }
      dontConnectCave = true
      surroundWithResources = 5
      tribe = ANT
      race = "ants"
      buildingId = DUNGEON
    }
    config = {
      immigrantInterval = 500
      maxPopulation = 15
    }
    behaviour = {
      minPopulation = 1
      minTeamSize = 4
      triggers = { MiningInProximity }
      attackBehaviour = KillLeader
    }
    immigrants = {
      {
        ids = {"ANT_WORKER"}
        frequency = 1
      }
      {
        ids = {"ANT_SOLDIER"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "ANTS_CLOSED_SMALL"
  {
    settlement = {
      type = SMALL_MINETOWN
      inhabitants = {
        civilians = {
          count = {2 5}
          all = { 1 "ANT_WORKER" }
        }
        fighters = {
          count = {3 5}
          all = { 1 "ANT_SOLDIER" }
        }
      }
      tribe = ANT
      race = "ants"
      dontConnectCave = true
      closeToPlayer = true
      surroundWithResources = 6
      buildingId = DUNGEON
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 2
      triggers = { MiningInProximity }
      attackBehaviour = KillLeader
    }
  }
  "ANTS_OPEN" inherit "ANTS_CLOSED"
  {
    settlement = {
      type = ANT_NEST
      inhabitants = {
        leader = { { "ANT_QUEEN" } }
        civilians = {
          count = {5 7}
          all = { 1 "ANT_WORKER" }
        }
        fighters = {
          count = {5 7}
          all = { 1 "ANT_SOLDIER" }
        }
      }
      surroundWithResources = 5
      tribe = ANT
      race = "ants"
      buildingId = DUNGEON
    }
    createOnBones = 0.1 { "DWARVES" }
  }
  "ADA_GOLEMS"
  {
    settlement = {
      type = VAULT
      inhabitants = {
        fighters = {
          count = {8 9}
          all = { 1 "ADA_GOLEM" }
        }
      }
      tribe = ANT
      race = "adamantine golems"
      dontConnectCave = true
      surroundWithResources = 3
      extraResources = "ADAMANTIUM_ORE"
      buildingId = DUNGEON
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 8
      triggers = {MiningInProximity}
      attackBehaviour = KillLeader
    }
  }
  "ORC_VILLAGE"
  {
    settlement = {
      type = VILLAGE
      tribe = GREENSKIN
      inhabitants = {
        fighters = {
          count = {12 16}
          all = {
            1 "ORC"
            1 "OGRE"
          }
        }
      }
      locationNameGen = TOWN
      race = "greenskins"
      buildingId = BRICK
      furniture = "roomFurniture"
      outsideFeatures = "villageOutside"
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 16
    }
    createOnBones = 0.1 { "DWARVES" "VILLAGE" }
    immigrants = {
      {
        ids = {"ORC"}
        traits = {FIGHTER}
        frequency = 3
      }
      {
        ids = {"OGRE"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "DEMON_DEN_ABOVE"
  {
    settlement = {
      type = VILLAGE
      tribe = MONSTER
      inhabitants = {
        fighters = {
          count = {2 3}
          all = { 1 "LOST_SOUL" }
        }
      }
      buildingId = DUNGEON_SURFACE
      locationName = "Darkshrine Town"
      race = "ghosts"
      furniture = "dungeonOutside"
    }
    discoverable = false
    createOnBones = 1.0 { "KNIGHTS" }
  }
  "DEMON_DEN"
  {
    settlement = {
      type = VILLAGE
      buildingId = DUNGEON
      tribe = MONSTER
      inhabitants = {
        leader = { { "DEMON_LORD" } }
        fighters = {
          count = {5 10}
          all = { 1 "DEMON_DWELLER" }
        }
      }
      locationName = "Darkshrine"
      race = "demons"
      furniture = "dungeonOutside"
      outsideFeatures = "dungeonOutside"
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 16
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 3
      triggers = {RoomTrigger "DEMON_SHRINE" 0.0001}
      attackBehaviour = KillLeader
      ransom = 0.5 100
    }
    levelConnection = {
      type = CRYPT
      enemyId = "DEMON_DEN_ABOVE"
    }
    immigrants = {
      {
        ids = {"DEMON_DWELLER"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "VILLAGE"
  {
    settlement = {
      type = VILLAGE
      tribe = HUMAN
      inhabitants = {
        leader = { { "KNIGHT" } }
        fighters = {
          count = {4 8}
          all = {
            1 "KNIGHT"
            1 "ARCHER"
          }
        }
        civilians = {
          count = {4 8}
          all = {
            1 "PESEANT"
            1 "CHILD"
            1 "DONKEY"
            1 "HORSE"
            1 "COW"
            1 "PIG"
            1 "DOG"
          }
        }
      }
      locationNameGen = TOWN
      race = "humans"
      buildingId = WOOD
      shopItems = "armory"
      furniture = "roomFurniture"
    }
    config = {
      spawnGhosts = 4
      ghostProb = 0.1
    }
  }
  "WARRIORS"
  {
    settlement = {
      type = CASTLE2
      tribe = HUMAN
      inhabitants = {
        leader = { { "SHAMAN" } }
        fighters = {
          count = {7 10}
          all = { 1 "WARRIOR" }
        }
      }
      locationNameGen = TOWN
      race = "humans"
      buildingId = WOOD_CASTLE
      stockpiles = {{ "gold" 160 "TREASURE_CHEST" }}
      lootItem = {TechBook "beast mutation"}
      furniture = "roomFurniture"
      outsideFeatures = "castleOutside"
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 10
      ghostProb = 0.1
      spawnGhosts = 6
    }
    behaviour = {
      minPopulation = 3
      minTeamSize = 5
      triggers = {
        RoomTrigger "THRONE" 0.0003
        RoomTrigger "IMPALED_HEAD" 0.0001
        SelfVictims
        NumConquered 2
        StolenItems
        FinishOff
        Proximity
      }
      attackBehaviour = KillLeader
      ransom = 0.8 140
    }
    immigrants = {
      {
        ids = {"WARRIOR"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "KNIGHTS"
  {
    settlement = {
      type = CASTLE
      tribe = HUMAN
      inhabitants = {
        leader = { { "DUKE" } }
        fighters = {
          count = {12 17}
          all = {
            1 "PRIEST"
            3 "KNIGHT"
            1 "ARCHER"
          }
        }
        civilians = {
          count = {6 9}
          all = {
            1 "PESEANT"
            1 "CHILD"
            1 "DONKEY"
            1 "HORSE"
            1 "COW"
            1 "PIG"
            1 "DOG"
          }
        }
      }
      locationNameGen = TOWN
      race = "humans"
      stockpiles = {{ "gold" 140 "TREASURE_CHEST" }}
      buildingId = BRICK
      shopItems = "villageShop"
      furniture = "castleFurniture"
      outsideFeatures = "castleOutside"
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 26
      ghostProb = 0.1
      spawnGhosts = 6
    }
    behaviour = {
      minPopulation = 12
      minTeamSize = 10
      triggers = {
        RoomTrigger "THRONE" 0.0003
        RoomTrigger "IMPALED_HEAD" 0.0001
        SelfVictims
        NumConquered 3
        StolenItems
        FinishOff
        Proximity
      }
      attackBehaviour = KillLeader
      ransom = 0.9 400
    }
    levelConnection = {
      type = MAZE
      enemyId = "MINOTAUR"
    }
    immigrants = {
      {
        ids = {"ARCHER"}
        traits = {FIGHTER}
        frequency = 1
      }
      {
        ids = {"KNIGHT"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "MINOTAUR"
  {
    settlement = {
      type = CAVE
      tribe = MONSTER
      inhabitants = {
        leader = { { "MINOTAUR" } }
      }
      locationName = "maze"
      race = "monsters"
      furniture = "roomFurniture"
      buildingId = BRICK
    }
  }
  "RED_DRAGON"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        leader = { { "RED_DRAGON" } }
      }
      race = "dragon"
      tribe = MONSTER
      buildingId = DUNGEON
      shopItems = "dragonCave"
    }
    config = {
      leaderAsFighter = true
      ghostProb = 0.03
      spawnGhosts = 1
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 1
      triggers = {
        EnemyPopulation 22
        NumConquered 3
        StolenItems
        FinishOff
        Proximity
      }
      attackBehaviour = KillMembers 12
      welcomeMessage = DRAGON_WELCOME
    }
    createOnBones = 0.1 { "KNIGHTS" "DWARVES" "GREEN_DRAGON" "ELEMENTALIST" }
  }
  "BLACK_DRAGON" inherit "RED_DRAGON"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        leader = { { "BLACK_DRAGON" } }
      }
      race = "dragon"
      tribe = MONSTER
      buildingId = DUNGEON
      shopItems = "dragonCave"
    }
    createOnBones = 1.0 { "KNIGHTS" "DWARVES" "GREEN_DRAGON" "WARRIORS" }
  }
  "GREEN_DRAGON"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        leader = { { "GREEN_DRAGON" } }
      }
      tribe = MONSTER
      race = "dragon"
      buildingId = DUNGEON
      shopItems = "dragonCave"
    }
    config = {
      leaderAsFighter = true
      ghostProb = 0.03
      spawnGhosts = 1
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 1
      triggers = {
        EnemyPopulation 18
        NumConquered 2
        StolenItems
        FinishOff
        Proximity
      }
      attackBehaviour = KillMembers 7
      welcomeMessage = DRAGON_WELCOME
    }
    createOnBones = 0.1 { "KNIGHTS" "DWARVES" "ELEMENTALIST" }
  }
  "DWARVES"
  {
    settlement = {
      type = MINETOWN
      tribe = DWARF
      inhabitants = {
        leader = { { "DWARF_BARON" } }
        fighters = {
          count = {6 9}
          all = {
            1 "DWARF"
          }
          baseLevelIncrease = {
            MELEE 10
          }
        }
        civilians = {
          count = {3 5}
          all = {
            2 "DWARF_FEMALE"
            1 "RAT"
          }
        }
      }
      locationNameGen = TOWN
      race = "dwarves"
      buildingId = DUNGEON
      stockpiles = {{ "gold" 200 "TREASURE_CHEST"} {"minerals" 120 }}
      shopItems = "dwarfShop"
      outsideFeatures = "dungeonOutside"
      surroundWithResources = 5
      furniture = "roomFurniture"
    }
    config = {
      immigrantInterval = 500
      maxPopulation = 15
      ghostProb = 0.1
      spawnGhosts = 4
    }
    behaviour = {
      minPopulation = 3
      minTeamSize = 4
      triggers = {
        RoomTrigger "THRONE" 0.0003
        RoomTrigger "IMPALED_HEAD" 0.0001
        SelfVictims
        NumConquered 3
        StolenItems
        FinishOff
        Proximity
      }
      attackBehaviour = KillMembers 3
      ransom = 0.8 320
    }
    immigrants = {
      {
        ids = {"DWARF"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "ELVES"
  {
    settlement = {
      type = FORREST_VILLAGE
      inhabitants = {
        leader = { { "ELF_LORD" } }
        fighters = {
          count = {6 9}
          all = { 1 "ELF_ARCHER" }
        }
        civilians = {
          count = {6 9},
          all = {
            1 "ELF"
            1 "ELF_CHILD"
            1 "HORSE"
          }
        }
      }
      locationNameGen = TOWN
      tribe = ELF
      race = "elves"
      stockpiles = {{ "gold" 100 "TREASURE_CHEST"}}
      buildingId = WOOD
      lootItem = {TechBook "master sorcery"}
      furniture = "roomFurniture"
    }
    config = {
      immigrantInterval = 500
      maxPopulation = 18
      ghostProb = 0.1
      spawnGhosts = 4
    }
    behaviour = {
      minPopulation = 4
      minTeamSize = 4
      triggers = {StolenItems}
      attackBehaviour = KillLeader
    }
    immigrants = {
      {
        ids = {"ELF_ARCHER"}
        traits = {FIGHTER}
        frequency = 1
      }
    }
  }
  "ELEMENTALIST_ENTRY"
  {
    settlement = {
      type = TOWER
      tribe = HUMAN
      buildingId = BRICK
    }
    discoverable = false
  }
  "ELEMENTALIST"
  {
    settlement = {
      type = TOWER
      inhabitants = {
        leader = { { "ELEMENTALIST" } }
      }
      tribe = HUMAN
      buildingId = BRICK
      furniture = "roomFurniture"
    }
    config = {
      leaderAsFighter = true
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 1
      triggers = {
        RoomTrigger "THRONE" 0.0003
        RoomTrigger "IMPALED_HEAD" 0.0001
        NumConquered 3
        FinishOff
        Proximity
      }
      attackBehaviour = CampAndSpawn {
        count = {3 7}
        all = {
          1 "WATER_ELEMENTAL"
          1 "AIR_ELEMENTAL"
          1 "FIRE_ELEMENTAL"
          1 "EARTH_ELEMENTAL"
        }
      }
      ransom = 0.5 80
    }
    levelConnection = {
      type = TOWER
      enemyId = "ELEMENTALIST_ENTRY"
    }
  }
  "NO_AGGRO_BANDITS"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        fighters = {
          count = {4 9}
          all = { 1 "BANDIT" }
        }
      }
      tribe = BANDIT
      race = "bandits"
      buildingId = DUNGEON
    }
    config = {
      immigrantInterval = 1000
      maxPopulation = 10
    }
    createOnBones = 0.1 { "KOBOLD_CAVE" }
    immigrants = { 
      {
        ids = { "BANDIT" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "BANDITS" inherit "NO_AGGRO_BANDITS"
  {
    behaviour = {
      minPopulation = 0
      minTeamSize = 3
      triggers = {Gold 100}
      attackBehaviour = StealGold
      ransom = 0.5 80
    }
  }
  "COTTAGE_BANDITS" inherit "NO_AGGRO_BANDITS"
  {
    createOnBones = 1.0 { "HUMAN_COTTAGE" }
  }
  "ORC_CAVE"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        fighters = {
          count = {4 9}
          all = { 1 "ORC" }
        }
      }
      tribe = BANDIT
      race = "orcs"
      buildingId = DUNGEON   
    }
    config = {
      immigrantInterval = 1000
      maxPopulation = 10
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 3
      triggers = {Gold 100}
      attackBehaviour = StealGold
      ransom = 0.5 80
    }
    createOnBones = 0.1 { "KOBOLD_CAVE" }
    immigrants = { 
      {
        ids = { "ORC" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "LIZARDMEN"
  {
    settlement = {
      type = VILLAGE
      tribe = LIZARD
      inhabitants = {
        leader = { { "LIZARDLORD" } }
        fighters = {
          count = {7 10}
          all = { 1 "LIZARDMAN" }
        }
      }
      locationNameGen = TOWN
      race = "lizardmen"
      buildingId = MUD
      lootItem = {TechBook "humanoid mutation"}
      shopItems = "goodMushrooms"
      furniture = "roomFurniture"
      outsideFeatures = "villageOutside"
    }
    config = {
      immigrantInterval = 140
      maxPopulation = 11
      ghostProb = 0.1
      spawnGhosts = 4
    }
    behaviour = {
      minPopulation = 4
      minTeamSize = 4
      triggers = {
        RoomTrigger "IMPALED_HEAD" 0.0001
        NumConquered 2
        Power
        SelfVictims
        FinishOff
        Proximity
        StolenItems
      }
      attackBehaviour = KillLeader
    }
    createOnBones = 1.0 { "VILLAGE" "ELVES" }
    immigrants = { 
      {
        ids = { "LIZARDMAN" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "DARK_ELVES_ALLY"
  {
    settlement = {
      type = MINETOWN
      tribe = DARK_ELF
      inhabitants = {
        leader = { { "DARK_ELF_LORD" } }
        fighters = {
          count = {6 9}
          all = { 1 "DARK_ELF_WARRIOR" }
        }
        civilians = {
          count = {6 9},
          all = {
            1 "DARK_ELF"
            1 "DARK_ELF_CHILD"
            1 "RAT"
          }
        }
      }
      locationNameGen = TOWN
      race = "dark elves"
      buildingId = DUNGEON
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
    }
    config = {
      immigrantInterval = 500
      maxPopulation = 15
    }
    levelConnection = {
      type = GNOMISH_MINES
      enemyId = "DARK_ELVES_ENTRY"
    }
    immigrants = { 
      {
        ids = { "DARK_ELF_WARRIOR" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "DARK_ELVES_ENEMY" inherit "DARK_ELVES_ALLY"
  {
    settlement = {
      type = MINETOWN
      tribe = DARK_ELF
      inhabitants = {
        leader = {
          id = { "DARK_ELF_LORD" }
          baseLevelIncrease = {
            MELEE 10
            SPELL 10
          }
        }
        fighters = {
          count = {6 9}
          all = { 1 "DARK_ELF_WARRIOR" }
          baseLevelIncrease = {
            MELEE 10
          }
        }
        civilians = {
          count = {6 9},
          all = {
            1 "DARK_ELF"
            1 "DARK_ELF_CHILD"
            1 "RAT"
          }
        }
      }
      locationNameGen = TOWN
      race = "dark elves"
      buildingId = DUNGEON
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
    }
  }
  "DARK_ELVES_ENTRY"
  {
    settlement = {
      type = SMALL_MINETOWN
      tribe = DARK_ELF
      inhabitants = {
        fighters = {
          count = {3 7}
          all = { 1 "DARK_ELF_WARRIOR" }
        }
      }
      race = "dark elves"
      buildingId = DUNGEON
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
    }
    discoverable = false
  }
  "GNOMES"
  {
    settlement = {
      type = MINETOWN
      tribe = GNOME
      inhabitants = {
        leader = { { "GNOME_CHIEF" } }
        fighters = {
          count = {8 14}
          all = { 1 "GNOME" }
        }
      }
      locationNameGen = TOWN
      race = "gnomes"
      buildingId = DUNGEON
      shopItems = "gnomeShop"
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
    }
    levelConnection = {
      type = GNOMISH_MINES
      enemyId = "GNOMES_ENTRY"
    }
  }
  "GNOMES_ENTRY"
  {
    settlement = {
      type = SMALL_MINETOWN
      tribe = GNOME
      inhabitants = {
        fighters = {
          count = {3 7}
          all = { 1 "GNOME" }
        }
      }
      race = "gnomes"
      buildingId = DUNGEON
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
    }
    discoverable = false
  }
  "ENTS"
  {
    settlement = {
      type = FOREST
      inhabitants = {
        fighters = {
          count = {7 10}
          all = { 1 "ENT" }
        }
      }
      tribe = MONSTER
      race = "tree spirits"
      buildingId = WOOD
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 10
    }
    immigrants = { 
      {
        ids = { "ENT" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "DRIADS"
  {
    settlement = {
      type = FOREST
      inhabitants = {
        fighters = {
          count = {7 10}
          all = { 1 "DRIAD" }
        }
      }
      tribe = MONSTER
      race = "dryads"
      buildingId = WOOD
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 10
    }
    immigrants = { 
      {
        ids = { "DRIAD" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "SHELOB"
  {
    settlement = {
      type = CAVE
      tribe = SHELOB
      inhabitants = {
        leader = { { "SHELOB" } }
        civilians = {
          count = {4 6},
          all = {
            1 "SPIDER_FOOD"
            1 "SPIDER"
          }
        }
      }
      race = "giant spider"
      buildingId = DUNGEON
    }
    config = {
     leaderAsFighter = true
    }
    createOnBones = 0.1 { "DWARF_CAVE" "KOBOLD_CAVE" }
  }
  "CYCLOPS"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        leader = { { "CYCLOPS" } }
      }
      race = "cyclops"
      tribe = HOSTILE
      buildingId = DUNGEON
      shopItems = "goodMushrooms"
    }
    config = {
      leaderAsFighter = true
      spawnGhosts = 1
      ghostProb = 0.03
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 1
      triggers = {EnemyPopulation 13}
      attackBehaviour = KillMembers 4
    }
  }
  "HYDRA"
  {
    settlement = {
      type = SWAMP
      inhabitants = {
        leader = { { "HYDRA" } }
      }
      race = "hydra"
      tribe = HOSTILE
      buildingId = DUNGEON
    }
    config = {
      leaderAsFighter = true
      spawnGhosts = 1
      ghostProb = 0.03
    }
  }
  "KRAKEN"
  {
    settlement = {
      type = MOUNTAIN_LAKE
      inhabitants = {
        leader = { { "KRAKEN" } }
      }
      race = "kraken"
      tribe = MONSTER
      buildingId = DUNGEON
    }
    config = {
      leaderAsFighter = true
    }
    discoverable = false
  }
  "CEMETERY"
  {
    settlement = {
      type = CEMETERY
      inhabitants = {
        fighters = {
          count = {8 12}
          all = { 1 "ZOMBIE" }
        }
      }
      locationName = "cemetery"
      tribe = MONSTER
      race = "undead"
      furniture = "cryptCoffins"
      buildingId = BRICK
    }
    levelConnection = {
      type = CRYPT
      enemyId = "CEMETERY_ENTRY"
    }
  }
  "CEMETERY_ENTRY"
  {
    settlement = {
      type = CEMETERY
      inhabitants = {
        fighters = {
          count = {1 2}
          all = {
            1 "ZOMBIE"
          }
        }
      }
      locationName = "cemetery"
      race = "undead"
      tribe = MONSTER
      furniture = "graves"
      buildingId = BRICK
    }
    discoverable = false
  }
  "OGRE_CAVE"
  {
    settlement = {
      type = CAVE
      tribe = GREENSKIN
      inhabitants = {
        fighters = {
          count = {4 8}
          all = { 1 "OGRE" }
        }
      }
      buildingId = DUNGEON
      closeToPlayer = true
      furniture = "roomFurniture"
      outsideFeatures = "villageOutside"
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 10
    }
    immigrants = { 
      {
        ids = { "OGRE" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "HARPY_CAVE"
  {
    settlement = {
      type = CAVE
      tribe = GREENSKIN
      inhabitants = {
        fighters = {
          count = {4 8}
          all = { 1 "HARPY" }
        }
      }
      buildingId = DUNGEON
      closeToPlayer = true
      furniture = "roomFurniture"
      outsideFeatures = "villageOutside"
    }
    config = {
      immigrantInterval = 300
      maxPopulation = 10
    }
    immigrants = { 
      {
        ids = { "HARPY" }
        traits = { FIGHTER }
        frequency = 1
      }
    }
  }
  "SOKOBAN_ENTRY"
  {
    settlement = {
      type = ISLAND_VAULT_DOOR
      buildingId = DUNGEON
      tribe = MONSTER
    }
  }
  "SOKOBAN"
  {
    settlement = {
      type = CAVE
      inhabitants = {
        leader = {{ "SPECIAL_HLBN" "SPECIAL_HLBW" "SPECIAL_HLGN" "SPECIAL_HLGW" }}
      }
      tribe = DARK_KEEPER
      buildingId = DUNGEON  
    }
    levelConnection = {
      type = SOKOBAN
      enemyId = "SOKOBAN_ENTRY"
    }
    discoverable = false
  }
  "WITCH"
  {
    settlement = {
      type = COTTAGE
      tribe = MONSTER
      inhabitants = {
        leader = { { "WITCH" } }
      }
      race = "witch"
      buildingId = WOOD
      lootItem = {TechBook "advanced alchemy"}
      furniture = "witchInside"
    }
  }
  "TEMPLE"
  {
    settlement = {
      type = TEMPLE
      tribe = HUMAN
      race = "altar"
      inhabitants = {
        leader = { { "PRIEST" } }
      }
      buildingId = BRICK
      furniture = "templeInside"   
    }
    discoverable = false
  }
  "EVIL_TEMPLE"
  {
    settlement = {
      type = TEMPLE
      tribe = DARK_KEEPER
      race = "altar"
      inhabitants = {
        leader = {
          id = {"ORC_MAGE"} 
          expLevelIncrease = { SPELL 7 }
        }
      }
      buildingId = WOOD
      furniture = "templeInside"
    }
    discoverable = false
  }
  "RUINS"
  {
    settlement = {
      type = COTTAGE
      tribe = MONSTER
      race = "ruins"
      dontBuildRoad = true
      closeToPlayer = true
      buildingId = RUINS
    }
    config = {
      immigrantInterval = 700
      maxPopulation = 3
      conquerCondition = DESTROY_BUILDINGS
    }
    immigrants = {
      {
        ids = {"LOST_SOUL"}
        traits = {FIGHTER}
        specialTraits = {
          {1.0 {LastingEffect DISAPPEAR_DURING_DAY}}
        }
        frequency = 1
        requirements = {
          {1.0 SunlightState NIGHT}
        }
        spawnLocation = InsideTerritory
      }
    }
  }
  "HUMAN_COTTAGE"
  {
    settlement = {
      type = COTTAGE
      tribe = HUMAN
      cropsDistance = 13
      inhabitants = {
        fighters = {
          count = {2 4}
          all = { 1 "PESEANT" }
        }
        civilians = {
          count = {3 7},
          all = {
            1 "CHILD"
            1 "HORSE"
            1 "DONKEY"
            1 "COW"
            1 "PIG"
            1 "DOG"
          }
        }
      }
      race = "humans"
      buildingId = WOOD
      furniture = "roomFurniture"
    }
    config = {
      guardianInfo = "WITCHMAN" 0.003 1 2
    }
  }
  "ELVEN_COTTAGE"
  {
    settlement = {
      type = FORREST_COTTAGE
      tribe = ELF
      inhabitants = {
        leader = { { "ELF_ARCHER" } }
        fighters = {
          count = {2 3}
          all = { 1 "ELF" }
        }
        civilians = {
          count = {2 5}
          all = {
            1 "ELF_CHILD"
            1 "HORSE"
            1 "COW"
            1 "DOG"
          }
        }
      }
      race = "elves"
      buildingId = WOOD
      furniture = "roomFurniture"
    }
  }
  "LIZARDMEN_COTTAGE"
  {
    settlement = {
      type = FORREST_COTTAGE
      tribe = LIZARD
      inhabitants = {
        fighters = {
          count = {2 3}
          all = { 1 "LIZARDMAN" }
        }
      }
      race = "lizardmen"
      buildingId = WOOD
      furniture = "roomFurniture"
    }
    createOnBones = 1.0 { "ELVEN_COTTAGE" }
  }
  "KOBOLD_CAVE"
  {
    settlement = {
      type = SMALL_MINETOWN
      tribe = DWARF
      inhabitants = {
        fighters = {
          count = {3 7}
          all = { 1 "KOBOLD" }
        }
      }
      race = "kobolds"
      buildingId = DUNGEON
      stockpiles = {{ "minerals" 60 }}
    }
  }
  "DWARF_CAVE"
  {
    settlement = {
      type = SMALL_MINETOWN
      tribe = DWARF
      inhabitants = {
        fighters = {
          count = {2 5}
          all = { 1 "DWARF" }
        }
        civilians = {
          count = {2 5}
          all = { 1 "DWARF_FEMALE" }
        }
      }
      race = "dwarves"
      buildingId = DUNGEON
      stockpiles = {{ "minerals" 60}}
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
      surroundWithResources = 6     
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 1
      triggers = { SelfVictims StolenItems MiningInProximity }
      attackBehaviour = KillLeader
      ransom = 0.5 80
    }
  }
  "RAT_CAVE"
  {
    settlement = {
      type = VAULT
      inhabitants = {
        fighters = {
          count = {10 11} 
          all = {
            1 "RAT"
          }
        }
      }
      closeToPlayer = true
      dontConnectCave = true
      tribe = MONSTER
      buildingId = DUNGEON
    }
    discoverable = false
  }
  "RAT_PEOPLE_CAVE"
  {
    settlement = {
      type = VAULT
      buildingId = DUNGEON
      tribe = MONSTER
      inhabitants = {
        leader = { { "RAT_KING" } }
        fighters = {
          count = {2 5}
          all = { 1 "RAT_SOLDIER" }
        }
        civilians = {
          count = {2 5}
          all = {
            1 "RAT_LADY"
            1 "RAT"
          }
        }
      }
      closeToPlayer = true
        dontConnectCave = true
    }
    discoverable = false
  }
  "DARK_ELF_CAVE"
  {
    settlement = {
      type = SMALL_MINETOWN
      tribe = DARK_ELF
      inhabitants = {
        fighters = {
          count = {2 5}
          all = { 1 "DARK_ELF_WARRIOR" }
          baseLevelIncrease = { MELEE 7 }
        }
        civilians = {
          count = {2 5}
          all = { 1 "DARK_ELF" }
        }
      }
      race = "dark elves"
      buildingId = DUNGEON
      stockpiles = {{ "minerals" 60 }}
      outsideFeatures = "dungeonOutside"
      furniture = "roomFurniture"
      surroundWithResources = 6    
    }
    behaviour = {
      minPopulation = 0
      minTeamSize = 1
      triggers = {SelfVictims StolenItems MiningInProximity}
      attackBehaviour = KillLeader
      ransom = 0.5 80
    }
  }
}
