<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<!-- ============== Base Classes ============== -->
	
	<!-- Dirt -->
	<TerrainDef Name="DirtFloorBase" Abstract="True">
		<layerable>false</layerable>
		<affordances>
			<li>Light</li>
			<li>Medium</li>
			<li>Heavy</li>
			<li>Diggable</li>
		</affordances>
		<tags>
			<li>Floor</li>
		</tags>
		<designationCategory>Floors</designationCategory>
		<filthAcceptanceMask>
			<li>None</li>
		</filthAcceptanceMask>
		<generatedFilth>Filth_Dirt</generatedFilth>
		<fertility>0.01</fertility>
		<takeFootprints>True</takeFootprints>
		<designatorDropdown>Floor_Dirt</designatorDropdown>
		<constructEffect>ConstructDirt</constructEffect>
		<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
	</TerrainDef>
	
	<!-- Stone -->
	<TerrainDef Name="StoneFloorBase" Abstract="True">
		<layerable>false</layerable>
		<renderPrecedence>300</renderPrecedence>
		<description>Rough stone.</description>
		<texturePath>Terrain/Surfaces/RoughStoneFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
		<statBases>
			<WorkToBuild>500</WorkToBuild>
			<Beauty>-1</Beauty>
			<Flammability>0</Flammability>
		</statBases>
		<affordances>
			<li>Light</li>
			<li>Medium</li>
			<li>Heavy</li>
			<li>SmoothableStone</li>
		</affordances>
		<designationCategory>Floors</designationCategory>
		<fertility>0</fertility>
		<takeFootprints>False</takeFootprints>
		<designatorDropdown>Floor_Rough_Stone</designatorDropdown>
		<tags>
			<li>Road</li>
		</tags>
		<constructEffect>ConstructDirt</constructEffect>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<researchPrerequisites>
			<li>Stonecutting</li>
		</researchPrerequisites>
	</TerrainDef>
	
	<!-- Sand -->
	<TerrainDef Name="SandFloorBase" Abstract="True">
		<layerable>false</layerable>
		<affordances>
			<li>Light</li>
			<li>Diggable</li>
		</affordances>
		<tags>
			<li>Floor</li>
		</tags>
		<designationCategory>Floors</designationCategory>
		<filthAcceptanceMask>
			<li>None</li>
		</filthAcceptanceMask>
		<generatedFilth>Filth_Sand</generatedFilth>
		<fertility>0.01</fertility>
		<takeFootprints>True</takeFootprints>
		<designatorDropdown>Floor_Sand</designatorDropdown>
		<constructEffect>ConstructDirt</constructEffect>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
	</TerrainDef>
	
	<!-- Road -->
	<TerrainDef Name="RoadFloorBase" Abstract="True">
		<layerable>false</layerable>
		<renderPrecedence>300</renderPrecedence>
		<edgeType>FadeRough</edgeType>
		<affordances>
			<li>Light</li>
			<li>Medium</li>
			<li>Heavy</li>
		</affordances>
		<tags>
			<li>Road</li>
		</tags>
		<!--<designationCategory>Floors</designationCategory>-->
		<filthAcceptanceMask>
			<li>None</li>
		</filthAcceptanceMask>
		<generatedFilth>Filth_Dirt</generatedFilth>
		<fertility>0</fertility>
		<takeFootprints>False</takeFootprints>
		<!--<designatorDropdown>Floor_Road</designatorDropdown>-->
		<constructEffect>ConstructDirt</constructEffect>
		<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
		<researchPrerequisites>
			<li>Stonecutting</li>
		</researchPrerequisites>
	</TerrainDef>

<!-- ================= Soils ================= -->

	<!-- Soil -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>SoilFloor</defName>
		<label>soil</label>
		<description>Regular old soil. Due to the construction process, it's not very fertile.</description>
		<texturePath>Terrain/Surfaces/SoilFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>340</renderPrecedence>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<scatterType>Rocky</scatterType>
		<tools>
			<li>
				<label>dirt</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>DirtInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Soil>1</VT_Soil>
		</costList>
	</TerrainDef>
		
	<!-- Rich Soil -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>RichSoilFloor</defName>
		<label>rich soil</label>
		<description>Rich, dark soil. Due to the construction process, it's not very fertile.</description>
		<texturePath>Terrain/Surfaces/SoilRichFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>335</renderPrecedence>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<tools>
			<li>
				<label>dirt</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>DirtInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Soil>1</VT_Soil>
		</costList>
	</TerrainDef>
	
	<!-- Gravel -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>GravelFloor</defName>
		<label>stony soil</label>
		<description>Soil contaminated with stones and gravel. Due to the construction process, it's not very fertile.</description>
		<texturePath>Terrain/Surfaces/GravelFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>320</renderPrecedence>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<scatterType>Rocky</scatterType>
		<tools>
			<li>
				<label>gravel</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>GravelInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Gravel>1</VT_Gravel>
		</costList>
	</TerrainDef>  
	
	<!-- Moss -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>MossyFloor</defName>
		<label>mossy soil</label>
		<description>Lichen covered soil. Teeming with creepy crawlies. Due to the construction process, it's not very fertile.</description>
		<texturePath>Terrain/Surfaces/MossyFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>315</renderPrecedence>
		<pathCost>3</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-2</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<avoidWander>false</avoidWander>
		<costList>
			<VT_Soil>1</VT_Soil>
		</costList>
	</TerrainDef>
	
	<!-- Grass -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>GrassFloor</defName>
		<label>grass</label>
		<description>Grass covered soil. Spray painted green to make it look extra grassy.</description>
		<texturePath>Terrain/Surfaces/GrassFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>315</renderPrecedence>
		<pathCost>3</pathCost>
		<statBases>
			<Beauty>1</Beauty>
			<BeautyOutdoors>1</BeautyOutdoors>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<fertility>0.40</fertility>
		<affordances>
			<li>GrowSoil</li>
			<li>Diggable</li>
		</affordances>
		<avoidWander>false</avoidWander>
		<costList>
			<VT_Soil>2</VT_Soil>
		</costList>
	</TerrainDef>
	
	<!-- Marsh -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>MarshyFloor</defName>
		<label>marshy soil</label>
		<description>Wet, swampy marshland. Smells awful. Due to the construction process, it's not very fertile.</description>
		<texturePath>Terrain/Surfaces/MarshyFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>337</renderPrecedence>
		<pathCost>14</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-2</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.08</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<scatterType>Rocky</scatterType>
		<affordances>
			<li>Bridgeable</li>
		</affordances>
		<driesTo>SoilFloor</driesTo>
		<tools>
			<li>
				<label>mud</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>MudInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Soil>2</VT_Soil>
		</costList>
	</TerrainDef>  
	
	<!-- Mud -->
	<TerrainDef ParentName="DirtFloorBase">
		<defName>MudFloor</defName>
		<label>muddy soil</label>
		<description>Very wet, boggy soil. A good choice for mud pies. Due to the construction process, it's not very fertile.</description>
		<texturePath>Terrain/Surfaces/MudFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>330</renderPrecedence>
		<pathCost>14</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-2</Cleanliness>
			<WorkToBuild>800</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<affordances>
			<li>Bridgeable</li>
		</affordances>
		<avoidWander>true</avoidWander>
		<driesTo>SoilFloor</driesTo>
		<tools>
			<li>
				<label>mud</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>MudInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Soil>2</VT_Soil>
		</costList>
	</TerrainDef>

<!-- ============= Fertile Soils ============= -->
  
  <!-- Fertile Soil -->
  <TerrainDef ParentName="DirtFloorBase">
    <defName>FertileSoilFloor</defName>
    <label>fertile soil</label>
    <description>Soil enriched with fertiliser. Not as good as the soil you find in the wild, but it's better than nothing.</description>
    <texturePath>Terrain/Surfaces/SoilFloor</texturePath>
    <edgeType>FadeRough</edgeType>
    <renderPrecedence>340</renderPrecedence>
    <pathCost>2</pathCost>
    <statBases>
      <Beauty>-5</Beauty>
      <BeautyOutdoors>-1</BeautyOutdoors>
      <Cleanliness>-1</Cleanliness>
      <WorkToBuild>1000</WorkToBuild>
      <FilthMultiplier>0.07</FilthMultiplier>
      <Flammability>0</Flammability>
    </statBases>
    <fertility>0.70</fertility>
    <designatorDropdown>Floor_Dirt_Fertile</designatorDropdown>
    <costList>
      <VT_Soil>1</VT_Soil>
      <VT_Compost>1</VT_Compost>
    </costList>
    <affordances>
      <li>Light</li>
      <li>Medium</li>
      <li>Heavy</li>
      <li>GrowSoil</li>
      <li>Diggable</li>
    </affordances>
	<tools>
	  <li>
	    <label>dirt</label>
	    <capacities>
		  <li>KickMaterialInEyes</li>
	    </capacities>
	    <hediff>DirtInEyes</hediff>
	    <cooldownTime>1.5</cooldownTime>
	  </li>
	</tools>
    <tags>
      <li>Soil</li>
    </tags>
  </TerrainDef>

  <!-- Rich Soil -->
  <TerrainDef ParentName="DirtFloorBase">
    <defName>FertileRichSoilFloor</defName>
    <label>fertile rich soil</label>
    <description>Rich, dark soil. Enriched with fertiliser. Not as good as the soil you find in the wild, but it's better than nothing.</description>
    <texturePath>Terrain/Surfaces/SoilRichFloor</texturePath>
    <edgeType>FadeRough</edgeType>
    <renderPrecedence>335</renderPrecedence>
    <pathCost>2</pathCost>
    <statBases>
      <Beauty>-3</Beauty>
      <BeautyOutdoors>0</BeautyOutdoors>
      <Cleanliness>-1</Cleanliness>
      <WorkToBuild>1000</WorkToBuild>
      <FilthMultiplier>0.05</FilthMultiplier>
      <Flammability>0</Flammability>
    </statBases>
    <fertility>0.75</fertility>
    <designatorDropdown>Floor_Dirt_Fertile</designatorDropdown>
    <costList>
      <VT_Soil>1</VT_Soil>
      <VT_Compost>1</VT_Compost>
    </costList>
    <affordances>
      <li>Light</li>
      <li>Medium</li>
      <li>Heavy</li>
      <li>GrowSoil</li>
      <li>Diggable</li>
    </affordances>
	<tools>
	  <li>
	    <label>dirt</label>
	    <capacities>
	      <li>KickMaterialInEyes</li>
	    </capacities>
	    <hediff>DirtInEyes</hediff>
	    <cooldownTime>1.5</cooldownTime>
	  </li>
	</tools>
    <tags>
      <li>Soil</li>
    </tags>
  </TerrainDef>

  <!-- Gravel -->
  <TerrainDef ParentName="DirtFloorBase">
    <defName>FertileGravelFloor</defName>
    <label>fertile stony soil</label>
    <description>Soil contaminated with stones and gravel. Enriched with fertiliser. Not as good as the soil you find in the wild, but it's better than nothing.</description>
    <texturePath>Terrain/Surfaces/GravelFloor</texturePath>
    <edgeType>FadeRough</edgeType>
    <renderPrecedence>320</renderPrecedence>
    <pathCost>2</pathCost>
    <statBases>
      <Beauty>-3</Beauty>
      <BeautyOutdoors>0</BeautyOutdoors>
      <Cleanliness>-1</Cleanliness>
      <WorkToBuild>1000</WorkToBuild>
      <FilthMultiplier>0.05</FilthMultiplier>
      <Flammability>0</Flammability>
    </statBases>
    <fertility>0.40</fertility>
    <designatorDropdown>Floor_Dirt_Fertile</designatorDropdown>
    <scatterType>Rocky</scatterType>
    <costList>
      <VT_Gravel>1</VT_Gravel>
      <VT_Compost>1</VT_Compost>
    </costList>
    <affordances>
      <li>Light</li>
      <li>Medium</li>
      <li>Heavy</li>
      <li>GrowSoil</li>
      <li>Diggable</li>
    </affordances>
	<tools>
	  <li>
	    <label>gravel</label>
	    <capacities>
	      <li>KickMaterialInEyes</li>
	    </capacities>
	    <hediff>GravelInEyes</hediff>
	    <cooldownTime>1.5</cooldownTime>
	  </li>
	</tools>
    <tags>
      <li>Soil</li>
    </tags>
  </TerrainDef>

  <!-- Moss -->
  <TerrainDef ParentName="DirtFloorBase">
    <defName>FertileMossyFloor</defName>
    <label>fertile mossy soil</label>
    <description>Lichen covered soil. Teeming with creepy crawlies. Enriched with fertiliser. Not as good as the soil you find in the wild, but it's better than nothing.</description>
    <texturePath>Terrain/Surfaces/MossyFloor</texturePath>
    <edgeType>FadeRough</edgeType>
    <renderPrecedence>315</renderPrecedence>
    <pathCost>3</pathCost>
    <statBases>
      <Beauty>-3</Beauty>
      <BeautyOutdoors>0</BeautyOutdoors>
      <Cleanliness>-2</Cleanliness>
      <WorkToBuild>1000</WorkToBuild>
      <FilthMultiplier>0.05</FilthMultiplier>
      <Flammability>0</Flammability>
    </statBases>
    <fertility>0.70</fertility>
    <designatorDropdown>Floor_Dirt_Fertile</designatorDropdown>
    <avoidWander>false</avoidWander>
    <costList>
      <VT_Soil>1</VT_Soil>
      <VT_Compost>1</VT_Compost>
    </costList>
    <affordances>
      <li>Light</li>
      <li>Medium</li>
      <li>Heavy</li>
      <li>GrowSoil</li>
      <li>Diggable</li>
    </affordances>
    <tags>
      <li>Soil</li>
    </tags>
  </TerrainDef>

  <!-- Marsh -->
  <TerrainDef ParentName="DirtFloorBase">
    <defName>FertileMarshyFloor</defName>
    <label>fertile marshy soil</label>
    <description>Wet, swampy marshland. Smells awful. Enriched with fertiliser. Not as good as the soil you find in the wild, but it's better than nothing.</description>
    <texturePath>Terrain/Surfaces/MarshyFloor</texturePath>
    <edgeType>FadeRough</edgeType>
    <renderPrecedence>337</renderPrecedence>
    <pathCost>14</pathCost>
    <statBases>
      <Beauty>-3</Beauty>
      <BeautyOutdoors>0</BeautyOutdoors>
      <Cleanliness>-2</Cleanliness>
      <WorkToBuild>1000</WorkToBuild>
      <FilthMultiplier>0.08</FilthMultiplier>
      <Flammability>0</Flammability>
    </statBases>
    <fertility>0.70</fertility>
    <designatorDropdown>Floor_Dirt_Fertile</designatorDropdown>
    <scatterType>Rocky</scatterType>
    <affordances>
      <li>Bridgeable</li>
      <li>GrowSoil</li>
      <li>Diggable</li>
    </affordances>
    <driesTo>SoilFloor</driesTo>
    <costList>
      <VT_Soil>2</VT_Soil>
      <VT_Compost>2</VT_Compost>
    </costList>
	<tools>
	  <li>
	    <label>mud</label>
	    <capacities>
	      <li>KickMaterialInEyes</li>
	    </capacities>
	    <hediff>MudInEyes</hediff>
	    <cooldownTime>1.5</cooldownTime>
	  </li>
	</tools>
    <tags>
      <li>Soil</li>
    </tags>
  </TerrainDef>


  <!-- ================= Sands ================= -->

	<!-- Sand -->
	<TerrainDef ParentName="SandFloorBase">
		<defName>SandFloor</defName>
		<label>sand</label>
		<description>Dry, desert sand. Gets everywhere.</description>
		<texturePath>Terrain/Surfaces/SandFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>350</renderPrecedence>
		<pathCost>4</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>750</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<scatterType>SoftDry</scatterType>
		<affordances>
			<li>Medium</li>
			<li>Heavy</li>
		</affordances>
		<tools>
			<li>
				<label>sand</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>SandInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Sand>1</VT_Sand>
		</costList>
	</TerrainDef>
	
	<!-- Soft Sand -->
	<TerrainDef ParentName="SandFloorBase">
		<defName>SoftSandFloor</defName>
		<label>soft sand</label>
		<description>Warm, desert sand. Softer than regular sand.</description>
		<texturePath>Terrain/Surfaces/SoftSandFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>352</renderPrecedence>
		<pathCost>14</pathCost>
		<statBases>
			<Beauty>-3</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>750</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<tools>
			<li>
				<label>sand</label>
				<capacities>
					<li>KickMaterialInEyes</li>
				</capacities>
				<hediff>SandInEyes</hediff>
				<cooldownTime>1.5</cooldownTime>
			</li>
		</tools>
		<costList>
			<VT_Sand>2</VT_Sand>
		</costList>
	</TerrainDef>
	
<!-- ================= Roads ================= -->
	
	<!-- Packed Dirt -->
	<TerrainDef ParentName="RoadFloorBase">
		<defName>PackedDirtFloor</defName>
		<label>packed dirt road</label>
		<description>Road made by compacting the earth to make a smooth surface.</description>
		<texturePath>Terrain/Surfaces/PackedDirtFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>360</renderPrecedence>
		<pathCost>1</pathCost>
		<statBases>
			<Beauty>-1</Beauty>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>5000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<scatterType>Rocky</scatterType>
		<costList>
			<VT_Gravel>4</VT_Gravel>
			<VT_Soil>4</VT_Soil>
		</costList>
		<designationCategory>Floors</designationCategory>
		<designatorDropdown>Floor_Road</designatorDropdown>
	</TerrainDef>

	<!-- Asphalt -->
	<TerrainDef ParentName="RoadFloorBase">
		<defName>BrokenAsphaltFloor</defName>
		<label>broken asphalt road</label>
		<description>Old world asphalt road. Very expensive, and takes a long time to construct.</description>
		<texturePath>Terrain/Surfaces/AsphaltFloor</texturePath>
		<edgeType>FadeRough</edgeType>
		<renderPrecedence>370</renderPrecedence>
		<pathCost>-2</pathCost>
		<statBases>
			<Beauty>-2</Beauty>
			<BeautyOutdoors>0</BeautyOutdoors>
			<Cleanliness>-2</Cleanliness>
			<WorkToBuild>10000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<scatterType>Rocky</scatterType>
		<costList>
			<Steel>5</Steel>
			<VT_Soil>2</VT_Soil>
			<VT_Sand>1</VT_Sand>
			<VT_Gravel>1</VT_Gravel>
		</costList>
		<constructEffect>ConstructMetal</constructEffect>
		<constructionSkillPrerequisite>10</constructionSkillPrerequisite>
		<researchPrerequisites>
			<li>DeepDrilling</li>
		</researchPrerequisites>
		<designationCategory>Floors</designationCategory>
		<designatorDropdown>Floor_Road</designatorDropdown>
	</TerrainDef>
	
<!-- ================= Stones ================= -->

	<!-- Stone -->	
	<TerrainDef ParentName="StoneFloorBase">
		<defName>RoughStoneFloorSandstone</defName>
		<label>rough sandstone</label>
		<description>A sedimentary rock composed of sand particles compressed together. Can be smoothed.</description>
		<color>(126,104,94)</color>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-1</Beauty>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>8000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<costList>
			<VT_Sand>5</VT_Sand>
			<VT_Gravel>5</VT_Gravel>
			<BlocksSandstone>4</BlocksSandstone>
		</costList>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
		<smoothedTerrain>Sandstone_Smooth</smoothedTerrain>
	</TerrainDef>
	
	<TerrainDef ParentName="StoneFloorBase">
		<defName>RoughStoneFloorGranite</defName>
		<label>rough granite</label>
		<description>A very hard igneous rock. Can be smoothed.</description>
		<color>(105,95,97)</color>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-1</Beauty>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>8000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<costList>
			<VT_Sand>5</VT_Sand>
			<VT_Gravel>5</VT_Gravel>
			<BlocksGranite>4</BlocksGranite>
		</costList>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
		<smoothedTerrain>Granite_Smooth</smoothedTerrain>
	</TerrainDef>
	
	<TerrainDef ParentName="StoneFloorBase">
		<defName>RoughStoneFloorLimestone</defName>
		<label>rough limestone</label>
		<description>A sedimentary rock formed from the compacted remains of ancient seashells. Can be smoothed.</description>
		<color>(158,153,135)</color>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-1</Beauty>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>8000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<costList>
			<VT_Sand>5</VT_Sand>
			<VT_Gravel>5</VT_Gravel>
			<BlocksLimestone>4</BlocksLimestone>
		</costList>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
		<smoothedTerrain>Limestone_Smooth</smoothedTerrain>
	</TerrainDef>
	
	<TerrainDef ParentName="StoneFloorBase">
		<defName>RoughStoneFloorSlate</defName>
		<label>rough slate</label>
		<description>A dark-colored metamorphic rock. Its fine layers are emblematic of slaty cleavage. Can be smoothed.</description>
		<color>(105,105,105)</color>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-1</Beauty>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>8000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<costList>
			<VT_Sand>5</VT_Sand>
			<VT_Gravel>5</VT_Gravel>
			<BlocksSlate>4</BlocksSlate>
		</costList>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
		<smoothedTerrain>Slate_Smooth</smoothedTerrain>
	</TerrainDef>
	
	<TerrainDef ParentName="StoneFloorBase">
		<defName>RoughStoneFloorMarble</defName>
		<label>rough marble</label>
		<description>A soft metamorphic rock. Can be smoothed.</description>
		<color>(132,135,132)</color>
		<pathCost>2</pathCost>
		<statBases>
			<Beauty>-1</Beauty>
			<Cleanliness>-1</Cleanliness>
			<WorkToBuild>8000</WorkToBuild>
			<FilthMultiplier>0.05</FilthMultiplier>
			<Flammability>0</Flammability>
		</statBases>
		<costList>
			<VT_Sand>5</VT_Sand>
			<VT_Gravel>5</VT_Gravel>
			<BlocksMarble>4</BlocksMarble>
		</costList>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
		<smoothedTerrain>Marble_Smooth</smoothedTerrain>
	</TerrainDef>
	
</Defs>