<?xml version="1.0"?>
<!-- Created with the FfH editor by Kael -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Improvement Infos -->
<Civ4ImprovementInfos xmlns="x-schema:CIV4TerrainSchema.xml">
    <ImprovementInfos>
        <ImprovementInfo>
            <Type>IMPROVEMENT_AIFON_ISLE</Type>
            <Description>TXT_KEY_IMPROVEMENT_AIFON_ISLE</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_AIFON_ISLE_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_AIFON_ISLE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_OCEAN</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_BARROW</Type>
            <Description>TXT_KEY_IMPROVEMENT_BARROW</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_BARROW_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_BARROW</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>-1</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>10</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>75</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>UNIT_SKELETON</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_BEAR_DEN</Type>
            <Description>TXT_KEY_IMPROVEMENT_BEAR_DEN</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_BEAR_DEN_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_BEAR_DEN</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>UNIT_BEAR</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_BRADELINES_WELL</Type>
            <Description>TXT_KEY_IMPROVEMENT_BRADELINES_WELL</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_BRADELINES_WELL_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_BRADELINES_WELL</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_BROKEN_SEPULCHER</Type>
            <Description>TXT_KEY_IMPROVEMENT_BROKEN_SEPULCHER</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_BROKEN_SEPULCHER_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_BROKEN_SEPULCHER</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_DEATH</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_DEATH</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_CAGE</Type>
            <Description>TXT_KEY_IMPROVEMENT_CAGE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_CAGE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_CAMP</Type>
            <Description>TXT_KEY_IMPROVEMENT_CAMP</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_CAMP</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>24</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_DEER</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_FUR</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>3</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_IVORY</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_CASTLE</Type>
            <Description>TXT_KEY_IMPROVEMENT_CASTLE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_CASTLE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>40</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>25</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>10</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_FORT</ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_CITADEL</ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<iCulture>2</iCulture>
			<iCultureRange>1</iCultureRange>
			<iSeeFrom>1</iSeeFrom>
			<iUnique>2</iUnique>
			<bSuperFort>1</bSuperFort>
			<bBombardable>1</bBombardable>
			<bUpgradeRequiresFortify>1</bUpgradeRequiresFortify>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>10</iHealRateChange>
            <iRange>2</iRange>
            <iRangeDefenseModifier>10</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_CITADEL</Type>
            <Description>TXT_KEY_IMPROVEMENT_CITADEL</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_CITADEL</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>40</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>15</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_CASTLE</ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<iCulture>3</iCulture>
			<iCultureRange>1</iCultureRange>
			<iSeeFrom>1</iSeeFrom>
			<iUnique>2</iUnique>
			<bSuperFort>1</bSuperFort>
			<bBombardable>1</bBombardable>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>20</iHealRateChange>
            <iRange>3</iRange>
            <iRangeDefenseModifier>15</iRangeDefenseModifier>
            <iVisibilityChange>1</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_CITY_RUINS</Type>
            <Description>TXT_KEY_IMPROVEMENT_CITY_RUINS</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_CITY_RUINS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_COTTAGE</Type>
            <Description>TXT_KEY_IMPROVEMENT_COTTAGE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_COTTAGE</ArtDefineTag>
            <PrereqNatureYields>
                <iYield>1</iYield>
                <iYield>0</iYield>
                <iYield>0</iYield>
            </PrereqNatureYields>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>1</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>1</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>24</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>10</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>10</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_HAMLET</ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_DRAGON_BONES</Type>
            <Description>TXT_KEY_IMPROVEMENT_DRAGON_BONES</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_DRAGON_BONES_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_DRAGON_BONES</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>3</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_IVORY</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_TRADE</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                        <iYield>2</iYield>
                    </TechYields>
                </TechYieldChange>
                <TechYieldChange>
                    <PrereqTech>TECH_CONSTRUCTION</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                        <iYield>2</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_IVORY</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_DUNGEON</Type>
            <Description>TXT_KEY_IMPROVEMENT_DUNGEON</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_DUNGEON_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_DUNGEON</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>75</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_ENCLAVE</Type>
            <Description>TXT_KEY_IMPROVEMENT_ENCLAVE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_ENCLAVE</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>5</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>30</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_TOWN</ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_TAXATION</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>CIVILIZATION_KURIOTATES</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_FARM</Type>
            <Description>TXT_KEY_IMPROVEMENT_FARM</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_FARM</ArtDefineTag>
            <PrereqNatureYields>
                <iYield>1</iYield>
                <iYield>0</iYield>
                <iYield>0</iYield>
            </PrereqNatureYields>
            <IrrigatedYieldChange>
                <iYield>1</iYield>
                <iYield>0</iYield>
                <iYield>0</iYield>
            </IrrigatedYieldChange>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>1</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>1</bRequiresIrrigation>
            <bCarriesIrrigation>1</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>30</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_CORN</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_RICE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_WHEAT</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_SANITATION</PrereqTech>
                    <TechYields>
                        <iYield>1</iYield>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_FISHING_BOATS</Type>
            <Description>TXT_KEY_IMPROVEMENT_FISHING_BOATS</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_FISHING_BOATS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>30</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_CLAM</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_CRAB</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_FISH</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>3</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_PEARL</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_FORT</Type>
            <Description>TXT_KEY_IMPROVEMENT_FORT</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_FORT</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>20</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>10</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_CASTLE</ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<iCulture>1</iCulture>
			<iCultureRange>0</iCultureRange>
			<iUnique>2</iUnique>
			<bSuperFort>1</bSuperFort>
			<bBombardable>1</bBombardable>
			<bUpgradeRequiresFortify>1</bUpgradeRequiresFortify>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>1</iRange>
            <iRangeDefenseModifier>5</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_GOBLIN_FORT</Type>
            <Description>TXT_KEY_IMPROVEMENT_GOBLIN_FORT</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_GOBLIN_FORT_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_GOBLIN_FORT</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>10</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<bBombardable>1</bBombardable>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>50</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>1</iRange>
            <iRangeDefenseModifier>5</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>UNIT_GOBLIN_SCORPION_CLAN</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_GOODY_HUT</Type>
            <Description>TXT_KEY_IMPROVEMENT_GOODY_HUT</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_GOODY_HUT</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>1</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>60</iTilesPerGoody>
            <iGoodyRange>3</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_JUNGLE</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_GRAVEYARD</Type>
            <Description>TXT_KEY_IMPROVEMENT_GRAVEYARD</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_GRAVEYARD_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_GRAVEYARD</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>25</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_GUARDIAN</Type>
            <Description>TXT_KEY_IMPROVEMENT_GUARDIAN</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_GUARDIAN_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_GUARDIAN</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>1</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange>atRangeGuardian(pCaster, pPlot)</PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_HAMLET</Type>
            <Description>TXT_KEY_IMPROVEMENT_HAMLET</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_HAMLET</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>2</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>20</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>15</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_COTTAGE</ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_VILLAGE</ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_HELLFIRE</Type>
            <Description>TXT_KEY_IMPROVEMENT_HELLFIRE</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_HELLFIRE_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_HELLFIRE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>10</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <WorldSoundscapeAudioScript>ASSS_FIRE_SELECT_AMB</WorldSoundscapeAudioScript>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>UNIT_CHAMPION</SpawnUnitType>
            <FreeSpawnPromotion>PROMOTION_DEMON</FreeSpawnPromotion>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_JUNGLE_ALTAR</Type>
            <Description>TXT_KEY_IMPROVEMENT_JUNGLE_ALTAR</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_JUNGLE_ALTAR</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange>atRangeJungleAltar(pCaster, pPlot)</PythonAtRange>
            <PythonOnMove>onMoveJungleAltar(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_LAND_WORKED</Type>
            <Description>TXT_KEY_IMPROVEMENT_LAND_WORKED</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_LAND_WORKED_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_LAND_WORKED</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>1</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_LETUM_FRIGUS</Type>
            <Description>TXT_KEY_IMPROVEMENT_LETUM_FRIGUS</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_LETUM_FRIGUS_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_LETUM_FRIGUS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>1</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_ICE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_ICE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove>onMoveLetumFrigus(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_LION_DEN</Type>
            <Description>TXT_KEY_IMPROVEMENT_LION_DEN</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_LION_DEN_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_LION_DEN</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>UNIT_LION</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_LUMBERMILL</Type>
            <Description>TXT_KEY_IMPROVEMENT_LUMBERMILL</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_LUMBERMILL</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <RiverSideYieldChange>
                <iYield>0</iYield>
                <iYield>0</iYield>
                <iYield>1</iYield>
            </RiverSideYieldChange>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>1</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>48</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MAELSTROM</Type>
            <Description>TXT_KEY_IMPROVEMENT_MAELSTROM</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_MAELSTROM_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MAELSTROM</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_OCEAN</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove>onMoveMaelstrom(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_AIR</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_AIR</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_AIR</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_AIR</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_AIR</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_BODY</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_BODY</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_BODY</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_BODY</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_BODY</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_CHAOS</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_CHAOS</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_CHAOS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_CHAOS</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_CHAOS</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_DEATH</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_DEATH</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_DEATH</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>0</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_DEATH</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_DEATH</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_EARTH</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_EARTH</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_EARTH</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_EARTH</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_EARTH</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_ENCHANTMENT</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_ENCHANTMENT</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_ENCHANTMENT</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_ENCHANTMENT</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_ENCHANTMENT</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_ENTROPY</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_ENTROPY</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_ENTROPY</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>0</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_ENTROPY</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_ENTROPY</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_FIRE</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_FIRE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_FIRE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_FIRE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_FIRE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_LAW</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_LAW</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_LAW</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_LAW</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_LAW</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_LIFE</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_LIFE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_LIFE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_LIFE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_LIFE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_METAMAGIC</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_METAMAGIC</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_METAMAGIC</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_METAMAGIC</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_METAMAGIC</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_MIND</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_MIND</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_MIND</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_MIND</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_MIND</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_NATURE</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_NATURE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_NATURE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_NATURE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_NATURE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_SHADOW</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_SHADOW</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_SHADOW</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>0</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_SHADOW</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_SHADOW</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_SPIRIT</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_SPIRIT</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_SPIRIT</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_SPIRIT</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_SPIRIT</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_SUN</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_SUN</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_SUN</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_SUN</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_SUN</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MANA_WATER</Type>
            <Description>TXT_KEY_IMPROVEMENT_MANA_WATER</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_WATER</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_WATER</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_WATER</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MINE</Type>
            <Description>TXT_KEY_IMPROVEMENT_MINE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MINE</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>2</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>1</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>24</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>10</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_COPPER</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_GEMS</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>-1</iYieldChange>
                        <iYieldChange>5</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_GOLD</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>-1</iYieldChange>
                        <iYieldChange>6</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_IRON</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_MITHRIL</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>5</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_GUNPOWDER</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>10000</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>3</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_BLASTING_POWDER</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MIRROR_OF_HEAVEN</Type>
            <Description>TXT_KEY_IMPROVEMENT_MIRROR_OF_HEAVEN</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_MIRROR_OF_HEAVEN_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MIRROR_OF_HEAVEN</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>3</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>25</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_SUN</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>6</iVisibilityChange>
            <BonusConvert>BONUS_MANA_SUN</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove>onMoveMirrorOfHeaven(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MONSTER_SKELETON</Type>
            <Description>TXT_KEY_IMPROVEMENT_MONSTER_SKELETON</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MONSTER_SKELETON</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_MUSHROOMS</Type>
            <Description>TXT_KEY_IMPROVEMENT_MUSHROOMS</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_MUSHROOMS</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>2</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_NECROTOTEM</Type>
            <Description>TXT_KEY_IMPROVEMENT_NECROTOTEM</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_NECROTOTEM_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_NECROTOTEM</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange>atRangeNecrototem(pCaster, pPlot)</PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_ODIOS_PRISON</Type>
            <Description>TXT_KEY_IMPROVEMENT_ODIOS_PRISON</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_ODIOS_PRISON_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_ODIOS_PRISON</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>3</iRange>
            <iRangeDefenseModifier>25</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PASTURE</Type>
            <Description>TXT_KEY_IMPROVEMENT_PASTURE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PASTURE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>24</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_COW</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_HORSE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_PIG</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>3</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_SHEEP</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_NIGHTMARE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_TOAD</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PENGUINS</Type>
            <Description>TXT_KEY_IMPROVEMENT_PENGUINS</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PENGUINS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PIRATE_COVE</Type>
            <Description>TXT_KEY_IMPROVEMENT_PIRATE_COVE</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_PIRATE_COVE_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PIRATE_COVE</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>2</iYieldChange>
            </YieldChanges>
            <bActsAsCity>1</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>10</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>10</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_COAST</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_PIRATE_HARBOR</ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<bBombardable>1</bBombardable>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PIRATE_HARBOR</Type>
            <Description>TXT_KEY_IMPROVEMENT_PIRATE_HARBOR</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_PIRATE_COVE_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PIRATE_COVE</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>3</iYieldChange>
            </YieldChanges>
            <bActsAsCity>1</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>20</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>20</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_COAST</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_PIRATE_COVE</ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_PIRATE_PORT</ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<bBombardable>1</bBombardable>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>10</iHealRateChange>
            <iRange>1</iRange>
            <iRangeDefenseModifier>5</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PIRATE_PORT</Type>
            <Description>TXT_KEY_IMPROVEMENT_PIRATE_PORT</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_PIRATE_COVE_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PIRATE_COVE</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>2</iYieldChange>
                <iYieldChange>2</iYieldChange>
                <iYieldChange>4</iYieldChange>
            </YieldChanges>
            <bActsAsCity>1</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>30</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_COAST</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_PIRATE_HARBOR</ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<bBombardable>1</bBombardable>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>20</iHealRateChange>
            <iRange>2</iRange>
            <iRangeDefenseModifier>10</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PLANTATION</Type>
            <Description>TXT_KEY_IMPROVEMENT_PLANTATION</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PLANTATION</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>30</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_BANANA</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_DYE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>4</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_INCENSE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>5</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_SILK</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>3</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_REAGENTS</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_SUGAR</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_COTTON</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_GULAGARM</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_RAZORWEED</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_POOL_OF_TEARS</Type>
            <Description>TXT_KEY_IMPROVEMENT_POOL_OF_TEARS</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_POOL_OF_TEARS_PEDIA</Civilopedia>
            <Help>TXT_KEY_IMPROVEMENT_POOL_OF_TEARS_HELP</Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_POOL_OF_TEARS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>50</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove>onMovePoolOfTears(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PYRE_OF_THE_SERAPHIC</Type>
            <Description>TXT_KEY_IMPROVEMENT_PYRE_OF_THE_SERAPHIC</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_PYRE_OF_THE_SERAPHIC_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PYRE_OF_THE_SERAPHIC</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_FIRE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_FIRE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_QUARRY</Type>
            <Description>TXT_KEY_IMPROVEMENT_QUARRY</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_QUARRY</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>36</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MARBLE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
                <BonusTypeStruct>
                    <BonusType>BONUS_SHEUT_STONE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_REMNANTS_OF_PATRIA</Type>
            <Description>TXT_KEY_IMPROVEMENT_REMNANTS_OF_PATRIA</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_REMNANTS_OF_PATRIA_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_REMNANTS_OF_PATRIA</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>3</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>3</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_EDUCATION</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>2</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
                <TechYieldChange>
                    <PrereqTech>TECH_FEUDALISM</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>2</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_RING_OF_CARCER</Type>
            <Description>TXT_KEY_IMPROVEMENT_RING_OF_CARCER</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_RING_OF_CARCER_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_RING_OF_CARCER</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_RUINS</Type>
            <Description>TXT_KEY_IMPROVEMENT_RUINS</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_RUINS_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_RUINS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_JUNGLE</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>75</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>UNIT_LIZARDMAN</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_SEVEN_PINES</Type>
            <Description>TXT_KEY_IMPROVEMENT_SEVEN_PINES</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_SEVEN_PINES_PEDIA</Civilopedia>
            <Help>TXT_KEY_IMPROVEMENT_SEVEN_PINES_HELP</Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_SEVEN_PINES</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_SHIP_WRECK</Type>
            <Description>TXT_KEY_IMPROVEMENT_SHIP_WRECK</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_SHIP_WRECK_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_SHIP_WRECK</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_COAST</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>1</bExploreTarget>
            <iAppearanceProbability>100</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_SMOKE</Type>
            <Description>TXT_KEY_IMPROVEMENT_SMOKE</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_SMOKE_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_SMOKE</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>1</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>-10</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_JUNGLE</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <WorldSoundscapeAudioScript>ASSS_FIRE_SELECT_AMB</WorldSoundscapeAudioScript>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>FEATURE_FLAMES</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_SNAKE_PILLAR</Type>
            <Description>TXT_KEY_IMPROVEMENT_SNAKE_PILLAR</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_SNAKE_PILLAR</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_WAY_OF_THE_WICKED</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
                <TechYieldChange>
                    <PrereqTech>TECH_INFERNAL_PACT</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                        <iYield>1</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_STANDING_STONES</Type>
            <Description>TXT_KEY_IMPROVEMENT_STANDING_STONES</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_STANDING_STONES_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_STANDING_STONES</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>1</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SNOW</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_EARTH</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_EARTH</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_TOMB_OF_SUCELLUS</Type>
            <Description>TXT_KEY_IMPROVEMENT_TOMB_OF_SUCELLUS</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_TOMB_OF_SUCELLUS_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_TOMB_OF_SUCELLUS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_JUNGLE</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_MANA_LIFE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>25</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_MANA_LIFE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_TOWER</Type>
            <Description>TXT_KEY_IMPROVEMENT_TOWER</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_TOWER_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_TOWER</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>1</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>80</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>25</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
			<iSeeFrom>1</iSeeFrom>
			<bBombardable>1</bBombardable>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>60</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>2</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_TOWN</Type>
            <Description>TXT_KEY_IMPROVEMENT_TOWN</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_TOWN</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>4</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>60</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>25</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_VILLAGE</ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_ENCLAVE</ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_TAXATION</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_VILLAGE</Type>
            <Description>TXT_KEY_IMPROVEMENT_VILLAGE</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_VILLAGE</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>3</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>40</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>20</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage>IMPROVEMENT_HAMLET</ImprovementPillage>
            <ImprovementUpgrade>IMPROVEMENT_TOWN</ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_TAXATION</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_WARNING_POST</Type>
            <Description>TXT_KEY_IMPROVEMENT_WARNING_POST</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_WARNING_POST</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove>onMoveWarningPost(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_WATER_WORKED</Type>
            <Description>TXT_KEY_IMPROVEMENT_WATER_WORKED</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_WATER_WORKED_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_WATER_WORKED</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>1</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_WHALING_BOATS</Type>
            <Description>TXT_KEY_IMPROVEMENT_WHALING_BOATS</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_WHALING_BOATS</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>1</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>30</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_WHALE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_WINDMILL</Type>
            <Description>TXT_KEY_IMPROVEMENT_WINDMILL</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_WINDMILL</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>1</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>1</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>30</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_MACHINERY</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                        <iYield>1</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_WINERY</Type>
            <Description>TXT_KEY_IMPROVEMENT_WINERY</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_WINERY</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <bUseLSystem>1</bUseLSystem>
            <iAdvancedStartCost>30</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>10</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_WINE</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>1</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>2</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_WORKSHOP</Type>
            <Description>TXT_KEY_IMPROVEMENT_WORKSHOP</Description>
            <Civilopedia></Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_WORKSHOP</ArtDefineTag>
            <PrereqNatureYields>
                <iYield>1</iYield>
                <iYield>0</iYield>
                <iYield>0</iYield>
            </PrereqNatureYields>
            <YieldChanges>
                <iYieldChange>-1</iYieldChange>
                <iYieldChange>1</iYieldChange>
                <iYieldChange>1</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>1</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>1</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>0</bPermanent>
            <iAdvancedStartCost>36</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>5</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_SHALLOWS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_PLAINS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_DESERT</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_GUILDS</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>2</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
                <TechYieldChange>
                    <PrereqTech>TECH_SMELTING</PrereqTech>
                    <TechYields>
                        <iYield>0</iYield>
                        <iYield>1</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_YGGDRASIL</Type>
            <Description>TXT_KEY_IMPROVEMENT_YGGDRASIL</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_YGGDRASIL_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_YGGDRASIL</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>3</iYieldChange>
                <iYieldChange>0</iYieldChange>
                <iYieldChange>0</iYieldChange>
            </YieldChanges>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>1</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_GRASS</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_MARSH</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
                <TerrainMakesValid>
                    <TerrainType>TERRAIN_TUNDRA</TerrainType>
                    <bMakesValid>1</bMakesValid>
                </TerrainMakesValid>
            </TerrainMakesValids>
            <FeatureMakesValids>
                <FeatureMakesValid>
                    <FeatureType>FEATURE_FOREST</FeatureType>
                    <bMakesValid>1</bMakesValid>
                </FeatureMakesValid>
            </FeatureMakesValids>
            <BonusTypeStructs>
                <BonusTypeStruct>
                    <BonusType>BONUS_FRUIT_OF_YGGDRASIL</BonusType>
                    <bBonusMakesValid>1</bBonusMakesValid>
                    <bBonusTrade>1</bBonusTrade>
                    <iDiscoverRand>0</iDiscoverRand>
                    <YieldChanges>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                        <iYieldChange>0</iYieldChange>
                    </YieldChanges>
                </BonusTypeStruct>
            </BonusTypeStructs>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
                <TechYieldChange>
                    <PrereqTech>TECH_WAY_OF_THE_FORESTS</PrereqTech>
                    <TechYields>
                        <iYield>2</iYield>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
                <TechYieldChange>
                    <PrereqTech>TECH_COMMUNE_WITH_NATURE</PrereqTech>
                    <TechYields>
                        <iYield>2</iYield>
                        <iYield>0</iYield>
                        <iYield>0</iYield>
                    </TechYields>
                </TechYieldChange>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>1</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>BONUS_FRUIT_OF_YGGDRASIL</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove></PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
        <ImprovementInfo>
            <Type>IMPROVEMENT_PORTAL</Type>
            <Description>TXT_KEY_IMPROVEMENT_PORTAL</Description>
            <Civilopedia>TXT_KEY_IMPROVEMENT_PORTAL_PEDIA</Civilopedia>
            <Help></Help>
            <ArtDefineTag>ART_DEF_IMPROVEMENT_PORTAL</ArtDefineTag>
            <bActsAsCity>0</bActsAsCity>
            <bHillsMakesValid>0</bHillsMakesValid>
            <bFreshWaterMakesValid>0</bFreshWaterMakesValid>
            <bRiverSideMakesValid>0</bRiverSideMakesValid>
            <bNoFreshWater>0</bNoFreshWater>
            <bRequiresFlatlands>0</bRequiresFlatlands>
            <bRequiresRiverSide>0</bRequiresRiverSide>
            <bRequiresIrrigation>0</bRequiresIrrigation>
            <bCarriesIrrigation>0</bCarriesIrrigation>
            <bRequiresFeature>0</bRequiresFeature>
            <bWater>0</bWater>
            <bGoody>0</bGoody>
            <bPermanent>1</bPermanent>
            <iAdvancedStartCost>-1</iAdvancedStartCost>
            <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
            <iTilesPerGoody>0</iTilesPerGoody>
            <iGoodyRange>0</iGoodyRange>
            <iFeatureGrowth>0</iFeatureGrowth>
            <iUpgradeTime>0</iUpgradeTime>
            <iAirBombDefense>0</iAirBombDefense>
            <iDefenseModifier>0</iDefenseModifier>
            <iHappiness>0</iHappiness>
            <iPillageGold>0</iPillageGold>
            <bOutsideBorders>0</bOutsideBorders>
            <TerrainMakesValids>
            </TerrainMakesValids>
            <FeatureMakesValids>
            </FeatureMakesValids>
            <ImprovementPillage></ImprovementPillage>
            <ImprovementUpgrade></ImprovementUpgrade>
            <TechYieldChanges>
            </TechYieldChanges>
            <RouteYieldChanges>
            </RouteYieldChanges>
            <bGraphicalOnly>0</bGraphicalOnly>
            <bRequiresPeak>0</bRequiresPeak>
            <bUnique>0</bUnique>
            <bExploreTarget>0</bExploreTarget>
            <iAppearanceProbability>0</iAppearanceProbability>
            <iHealRateChange>0</iHealRateChange>
            <iRange>0</iRange>
            <iRangeDefenseModifier>0</iRangeDefenseModifier>
            <iVisibilityChange>0</iVisibilityChange>
            <BonusConvert>NONE</BonusConvert>
            <FeatureUpgrade>NONE</FeatureUpgrade>
            <PrereqCivilization>NONE</PrereqCivilization>
            <PythonAtRange></PythonAtRange>
            <PythonOnMove>onMovePortal(pCaster, pPlot)</PythonOnMove>
            <SpawnUnitType>NONE</SpawnUnitType>
        </ImprovementInfo>
    </ImprovementInfos>
</Civ4ImprovementInfos>
