<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Feature -->
<Civ4FeatureInfos xmlns="x-schema:CIV4TerrainSchema.xml">
	<FeatureInfos>
		<FeatureInfo>
			<Type>FEATURE_ICE</Type>
			<Description>TXT_KEY_FEATURE_ICE</Description>
			<Civilopedia>TXT_KEY_FEATURE_ICE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_ICE</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_JUNGLE</Type>
			<Description>TXT_KEY_FEATURE_JUNGLE</Description>
			<Civilopedia>TXT_KEY_FEATURE_JUNGLE_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_JUNGLE</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-1</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-25</iHealthPercent>
			<iDefense>25</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>16</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_RUN_LEAVES</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TREBUCHET_STOP_LEAVES</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_JUNGLE_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>40</iAdvancedStartRemoveCost>
			<bFlammable>1</bFlammable>
			<FeatureUpgrade>FEATURE_FOREST_ANCIENT</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_OASIS</Type>
			<Description>TXT_KEY_FEATURE_OASIS</Description>
			<Civilopedia>TXT_KEY_FEATURE_OASIS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_OASIS</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>500</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>1</bNoCoast>
			<bNoRiver>1</bNoRiver>
			<bNoAdjacent>1</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>1</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FLOOD_PLAINS</Type>
			<Description>TXT_KEY_FEATURE_FLOOD_PLAINS</Description>
			<Civilopedia>TXT_KEY_FEATURE_FLOOD_PLAINS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FLOOD_PLAINS</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>3</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-40</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>10000</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>1</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST</Type>
			<Description>TXT_KEY_FEATURE_FOREST</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>50</iHealthPercent>
			<iDefense>25</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>8</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>1</bFlammable>
			<FeatureUpgrade>FEATURE_FOREST_ANCIENT</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_BURNT</Type>
			<Description>TXT_KEY_FEATURE_FOREST_BURNT</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_BURNT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>


				<TerrainBoolean>
					<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SHALLOWS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>FEATURE_FOREST_NEW</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_NEW</Type>
			<Description>TXT_KEY_FEATURE_FOREST_NEW</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_NEW</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>25</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>8</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>FEATURE_FOREST</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FALLOUT</Type>
			<Description>TXT_KEY_FEATURE_FALLOUT</Description>
			<Civilopedia>TXT_KEY_FEATURE_FALLOUT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FALLOUT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>-3</iYieldChange>
				<iYieldChange>-3</iYieldChange>
				<iYieldChange>-3</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-50</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SHALLOWS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_ANCIENT</Type>
			<Description>TXT_KEY_FEATURE_FOREST_ANCIENT</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_ANCIENT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_ANCIENT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>50</iHealthPercent>
			<iDefense>50</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>1</bNoCoast>
			<bNoRiver>1</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>RELIGION_FELLOWSHIP_OF_LEAVES</PrereqStateReligion>
			<PythonOnMove>onMoveAncientForest(pCaster, pPlot)</PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FLAMES</Type>
			<Description>TXT_KEY_FEATURE_FLAMES</Description>
			<Civilopedia>TXT_KEY_FEATURE_FLAMES_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FLAMES</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>-25</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FIRE_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>DAMAGE_FIRE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_OBSIDIAN_PLAINS</Type>
			<Description>TXT_KEY_FEATURE_OBSIDIAN_PLAINS</Description>
			<Civilopedia>TXT_KEY_FEATURE_OBSIDIAN_PLAINS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_OBSIDIAN_PLAINS</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>2</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<RiverYieldChange>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</RiverYieldChange>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>-40</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>1</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_FOREST_DEAD</Type>
			<Description>TXT_KEY_FEATURE_FOREST_DEAD</Description>
			<Civilopedia>TXT_KEY_FEATURE_FOREST_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_FOREST_BURNT</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>2</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>


				<TerrainBoolean>
					<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SHALLOWS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_FOREST_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_BIRDSCATTER</EffectType>
			<iEffectProbability>15</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_VOLCANO</Type>
			<Description>TXT_KEY_FEATURE_VOLCANO</Description>
			<Civilopedia>TXT_KEY_FEATURE_VOLCANO_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_VOLCANO</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>1</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BROKEN_LANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_FIELDS_OF_PERDITION</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SHALLOWS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>EFFECT_VOLCANO</EffectType>
			<iEffectProbability>25</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_SCRUB</Type>
			<Description>TXT_KEY_FEATURE_SCRUB</Description>
			<Civilopedia>TXT_KEY_FEATURE_SCRUB_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_SCRUB</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BURNING_SANDS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_MUD</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<WorldSoundscapeAudioScript>ASSS_OASIS_SELECT_AMB</WorldSoundscapeAudioScript>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>1</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_BLIZZARD</Type>
			<Description>TXT_KEY_FEATURE_BLIZZARD</Description>
			<Civilopedia>TXT_KEY_FEATURE_BLIZZARD_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_BLIZZARD</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>5</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BLACK_SEA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_ABYSS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove>onMoveBlizzard(pCaster, pPlot)</PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_TORMENTED_SOULS</Type>
			<Description>TXT_KEY_FEATURE_TORMENTED_SOULS</Description>
			<Civilopedia>TXT_KEY_FEATURE_TORMENTED_SOULS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_TORMENTED_SOULS</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
			</YieldChanges>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>2</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>1</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SHALLOWS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_ABYSS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_BLACK_SEA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_HORSE_RUN_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_TANK_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_MOD_ARMOUR_END_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_LOOP_FOREST</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ARTILL_RUN_END_FOREST</FootstepAudioScript>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove>onMoveTormentedSouls(pCaster,pPlot)</PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_DOOR_WEST_CLOSED</Type>
			<Description>TXT_KEY_FEATURE_DOOR</Description>
			<Civilopedia>TXT_KEY_FEATURE_DOOR_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_DOOR_WEST_CLOSED</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>5</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo>FEATURE_DOOR_WEST_OPEN</OnUnitChangeTo>
			<TerrainBooleans/>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_DOOR_WEST_OPEN</Type>
			<Description>TXT_KEY_FEATURE_DOOR</Description>
			<Civilopedia>TXT_KEY_FEATURE_DOOR_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_DOOR_WEST_OPEN</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_DOOR_NORTH_CLOSED</Type>
			<Description>TXT_KEY_FEATURE_DOOR</Description>
			<Civilopedia>TXT_KEY_FEATURE_DOOR_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_DOOR_NORTH_CLOSED</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>5</iMovement>
			<iSeeThrough>1</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo>FEATURE_DOOR_NORTH_OPEN</OnUnitChangeTo>
			<TerrainBooleans/>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_DOOR_NORTH_OPEN</Type>
			<Description>TXT_KEY_FEATURE_DOOR</Description>
			<Civilopedia>TXT_KEY_FEATURE_DOOR_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_DOOR_NORTH_OPEN</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>0</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>0</bImpassable>
			<bNoCity>1</bNoCity>
			<bNoImprovement>1</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SAND</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove>onMovePortal(pCaster, pPlot)</PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
		<FeatureInfo>
			<Type>FEATURE_WALLS</Type>
			<Description>TXT_KEY_FEATURE_WALLS</Description>
			<Civilopedia>TXT_KEY_FEATURE_WALLS_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_FEATURE_WALLS</ArtDefineTag>
			<YieldChanges/>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<iMovement>1</iMovement>
			<iSeeThrough>9</iSeeThrough>
			<iHealthPercent>0</iHealthPercent>
			<iDefense>0</iDefense>
			<iAppearance>0</iAppearance>
			<iDisappearance>0</iDisappearance>
			<iGrowth>0</iGrowth>
			<iTurnDamage>0</iTurnDamage>
			<bNoCoast>0</bNoCoast>
			<bNoRiver>0</bNoRiver>
			<bNoAdjacent>0</bNoAdjacent>
			<bRequiresFlatlands>0</bRequiresFlatlands>
			<bRequiresRiver>0</bRequiresRiver>
			<bAddsFreshWater>0</bAddsFreshWater>
			<bImpassable>1</bImpassable>
			<bNoCity>0</bNoCity>
			<bNoImprovement>0</bNoImprovement>
			<bVisibleAlways>0</bVisibleAlways>
			<bNukeImmune>0</bNukeImmune>
			<OnUnitChangeTo/>
			<TerrainBooleans/>
			<FootstepSounds>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HUMAN_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_FOOT_UNIT_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_ANIMAL_LOW</FootstepAudioType>
					<FootstepAudioScript>AS3D_UN_ANIMAL_FOOT_LARGE_LOW_SNOW</FootstepAudioScript>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>FOOTSTEP_AUDIO_HORSE</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_2</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_TANK</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_MOD_ARMOUR</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_ARTILLERY</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>LOOPSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
				<FootstepSound>
					<FootstepAudioType>ENDSTEP_WHEELS_3</FootstepAudioType>
					<FootstepAudioScript/>
				</FootstepSound>
			</FootstepSounds>
			<EffectType>NONE</EffectType>
			<iEffectProbability>0</iEffectProbability>
			<iAdvancedStartRemoveCost>0</iAdvancedStartRemoveCost>
			<bFlammable>0</bFlammable>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqStateReligion>NONE</PrereqStateReligion>
			<PythonOnMove></PythonOnMove>
			<RequireResist>NONE</RequireResist>
		</FeatureInfo>
	</FeatureInfos>
</Civ4FeatureInfos>
