<?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_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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_CREATION</Type>
			<Description>TXT_KEY_IMPROVEMENT_MANA_CREATION</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_CREATION</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>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_CREATION</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_CREATION</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_DIMENSIONAL</Type>
			<Description>TXT_KEY_IMPROVEMENT_MANA_DIMENSIONAL</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_DIMENSIONAL</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>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_DIMENSIONAL</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_DIMENSIONAL</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_FORCE</Type>
			<Description>TXT_KEY_IMPROVEMENT_MANA_FORCE</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_FORCE</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>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_FORCE</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_FORCE</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove></PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>

		<ImprovementInfo>
			<Type>IMPROVEMENT_MANA_ICE_AURIC</Type>
			<Description>TXT_KEY_IMPROVEMENT_MANA_ICE</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_ICE</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>-1</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_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>0</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></PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_MANA_ICE</Type>
			<Description>TXT_KEY_IMPROVEMENT_MANA_ICE</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_MANA_ICE</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>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_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>0</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></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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>50</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>50</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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>1</bPermanent>
			<bUseLSystem>1</bUseLSystem>
			<iAdvancedStartCost>40</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>40</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_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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</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_DEATH</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>
				<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>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_CREATION</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_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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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_PENGUINS</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<ImprovementPillage>IMPROVEMENT_FORT</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_CITADEL</ImprovementUpgrade>
			<TechYieldChanges>
			</TechYieldChanges>
			<RouteYieldChanges>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
			<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>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>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>1</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<ImprovementPillage>IMPROVEMENT_CASTLE</ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_CITADEL_OF_LIGHT</ImprovementUpgrade>
			<TechYieldChanges>
			</TechYieldChanges>
			<RouteYieldChanges>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
			<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_CITADEL_OF_LIGHT</Type>
			<Description>TXT_KEY_BUILDING_CITADEL_OF_LIGHT</Description>
			<Civilopedia>TXT_KEY_BUILDING_CITADEL_OF_LIGHT_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_CITADEL_OF_LIGHT</ArtDefineTag>
			<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>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>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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<ImprovementPillage>IMPROVEMENT_CASTLE</ImprovementPillage>
			<ImprovementUpgrade></ImprovementUpgrade>
			<TechYieldChanges>
			</TechYieldChanges>
			<RouteYieldChanges>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
			<bRequiresPeak>0</bRequiresPeak>
			<bUnique>0</bUnique>
			<bExploreTarget>0</bExploreTarget>
			<iAppearanceProbability>0</iAppearanceProbability>
			<iHealRateChange>20</iHealRateChange>
			<iRange>3</iRange>
			<iRangeDefenseModifier>15</iRangeDefenseModifier>
			<iVisibilityChange>2</iVisibilityChange>
			<BonusConvert>NONE</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>CIVILIZATION_MALAKIM</PrereqCivilization>
			<PythonAtRange>atRangeCitadelOfLight(pCaster,pPlot)</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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_FIELDS_OF_PERDITION</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SHALLOWS</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>
				<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>
				<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>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_CREATION</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_DIMENSIONAL</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>1</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_DRAGON_BONES_EURABATRES</Type>
			<Description>TXT_KEY_IMPROVEMENT_DRAGON_BONES_EURABATRES</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_DRAGON_BONES_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_DRAGON_BONES</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>1</iYieldChange>
				<iYieldChange>1</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>
			</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>
				<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>
				<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>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_CREATION</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_DIMENSIONAL</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_CREATION</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove></PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_DRAGON_BONES_ACHERON</Type>
			<Description>TXT_KEY_IMPROVEMENT_DRAGON_BONES_ACHERON</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>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>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_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>
				<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>
				<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>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_CREATION</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_DIMENSIONAL</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_FIRE</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove></PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_DRAGON_BONES_ABASHI</Type>
			<Description>TXT_KEY_IMPROVEMENT_DRAGON_BONES_ABASHI</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_DRAGON_BONES_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_DRAGON_BONES</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</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_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>
				<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>
				<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>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_CREATION</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_DIMENSIONAL</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_DIMENSIONAL</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove></PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>
		<ImprovementInfo>
			<Type>IMPROVEMENT_DRAGON_BONES_DRIFA</Type>
			<Description>TXT_KEY_IMPROVEMENT_DRAGON_BONES_DRIFA</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_DRAGON_BONES_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_DRAGON_BONES</ArtDefineTag>
			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</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_MARSH</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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></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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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>1</iYieldChange>
				<iYieldChange>5</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>1</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>5</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MUSHROOMS</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_CORN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>15000</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>15000</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>15000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage></ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_HOMESTEAD</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_HOMESTEAD</Type>
			<Description>TXT_KEY_IMPROVEMENT_HOMESTEAD</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_HOMESTEAD</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>-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>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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MUSHROOMS</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_CORN</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</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>10000</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>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_ALE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>2</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_COW</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>1000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>1</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_HORSE</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>1000</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>1000</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>
			</BonusTypeStructs>
			<ImprovementPillage>IMPROVEMENT_FARM</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>CIVILIZATION_GRIGORI</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove>onMoveHomestead(pCaster,pPlot)</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<ImprovementPillage></ImprovementPillage>
			<ImprovementUpgrade>IMPROVEMENT_CASTLE</ImprovementUpgrade>
			<TechYieldChanges>
			</TechYieldChanges>
			<RouteYieldChanges>
			</RouteYieldChanges>
			<bGraphicalOnly>0</bGraphicalOnly>
			<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>
			<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>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_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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_DEATH</BonusType>
					<bBonusMakesValid>0</bBonusMakesValid>
					<bBonusTrade>0</bBonusTrade>
					<iDiscoverRand>10000</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>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>
			<BonusTypeStructs>
				<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>1</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_ENCHANTMENT</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>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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_ENTROPY</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_DIMENSIONAL</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>10000</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>10000</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>10000</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>10000</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>0</iYieldChange>
					</YieldChanges>
				</BonusTypeStruct>
			</BonusTypeStructs>
			<ImprovementPillage></ImprovementPillage>
			<ImprovementUpgrade></ImprovementUpgrade>
			<TechYieldChanges>
			</TechYieldChanges>
			<RouteYieldChanges>
			</RouteYieldChanges>
			<WorldSoundscapeAudioScript>ASSS_FIRE_SELECT_AMB</WorldSoundscapeAudioScript>
			<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>UNIT_BALOR</SpawnUnitType>
		</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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>1</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></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>1</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_COAST</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</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>1</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>onMoveMaelstrom(pCaster, pPlot)</PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>
		<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>1</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_COAST</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<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>1</bUnique>
			<bExploreTarget>1</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>

				<BonusTypeStruct>
					<BonusType>BONUS_JEWELS</BonusType>
					<bBonusMakesValid>1</bBonusMakesValid>
					<bBonusTrade>1</bBonusTrade>
					<iDiscoverRand>0</iDiscoverRand>
					<YieldChanges>
						<iYieldChange>0</iYieldChange>
						<iYieldChange>-1</iYieldChange>
						<iYieldChange>5</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>7</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_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>UNIT_SPECTRE</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>
			<BonusTypeStructs>
				<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>1</bUnique>
			<bExploreTarget>0</bExploreTarget>
			<iAppearanceProbability>0</iAppearanceProbability>
			<iHealRateChange>0</iHealRateChange>
			<iRange>3</iRange>
			<iRangeDefenseModifier>25</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_PALUS</Type>
			<Description>TXT_KEY_IMPROVEMENT_PALUS</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_TOWER_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_PALUS</ArtDefineTag>
			<bActsAsCity>1</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>1</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>50</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_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_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>1</bUnique>
			<bExploreTarget>0</bExploreTarget>
			<iAppearanceProbability>0</iAppearanceProbability>
			<iHealRateChange>0</iHealRateChange>
			<iRange>0</iRange>
			<iRangeDefenseModifier>0</iRangeDefenseModifier>
			<iVisibilityChange>3</iVisibilityChange>
			<BonusConvert>BONUS_MANA_MIND</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove>pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_MIND'))</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_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_BLACK_SEA</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<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>
			<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>
			<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>
			<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_DESERT_ROSE</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_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>
			<BonusTypeStructs>
				<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>1</bUnique>
			<bExploreTarget>0</bExploreTarget>
			<iAppearanceProbability>0</iAppearanceProbability>
			<iHealRateChange>50</iHealRateChange>
			<iRange>0</iRange>
			<iRangeDefenseModifier>0</iRangeDefenseModifier>
			<iVisibilityChange>0</iVisibilityChange>
			<BonusConvert>BONUS_MANA_SPIRIT</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>pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_FIRE'))</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>
			<BonusTypeStructs>
				<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>
				<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>BONUS_MANA_METAMAGIC</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove>pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_METAMAGIC'))</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</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>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_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>
			<BonusTypeStructs>
				<BonusTypeStruct>
					<BonusType>BONUS_MANA_FORCE</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_FORCE</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove>pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_FORCE'))</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_MALEVOLENT_DESIGNS</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</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>pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_EARTH'))</PythonOnMove>
			<SpawnUnitType>NONE</SpawnUnitType>
		</ImprovementInfo>


		<ImprovementInfo>
			<Type>IMPROVEMENT_TARCHS_TOWER</Type>
			<Description>TXT_KEY_IMPROVEMENT_TARCHS_TOWER</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_TARCHS_TOWER_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_TARCHS_TOWER</ArtDefineTag>
			<bActsAsCity>0</bActsAsCity>
			<bHillsMakesValid>1</bHillsMakesValid>
			<bFreshWaterMakesValid>0</bFreshWaterMakesValid>
			<bRiverSideMakesValid>0</bRiverSideMakesValid>
			<bNoFreshWater>1</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>50</iDefenseModifier>
			<iHappiness>0</iHappiness>
			<iPillageGold>0</iPillageGold>
			<bOutsideBorders>1</bOutsideBorders>
			<TerrainMakesValids>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_SHALLOWS</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>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_GLACIER</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
				<TerrainMakesValid>
					<TerrainType>TERRAIN_WASTELAND</TerrainType>
					<bMakesValid>1</bMakesValid>
				</TerrainMakesValid>
			</TerrainMakesValids>
			<FeatureMakesValids>
			</FeatureMakesValids>
			<BonusTypeStructs>
				<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>1</bUnique>
			<bExploreTarget>0</bExploreTarget>
			<iAppearanceProbability>0</iAppearanceProbability>
			<iHealRateChange>0</iHealRateChange>
			<iRange>0</iRange>
			<iRangeDefenseModifier>0</iRangeDefenseModifier>
			<iVisibilityChange>2</iVisibilityChange>
			<BonusConvert>BONUS_MANA_AIR</BonusConvert>
			<FeatureUpgrade>NONE</FeatureUpgrade>
			<PrereqCivilization>NONE</PrereqCivilization>
			<PythonAtRange></PythonAtRange>
			<PythonOnMove>onMoveTarch(pCaster, pPlot)</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>pPlot.setBonusType(gc.getInfoTypeForString('BONUS_MANA_LIFE'))</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>50</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>
			<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>

				<BonusTypeStruct>
					<BonusType>BONUS_GRAPES_OF_WRATH</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_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>

		<ImprovementInfo>
			<Type>IMPROVEMENT_PIT</Type>
			<Description>TXT_KEY_IMPROVEMENT_PIT</Description>
			<Civilopedia>TXT_KEY_IMPROVEMENT_PIT_PEDIA</Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_PIT</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_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>
			</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_PIT_BEAST</SpawnUnitType>
		</ImprovementInfo>


		<ImprovementInfo>
			<Type>IMPROVEMENT_HALLOWED_GROUND</Type>
			<Description>TXT_KEY_GAME_OPTION_NO_GLOBAL_COUNTER</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_HALLOWED_GROUND</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>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_SPIDER_WEB</Type>
			<Description>TXT_KEY_IMPROVEMENT_SPIDER_WEB</Description>
			<Civilopedia></Civilopedia>
			<Help></Help>
			<ArtDefineTag>ART_DEF_IMPROVEMENT_SPIDER_WEB</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>1</bOutsideBorders>
			<TerrainMakesValids>
			</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>
			<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>onMoveWeb(pCaster,pPlot)</PythonOnMove>
			<SpawnUnitType>UNIT_BABY_SPIDER</SpawnUnitType>
		</ImprovementInfo>

	</ImprovementInfos>
</Civ4ImprovementInfos>
