<?xml version="1.0" ?>
<!-- edited with XMLSpy v2007 sp1 (http://www.altova.com) by Scott (None) -->
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Soren Johnson (Firaxis Games) -->
<Civ4CivicInfos xmlns="x-schema:CIV4GameInfoSchema.xml">
	<!-- Sid Meier's Civilization 4 -->
	<!-- Copyright Firaxis Games 2005 -->
	<!-- Alagaesia Mod by ClassicThunder -->
	<!-- Civic Infos -->
	<CivicInfos>
		<CivicInfo>
			<!--No Advantages -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_PATRIARCHY</Type>
			<Description>TXT_KEY_CIVIC_PATRIARCHY</Description>
			<Civilopedia>TXT_KEY_CIVIC_PATRIARCHY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PATRIARCHY</Strategy>
			<Button>Art/Interface/Buttons/Civics/patriarchy.dds</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>NONE</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers></YieldModifiers>
			<CapitalYieldModifiers />
			<TradeYieldModifiers></TradeYieldModifiers>
			<CommerceModifiers />
			<CapitalCommerceModifiers></CapitalCommerceModifiers>
			<SpecialistExtraCommerces></SpecialistExtraCommerces>
			<Hurrys></Hurrys>
			<SpecialBuildingNotRequireds></SpecialBuildingNotRequireds>
			<SpecialistValids></SpecialistValids>
			<BuildingHappinessChanges></BuildingHappinessChanges>
			<FeatureHappinessChanges></FeatureHappinessChanges>
			<ImprovementYieldChanges></ImprovementYieldChanges>
			<WeLoveTheKing>TEXT_KEY_WE_LOVE_PATRIARCHY</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- +10% Worker Speed -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_TRIBAL_COUNCIL</Type>
			<Description>TXT_KEY_CIVIC_TRIBAL_COUNCIL</Description>
			<Civilopedia>TXT_KEY_CIVIC_TRIBAL_COUNCIL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_TRIBAL_COUNCIL_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/tribalism.dds</Button>
			<TechPrereq>TECH_CLAN_STATE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>10</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers></YieldModifiers>
			<CapitalYieldModifiers />
			<TradeYieldModifiers></TradeYieldModifiers>
			<CommerceModifiers />
			<CapitalCommerceModifiers></CapitalCommerceModifiers>
			<SpecialistExtraCommerces></SpecialistExtraCommerces>
			<Hurrys></Hurrys>
			<SpecialBuildingNotRequireds></SpecialBuildingNotRequireds>
			<SpecialistValids></SpecialistValids>
			<BuildingHappinessChanges></BuildingHappinessChanges>
			<FeatureHappinessChanges></FeatureHappinessChanges>
			<ImprovementYieldChanges></ImprovementYieldChanges>
			<WeLoveTheKing>TXT_KEY_WE_LOVE_TRIBE</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- +25% Military Production, No foreign trade routes, +10% Gold, +200% other civic anger -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_MONARCHY</Type>
			<Description>TXT_KEY_CIVIC_MONARCHY</Description>
			<Civilopedia>TXT_KEY_CIVIC_MONARCHY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MONARCHY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/socialorder.dds</Button>
			<TechPrereq>TECH_WISPERS_FROM_PAST</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>25</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>1</bNoForeignTrade>
			<iCivicPercentAnger>200</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<!-- Gold -->
				<iCommerce>0</iCommerce>
				<!-- Research -->
				<iCommerce>0</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing>TXT_KEY_WE_LOVE_MONARCH</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- +2 Health, +3 Happy in Capital, +10% Research -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_LIM_MONARCHY</Type>
			<Description>TXT_KEY_CIVIC_LIM_MONARCHY</Description>
			<Civilopedia>TXT_KEY_CIVIC_LIM_MONARCHY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_LIM_MONARCHY_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/hereditary_rule.dds</Button>
			<TechPrereq>TECH_LIMITED_MONARCHY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>2</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>3</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers></YieldModifiers>
			<CapitalYieldModifiers />
			<TradeYieldModifiers></TradeYieldModifiers>
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<!-- Gold -->
				<iCommerce>10</iCommerce>
				<!-- Research -->
				<iCommerce>0</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers></CapitalCommerceModifiers>
			<SpecialistExtraCommerces></SpecialistExtraCommerces>
			<Hurrys></Hurrys>
			<SpecialBuildingNotRequireds></SpecialBuildingNotRequireds>
			<SpecialistValids></SpecialistValids>
			<BuildingHappinessChanges></BuildingHappinessChanges>
			<FeatureHappinessChanges></FeatureHappinessChanges>
			<ImprovementYieldChanges></ImprovementYieldChanges>
			<WeLoveTheKing>TEXT_KEY_WE_LOVE_MONARCH</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- +25% War Anger, +10% Culture, +20% Great People -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_CITY_STATES</Type>
			<Description>TXT_KEY_CIVIC_CITY_STATES</Description>
			<Civilopedia>TXT_KEY_CIVIC_CITY_STATES_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_CITY_STATES_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/city states.dds</Button>
			<TechPrereq>TECH_CITY_STATES</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>20</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>25</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<!-- Gold -->
				<iCommerce>0</iCommerce>
				<!-- Research -->
				<iCommerce>10</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing>TEXT_KEY_WE_LOVE_GOVERNOR</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- Military produced with food, 1 Happy Per military unit, +50% War Anger -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_TYRANNY</Type>
			<Description>TXT_KEY_CIVIC_TYRANNY</Description>
			<Civilopedia>TXT_KEY_CIVIC_TYRANNY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_TYRANNY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/tyrancy.dds</Button>
			<TechPrereq>TECH_ANEXING</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>1</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>1</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>50</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers></YieldModifiers>
			<CapitalYieldModifiers />
			<TradeYieldModifiers></TradeYieldModifiers>
			<CommerceModifiers />
			<CapitalCommerceModifiers></CapitalCommerceModifiers>
			<SpecialistExtraCommerces></SpecialistExtraCommerces>
			<Hurrys></Hurrys>
			<SpecialBuildingNotRequireds></SpecialBuildingNotRequireds>
			<SpecialistValids></SpecialistValids>
			<BuildingHappinessChanges></BuildingHappinessChanges>
			<FeatureHappinessChanges></FeatureHappinessChanges>
			<ImprovementYieldChanges></ImprovementYieldChanges>
			<WeLoveTheKing>TEXT_KEY_WE_LOVE_THE_TYRANT</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- +10% gold, research, culture -->
			<CivicOptionType>CIVICOPTION_GOVERNMENT</CivicOptionType>
			<Type>CIVIC_ELDER_COUNCIL</Type>
			<Description>TXT_KEY_CIVIC_ELDER_COUNCIL</Description>
			<Civilopedia>TXT_KEY_CIVIC_ELDER_COUNCIL_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ELDER_COUNCIL_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/elder council.dds</Button>
			<TechPrereq>TECH_ELDERS</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<!-- Gold -->
				<iCommerce>10</iCommerce>
				<!-- Research -->
				<iCommerce>10</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing>TEXT_KEY_WE_LOVE_ELDERS</WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!-- No Advantages -->
			<CivicOptionType>CIVICOPTION_MORALS</CivicOptionType>
			<Type>CIVIC_SELF_PERSEVERANCE</Type>
			<Description>TXT_KEY_CIVIC_SELF_PERSEVERANCE</Description>
			<Civilopedia>TXT_KEY_CIVIC_SELF_PERSEVERANCE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SELF_PERSEVERANCE_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/free_religion.dds</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers></YieldModifiers>
			<CapitalYieldModifiers />
			<TradeYieldModifiers></TradeYieldModifiers>
			<CommerceModifiers />
			<CapitalCommerceModifiers></CapitalCommerceModifiers>
			<SpecialistExtraCommerces></SpecialistExtraCommerces>
			<Hurrys></Hurrys>
			<SpecialBuildingNotRequireds></SpecialBuildingNotRequireds>
			<SpecialistValids></SpecialistValids>
			<BuildingHappinessChanges></BuildingHappinessChanges>
			<FeatureHappinessChanges></FeatureHappinessChanges>
			<ImprovementYieldChanges></ImprovementYieldChanges>
			<WeLoveTheKing></WeLoveTheKing>
		</CivicInfo>
		<CivicInfo>
			<!--No Button-->
			<!-- +10% Worker Speed, no foreign trade routes -->
			<CivicOptionType>CIVICOPTION_MORALS</CivicOptionType>
			<Type>CIVIC_FAMILY_LOYALTY</Type>
			<Description>TXT_KEY_CIVIC_FAMILY_LOYALTY</Description>
			<Civilopedia>TXT_KEY_CIVIC_FAMILY_LOYALTY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FAMILY_LOYALTY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/family loyalty.dds</Button>
			<TechPrereq>TECH_ANCIENT_LORE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>10</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>1</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<CivicInfo>
			<!--+10% Worker Speed & Improvment Upgrade Speed, +25% Capital City Production and Commerce -->
			<CivicOptionType>CIVICOPTION_MORALS</CivicOptionType>
			<Type>CIVIC_NATIONAL_PRIDE</Type>
			<Description>TXT_KEY_CIVIC_NATIONAL_PRIDE</Description>
			<Civilopedia>TXT_KEY_CIVIC_NATIONAL_PRIDE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_NATIONAL_PRIDE_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/nationhood.dds</Button>
			<TechPrereq>TECH_NATIONALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>10</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>10</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers>
				<iYield>0</iYield>
				<iYield>25</iYield>
				<iYield>25</iYield>
			</CapitalYieldModifiers>
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<CivicInfo>
			<!--No Button -->
			<!-- +50% Culture -10% Military Production -->
			<CivicOptionType>CIVICOPTION_MORALS</CivicOptionType>
			<Type>CIVIC_SELF_ENLIGHTENMENT</Type>
			<Description>TXT_KEY_CIVIC_SELF_ENLIGHTENMENT</Description>
			<Civilopedia>TXT_KEY_CIVIC_SELF_ENLIGHTENMENT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_SELF_ENLIGHTENMENT_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/self enlightenment.dds</Button>
			<TechPrereq>TECH_SELF_CONTROAL</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>-10</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>50</iCommerce>
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<CivicInfo>
			<!--No Button-->
			<!-- +20% War Anger, +20% Great People, +10% Culture -->
			<CivicOptionType>CIVICOPTION_MORALS</CivicOptionType>
			<Type>CIVIC_LOVE_OF_GOD</Type>
			<Description>TXT_KEY_CIVIC_LOVE_OF_GOD</Description>
			<Civilopedia>TXT_KEY_CIVIC_LOVE_OF_GOD_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_LOVE_OF_GOD_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/love of god.dds</Button>
			<TechPrereq>TECH_THEORACY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>NONE</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>20</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>20</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<!-- Gold -->
				<iCommerce>0</iCommerce>
				<!-- Research -->
				<iCommerce>10</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<CivicInfo>
			<!-- No Button -->
			<!-- +150% Different Civic Dislike, +10% Military Production, +10% Gold -->
			<CivicOptionType>CIVICOPTION_MORALS</CivicOptionType>
			<Type>CIVIC_PROTECTOR</Type>
			<Description>TXT_KEY_CIVIC_PROTECTOR</Description>
			<Civilopedia>TXT_KEY_CIVIC_PROTECTOR_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PROTECTOR_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/protect the weak.dds</Button>
			<TechPrereq>TECH_OPEN_MINDED</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>10</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>150</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<!-- Gold -->
				<iCommerce>0</iCommerce>
				<!-- Research -->
				<iCommerce>0</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- None -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_EDUCATION</CivicOptionType>
			<Type>CIVIC_FAMILY_TRADITIONS</Type>
			<Description>TXT_KEY_CIVIC_FAMILY_TRADITIONS</Description>
			<Civilopedia>TXT_KEY_CIVIC_FAMILY_TRADITIONS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FAMILY_TRADITIONS_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/family traditions.dds</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +2 Free Experiance, +10% Great People -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_EDUCATION</CivicOptionType>
			<Type>CIVIC_APPRENTICESHIP</Type>
			<Description>TXT_KEY_CIVIC_APPRENTICESHIP</Description>
			<Civilopedia>TXT_KEY_CIVIC_APPRENTICESHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_APPRENTICESHIP_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/apprenticeship.dds</Button>
			<TechPrereq>TECH_WHEEL</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>10</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>2</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +10% Worker Speed, +10% Research -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_EDUCATION</CivicOptionType>
			<Type>CIVIC_LOCAL_EDUCATION</Type>
			<Description>TXT_KEY_CIVIC_LOCAL_EDUCATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_LOCAL_EDUCATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_LOCAL_EDUCATION_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/local education.dds</Button>
			<TechPrereq>TECH_RIDERS_LEGACY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>10</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>0</iCommerce>
				<!-- Gold -->
				<iCommerce>10</iCommerce>
				<!-- Research -->
				<iCommerce>0</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +25% Military Production -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_EDUCATION</CivicOptionType>
			<Type>CIVIC_GOVERNMENT_EDUCATION</Type>
			<Description>TXT_KEY_CIVIC_GOVERNMENT_EDUCATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_GOVERNMENT_EDUCATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_GOVERNMENT_EDUCATION_STRATEGY</Strategy>
			<Button>art/interface/buttons/buildings/university.dds</Button>
			<TechPrereq>TECH_FRACTIONAL_GOVERMENT</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>25</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- NONE -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_MIGHT_MAKES_RIGHT</Type>
			<Description>TXT_KEY_CIVIC_MIGHT_MAKES_RIGHT</Description>
			<Civilopedia>TXT_KEY_CIVIC_MIGHT_MAKES_RIGHT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MIGHT_MAKES_RIGHT_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/despotism.dds</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>NONE</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- -25% War Anger -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_ROYAL_JUDGMENT</Type>
			<Description>TXT_KEY_CIVIC_ROYAL_JUDGMENT</Description>
			<Civilopedia>TXT_KEY_CIVIC_ROYAL_JUDGMENT_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ROYAL_JUDGMENT_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/royal judgment.dds</Button>
			<TechPrereq>TECH_JOINT_GOVERMENT</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>-25</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- -25% War Anger -25% Great People -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_MILITARY_SUPPRESSION</Type>
			<Description>TXT_KEY_CIVIC_MILITARY_SUPPRESSION</Description>
			<Civilopedia>TXT_KEY_CIVIC_MILITARY_SUPPRESSION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MILITARY_SUPPRESSION_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/military suppression.dds</Button>
			<TechPrereq>TECH_ANEXING</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>-25</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>-25</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +3 Anger for no state religion, +1 Happy State Religion, No spread of non state religion -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_DISCRIMINATION</Type>
			<Description>TXT_KEY_CIVIC_DISCRIMINATION</Description>
			<Civilopedia>TXT_KEY_CIVIC_DISCRIMINATION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_DISCRIMINATION_STRATEGY</Strategy>
			<Button>art/Interface/Buttons/Civics/slavery.dds</Button>
			<TechPrereq>TECH_MISTRUST</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>1</bNoNonStateReligionSpread>
			<iStateReligionHappiness>1</iStateReligionHappiness>
			<iNonStateReligionHappiness>-3</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +10% Worker Speed, +10% Improvement Upgrage Speed -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_JUDICIAL_SYSTEM</Type>
			<Description>TXT_KEY_CIVIC_JUDICIAL_SYSTEM</Description>
			<Civilopedia>TXT_KEY_CIVIC_JUDICIAL_SYSTEM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_JUDICIAL_SYSTEM_STRATEGY</Strategy>
			<Button>art/interface/buttons/buildings/courthouse.dds</Button>
			<TechPrereq>TECH_FUDALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>NONE</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>10</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>10</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- No Unhealthiness from buildings, No Foreign Trade Routes -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_LEGAL</CivicOptionType>
			<Type>CIVIC_MENTAL_JUDGMENT</Type>
			<Description>TXT_KEY_CIVIC_MENTAL_JUDGMENT</Description>
			<Civilopedia>TXT_KEY_PEDIA_HOLDER</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_MENTAL_JUDGMENT_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/vassalage.dds</Button>
			<TechPrereq>TECH_BRAIN_WASHING</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>1</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>1</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- NONE -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_GLUTTONY</Type>
			<Description>TXT_KEY_CIVIC_GLUTTONY</Description>
			<Civilopedia>TXT_KEY_CIVIC_GLUTTONY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_GLUTTONY_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/barbarism.dds</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +1 Trade routes -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_TOWN_MARKET</Type>
			<Description>TXT_KEY_CIVIC_TOWN_MARKET</Description>
			<Civilopedia>TXT_KEY_CIVIC_TOWN_MARKET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_TOWN_MARKET_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/town market.dds</Button>
			<TechPrereq>TECH_MARKETING</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>1</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +10% Worker Speed and Improvment info -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_FEUDALISM</Type>
			<Description>TXT_KEY_CIVIC_FEUDALISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_FEUDALISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FEUDALISM_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/serfdom.dds</Button>
			<TechPrereq>TECH_FUDALISM</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>10</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>10</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +10% Gold&Culture&Research, +1 Trade Route -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_BUREAUCRACY</Type>
			<Description>TXT_KEY_CIVIC_BUREAUCRACY</Description>
			<Civilopedia>TXT_KEY_CIVIC_BUREAUCRACY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_BUREAUCRACY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/bureaucracy.dds</Button>
			<TechPrereq>TECH_BURRACASY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>1</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<!-- Gold -->
				<iCommerce>10</iCommerce>
				<!-- Research -->
				<iCommerce>10</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +15% Gold,Culture,Research -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_REGULATED_MARKET</Type>
			<Description>TXT_KEY_CIVIC_REGULATED_MARKET</Description>
			<Civilopedia>TXT_KEY_CIVIC_REGULATED_MARKET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_REGULATED_MARKET_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/regulated market.dds</Button>
			<TechPrereq>TECH_MONOPOLY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers>
				<iCommerce>15</iCommerce>
				<!-- Gold -->
				<iCommerce>15</iCommerce>
				<!-- Research -->
				<iCommerce>15</iCommerce>
				<!-- Culture -->
			</CommerceModifiers>
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +2 Trade routes -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_ECONOMY</CivicOptionType>
			<Type>CIVIC_FREE_MARKET</Type>
			<Description>TXT_KEY_CIVIC_FREE_MARKET</Description>
			<Civilopedia>TXT_KEY_CIVIC_FREE_MARKET_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FREE_MARKET_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/decentralization.dds</Button>
			<TechPrereq>TECH_FREE_MARKET</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_MEDIUM</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>2</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- None -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_PAGANISM</Type>
			<Description>TXT_KEY_CIVIC_PAGANISM</Description>
			<Civilopedia>TXT_KEY_CIVIC_PAGANISM_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PAGANISM_STRATEGY</Strategy>
			<Button>art/interface/buttons/civics/paganism.dds</Button>
			<TechPrereq>NONE</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +1 State Religion Happiness -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_ORGANIZED_RELIGION</Type>
			<Description>TXT_KEY_CIVIC_ORGANIZED_RELIGION</Description>
			<Civilopedia>TXT_KEY_CIVIC_ORGANIZED_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_ORGANIZED_RELIGION_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/organized religion.dds</Button>
			<TechPrereq>TECH_SPIRIT_WORSHIP</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>1</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +2 Happy for state religion, +2 Exp for units built in religious cities -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_RELIGIOUS_SUPERIORITY</Type>
			<Description>TXT_KEY_CIVIC_RELIGIOUS_SUPERIORITY</Description>
			<Civilopedia>TXT_KEY_PEDIA_HOLDER</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_RELIGIOUS_SUPERIORITY_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/religious superiority.dds</Button>
			<TechPrereq>TECH_WORD_OF_HOTHGAR</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_HIGH</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>2</iStateReligionHappiness>
			<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>2</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- State religion only, -3 Anger for civs w/o state religion, +2 Happy for city with state religion -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_PERSECUTION</Type>
			<Description>TXT_KEY_CIVIC_PERSECUTION</Description>
			<Civilopedia>TXT_KEY_CIVIC_PERSECUTION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_PERSECUTION_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/persecution.dds</Button>
			<TechPrereq>TECH_NECROMANCY</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>1</bStateReligion>
			<bNoNonStateReligionSpread>1</bNoNonStateReligionSpread>
			<iStateReligionHappiness>2</iStateReligionHappiness>
			<iNonStateReligionHappiness>-3</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
		<!-- +1 Happy for each nonstate religion -->
		<CivicInfo>
			<CivicOptionType>CIVICOPTION_RELIGION</CivicOptionType>
			<Type>CIVIC_FREE_RELIGION</Type>
			<Description>TXT_KEY_CIVIC_FREE_RELIGION</Description>
			<Civilopedia>TXT_KEY_CIVIC_FREE_RELIGION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_CIVIC_FREE_RELIGION_STRATEGY</Strategy>
			<Button>Art/Interface/Buttons/Civics/free religion.dds</Button>
			<TechPrereq>TECH_OPEN_MINDED</TechPrereq>
			<iAnarchyLength>1</iAnarchyLength>
			<Upkeep>UPKEEP_LOW</Upkeep>
			<iAIWeight>0</iAIWeight>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
			<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
			<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
			<iExtraHealth>0</iExtraHealth>
			<iFreeExperience>0</iFreeExperience>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iBaseFreeUnits>0</iBaseFreeUnits>
			<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
			<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
			<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
			<iGoldPerUnit>0</iGoldPerUnit>
			<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
			<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
			<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
			<iMaxConscript>0</iMaxConscript>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<iLargestCityHappiness>0</iLargestCityHappiness>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iTradeRoutes>0</iTradeRoutes>
			<bNoForeignTrade>0</bNoForeignTrade>
			<iCivicPercentAnger>0</iCivicPercentAnger>
			<bStateReligion>0</bStateReligion>
			<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iNonStateReligionHappiness>1</iNonStateReligionHappiness>
			<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
			<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
			<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
			<YieldModifiers />
			<CapitalYieldModifiers />
			<TradeYieldModifiers />
			<CommerceModifiers />
			<CapitalCommerceModifiers />
			<SpecialistExtraCommerces />
			<Hurrys />
			<SpecialBuildingNotRequireds />
			<SpecialistValids />
			<BuildingHappinessChanges />
			<FeatureHappinessChanges />
			<ImprovementYieldChanges />
			<WeLoveTheKing />
		</CivicInfo>
	</CivicInfos>
</Civ4CivicInfos>